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Subject: Re: [Boost-users] [BGL] dijkstra_shortest_paths with listS
From: Jeremiah Willcock (jewillco_at_[hidden])
Date: 2010-01-04 18:29:24
On Mon, 4 Jan 2010, gast128 wrote:
> Hello all,
>
> BGL supports a lot of graph algorithms, and lots of stuff get default filled
> in when using vecS as container type of vertices. However things become pretty
> ugly when not using this container. Below I used a listS for both edges and
> vertices. Maybe it can help other people (and maybe somebody can cross check
> me). Note that some constructs could be bundled, but for clearity I explicitly
> wrote all things out.
I think this is right. I put a few notes in it.
> I use the graph from the BGL book as example (figure 13.3).
>
>
> void TestgraphDijkstra()
> {
> typedef boost::adjacency_list<boost::listS,
> boost::listS,
> boost::bidirectionalS,
> std::string> Graph;
I know about your note about not using properties for everything possible,
but using an old-style vertex_index property would make some things like
color maps much easier. However, your way (an external property) works
well also.
> typedef boost::graph_traits<Graph>::vertex_descriptor VertexDescriptor;
> typedef boost::graph_traits<Graph>::edge_descriptor EdgeDescriptor;
>
> typedef int Weight;
>
> typedef std::map<EdgeDescriptor, Weight> WeightMap;
> typedef std::map<VertexDescriptor, size_t> VertexIndexMap;
> typedef std::map<VertexDescriptor, Weight> DistanceMap;
> typedef std::map<VertexDescriptor, VertexDescriptor> PredecessorMap;
>
> Graph graph;
>
> WeightMap mapWeigth;
> VertexIndexMap mapVertexIndex;
> DistanceMap mapDistance;
> PredecessorMap mapPredecessor;
>
> boost::associative_property_map<WeightMap> pmWeigth(mapWeigth);
> boost::associative_property_map<VertexIndexMap> pmVertexIndex
> (mapVertexIndex);
> boost::associative_property_map<DistanceMap> pmDistance(mapDistance);
> boost::associative_property_map<PredecessorMap> pmPredecessor
> (mapPredecessor);
>
> //build a graph according to figure 13.3
>
> //add vertices
> const VertexDescriptor vA = boost::add_vertex(graph);
> const VertexDescriptor vB = boost::add_vertex(graph);
> const VertexDescriptor vC = boost::add_vertex(graph);
> const VertexDescriptor vD = boost::add_vertex(graph);
> const VertexDescriptor vE = boost::add_vertex(graph);
>
> //set vertex names
> graph[vA] = "A";
> graph[vB] = "B";
> graph[vC] = "C";
> graph[vD] = "D";
> graph[vE] = "E";
>
> //add edges
> const EdgeDescriptor eAC = boost::add_edge(vA, vC, graph).first;
> const EdgeDescriptor eBB = boost::add_edge(vB, vB, graph).first;
> const EdgeDescriptor eBD = boost::add_edge(vB, vD, graph).first;
> const EdgeDescriptor eBE = boost::add_edge(vB, vE, graph).first;
> const EdgeDescriptor eCB = boost::add_edge(vC, vB, graph).first;
> const EdgeDescriptor eCD = boost::add_edge(vC, vD, graph).first;
> const EdgeDescriptor eDE = boost::add_edge(vD, vE, graph).first;
> const EdgeDescriptor eEB = boost::add_edge(vE, vB, graph).first;
> const EdgeDescriptor eEA = boost::add_edge(vE, vA, graph).first;
>
> //set edge weights
> boost::put(pmWeigth, eAC, 1);
> boost::put(pmWeigth, eBB, 2);
> boost::put(pmWeigth, eBD, 1);
> boost::put(pmWeigth, eBE, 2);
> boost::put(pmWeigth, eCB, 7);
> boost::put(pmWeigth, eCD, 3);
> boost::put(pmWeigth, eDE, 1);
> boost::put(pmWeigth, eEB, 1);
> boost::put(pmWeigth, eEA, 1);
>
> //build index map
> boost::put(pmVertexIndex, vA, 0);
> boost::put(pmVertexIndex, vB, 1);
> boost::put(pmVertexIndex, vC, 2);
> boost::put(pmVertexIndex, vD, 3);
> boost::put(pmVertexIndex, vE, 4);
An easier way is to just loop over the vertices and assign indices
sequentially, making index assignment independent from the actual graph
structure. You can use the (currently undocumented) header
<boost/graph/iteration_macros.hpp> for that:
{
int i = 0;
BGL_FORALL_VERTICES(v, graph, Graph) {
boost::put(pmVertexIndex, v, i++);
}
> //note: color map not needed, because of index map?
That is correct. For the color map, the following three possibilities are
tried (in order) by the algorithm:
1. An explicitly specified color map.
2. Creating a new color map using an explicitly specified vertex index
map.
3. Creating a new color map using a named vertex_index property in the
graph.
> boost::dijkstra_shortest_paths(graph, vA, boost::weight_map
> (pmWeigth).vertex_index_map(pmVertexIndex).distance_map
> (pmDistance).predecessor_map(pmPredecessor));
>
> for (DistanceMap::const_iterator itDist = mapDistance.begin(); itDist !=
> mapDistance.end(); ++itDist)
> {
> //dump
> const VertexDescriptor v = itDist->first;
> const VertexDescriptor vPrev = mapPredecessor[v];
>
> std::cout << "Distance(" << graph[v] << ") = " << itDist->second
> << ", "
> << "Parent(" << graph[v] << ") = " << graph[vPrev]
> << std::endl;
> }
> }
-- Jeremiah Willcock
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