/* * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed with * this work for additional information regarding copyright ownership. * The ASF licenses this file to You under the Apache License, Version 2.0 * (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using System; using Lucene.Net.Support; namespace Lucene.Net.Util { /// A PriorityQueue maintains a partial ordering of its elements such that the /// least element can always be found in constant time. Put()'s and pop()'s /// require log(size) time. /// ///

NOTE: This class pre-allocates a full array of /// length maxSize+1, in . /// ///

// TODO: T needs to be able to return null. Behavior might be unexpected otherwise, since it returns default(T) // I only see a non-nullable type used in PriorityQueue in the tests. may be possible to re-write tests to // use an IComparable class, and this can be changed back to constraining on class, to return null, or should // we leave as is? public abstract class PriorityQueue //where T : class { private int size; private int maxSize; protected internal T[] heap; /// Determines the ordering of objects in this priority queue. Subclasses /// must define this one method. /// public abstract bool LessThan(T a, T b); /// This method can be overridden by extending classes to return a sentinel /// object which will be used by to fill the queue, so /// that the code which uses that queue can always assume it's full and only /// change the top without attempting to insert any new object.
/// /// Those sentinel values should always compare worse than any non-sentinel /// value (i.e., should always favor the /// non-sentinel values).
/// /// By default, this method returns false, which means the queue will not be /// filled with sentinel values. Otherwise, the value returned will be used to /// pre-populate the queue. Adds sentinel values to the queue.
/// /// If this method is extended to return a non-null value, then the following /// usage pattern is recommended: /// /// /// // extends getSentinelObject() to return a non-null value. /// PriorityQueue<MyObject> pq = new MyQueue<MyObject>(numHits); /// // save the 'top' element, which is guaranteed to not be null. /// MyObject pqTop = pq.top(); /// <...> /// // now in order to add a new element, which is 'better' than top (after /// // you've verified it is better), it is as simple as: /// pqTop.change(). /// pqTop = pq.updateTop(); /// /// /// NOTE: if this method returns a non-null value, it will be called by /// times, relying on a new object to /// be returned and will not check if it's null again. Therefore you should /// ensure any call to this method creates a new instance and behaves /// consistently, e.g., it cannot return null if it previously returned /// non-null. /// ///
/// the sentinel object to use to pre-populate the queue, or null if sentinel objects are not supported. protected internal virtual T SentinelObject { get { return default(T); } } /// Subclass constructors must call this. protected internal void Initialize(int maxSize) { size = 0; int heapSize; if (0 == maxSize) // We allocate 1 extra to avoid if statement in top() heapSize = 2; else { if (maxSize == Int32.MaxValue) { // Don't wrap heapSize to -1, in this case, which // causes a confusing NegativeArraySizeException. // Note that very likely this will simply then hit // an OOME, but at least that's more indicative to // caller that this values is too big. We don't +1 // in this case, but it's very unlikely in practice // one will actually insert this many objects into // the PQ: heapSize = Int32.MaxValue; } else { // NOTE: we add +1 because all access to heap is // 1-based not 0-based. heap[0] is unused. heapSize = maxSize + 1; } } heap = new T[heapSize]; this.maxSize = maxSize; // If sentinel objects are supported, populate the queue with them T sentinel = SentinelObject; if (sentinel != null) { heap[1] = sentinel; for (int i = 2; i < heap.Length; i++) { heap[i] = SentinelObject; } size = maxSize; } } /// /// Adds an Object to a PriorityQueue in log(size) time. If one tries to add /// more objects than maxSize from initialize an /// is thrown. /// /// the new 'top' element in the queue. /// public T Add(T element) { size++; heap[size] = element; UpHeap(); return heap[1]; } /// Adds an Object to a PriorityQueue in log(size) time. /// It returns the object (if any) that was /// dropped off the heap because it was full. This can be /// the given parameter (in case it is smaller than the /// full heap's minimum, and couldn't be added), or another /// object that was previously the smallest value in the /// heap and now has been replaced by a larger one, or null /// if the queue wasn't yet full with maxSize elements. /// public virtual T InsertWithOverflow(T element) { if (size < maxSize) { Add(element); return default(T); } else if (size > 0 && !LessThan(element, heap[1])) { T ret = heap[1]; heap[1] = element; UpdateTop(); return ret; } else { return element; } } /// Returns the least element of the PriorityQueue in constant time. public T Top() { // We don't need to check size here: if maxSize is 0, // then heap is length 2 array with both entries null. // If size is 0 then heap[1] is already null. return heap[1]; } /// /// Removes and returns the least element of the /// PriorityQueue in log(size) time. /// public T Pop() { if (size > 0) { T result = heap[1]; // save first value heap[1] = heap[size]; // move last to first heap[size] = default(T); // permit GC of objects size--; DownHeap(); // adjust heap return result; } else return default(T); } /// Should be called when the Object at top changes values. /// Still log(n) worst case, but it's at least twice as fast to /// /// pq.top().change(); /// pq.updateTop(); /// /// instead of /// /// o = pq.pop(); /// o.change(); /// pq.push(o); /// /// /// the new 'top' element. public T UpdateTop() { DownHeap(); return heap[1]; } /// Returns the number of elements currently stored in the PriorityQueue. public int Size() { return size; } /// Removes all entries from the PriorityQueue. public void Clear() { for (int i = 0; i <= size; i++) { heap[i] = default(T); } size = 0; } private void UpHeap() { int i = size; T node = heap[i]; // save bottom node int j = Number.URShift(i, 1); while (j > 0 && LessThan(node, heap[j])) { heap[i] = heap[j]; // shift parents down i = j; j = Number.URShift(j, 1); } heap[i] = node; // install saved node } private void DownHeap() { int i = 1; T node = heap[i]; // save top node int j = i << 1; // find smaller child int k = j + 1; if (k <= size && LessThan(heap[k], heap[j])) { j = k; } while (j <= size && LessThan(heap[j], node)) { heap[i] = heap[j]; // shift up child i = j; j = i << 1; k = j + 1; if (k <= size && LessThan(heap[k], heap[j])) { j = k; } } heap[i] = node; // install saved node } } }