| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251 | using System;using System.Collections;using System.Collections.Generic;using System.Linq;using System.Text;using System.Threading.Tasks;namespace Priority_Queue{    /// <summary>    /// Credit: https://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp    /// A simplified priority queue implementation.  Is stable, auto-resizes, and thread-safe, at the cost of being slightly slower than    /// FastPriorityQueue    /// </summary>    /// <typeparam name="TItem">The type to enqueue</typeparam>    /// <typeparam name="TPriority">The priority-type to use for nodes.  Must extend IComparable<TPriority></typeparam>    public class SimplePriorityQueue<TItem, TPriority> : IPriorityQueue<TItem, TPriority>        where TPriority : IComparable<TPriority>    {        private class SimpleNode : GenericPriorityQueueNode<TPriority>        {            public TItem Data { get; private set; }            public SimpleNode(TItem data)            {                Data = data;            }        }        private const int INITIAL_QUEUE_SIZE = 10;        private readonly GenericPriorityQueue<SimpleNode, TPriority> _queue;        public SimplePriorityQueue()        {            _queue = new GenericPriorityQueue<SimpleNode, TPriority>(INITIAL_QUEUE_SIZE);        }        /// <summary>        /// Given an item of type T, returns the exist SimpleNode in the queue        /// </summary>        private SimpleNode GetExistingNode(TItem item)        {            var comparer = EqualityComparer<TItem>.Default;            foreach (var node in _queue)            {                if (comparer.Equals(node.Data, item))                {                    return node;                }            }            throw new InvalidOperationException("Item cannot be found in queue: " + item);        }        /// <summary>        /// Returns the number of nodes in the queue.        /// O(1)        /// </summary>        public int Count        {            get            {                lock (_queue)                {                    return _queue.Count;                }            }        }        /// <summary>        /// Returns the head of the queue, without removing it (use Dequeue() for that).        /// Throws an exception when the queue is empty.        /// O(1)        /// </summary>        public TItem First        {            get            {                lock (_queue)                {                    if (_queue.Count <= 0)                    {                        throw new InvalidOperationException("Cannot call .First on an empty queue");                    }                    SimpleNode first = _queue.First;                    return (first != null ? first.Data : default(TItem));                }            }        }        /// <summary>        /// Removes every node from the queue.        /// O(n)        /// </summary>        public void Clear()        {            lock (_queue)            {                _queue.Clear();            }        }        /// <summary>        /// Returns whether the given item is in the queue.        /// O(n)        /// </summary>        public bool Contains(TItem item)        {            lock (_queue)            {                var comparer = EqualityComparer<TItem>.Default;                foreach (var node in _queue)                {                    if (comparer.Equals(node.Data, item))                    {                        return true;                    }                }                return false;            }        }        /// <summary>        /// Removes the head of the queue (node with minimum priority; ties are broken by order of insertion), and returns it.        /// If queue is empty, throws an exception        /// O(log n)        /// </summary>        public bool TryDequeue(out TItem item)        {            lock (_queue)            {                if (_queue.Count <= 0)                {                    item = default(TItem);                    return false;                }                SimpleNode node;                if (_queue.TryDequeue(out node))                {                    item = node.Data;                    return true;                }                item = default(TItem);                return false;            }        }        /// <summary>        /// Enqueue a node to the priority queue.  Lower values are placed in front. Ties are broken by first-in-first-out.        /// This queue automatically resizes itself, so there's no concern of the queue becoming 'full'.        /// Duplicates are allowed.        /// O(log n)        /// </summary>        public void Enqueue(TItem item, TPriority priority)        {            lock (_queue)            {                SimpleNode node = new SimpleNode(item);                if (_queue.Count == _queue.MaxSize)                {                    _queue.Resize(_queue.MaxSize * 2 + 1);                }                _queue.Enqueue(node, priority);            }        }        /// <summary>        /// Removes an item from the queue.  The item does not need to be the head of the queue.          /// If the item is not in the queue, an exception is thrown.  If unsure, check Contains() first.        /// If multiple copies of the item are enqueued, only the first one is removed.         /// O(n)        /// </summary>        public void Remove(TItem item)        {            lock (_queue)            {                try                {                    _queue.Remove(GetExistingNode(item));                }                catch (InvalidOperationException ex)                {                    throw new InvalidOperationException("Cannot call Remove() on a node which is not enqueued: " + item, ex);                }            }        }        /// <summary>        /// Call this method to change the priority of an item.        /// Calling this method on a item not in the queue will throw an exception.        /// If the item is enqueued multiple times, only the first one will be updated.        /// (If your requirements are complex enough that you need to enqueue the same item multiple times <i>and</i> be able        /// to update all of them, please wrap your items in a wrapper class so they can be distinguished).        /// O(n)        /// </summary>        public void UpdatePriority(TItem item, TPriority priority)        {            lock (_queue)            {                try                {                    SimpleNode updateMe = GetExistingNode(item);                    _queue.UpdatePriority(updateMe, priority);                }                catch (InvalidOperationException ex)                {                    throw new InvalidOperationException("Cannot call UpdatePriority() on a node which is not enqueued: " + item, ex);                }            }        }        public IEnumerator<TItem> GetEnumerator()        {            List<TItem> queueData = new List<TItem>();            lock (_queue)            {                //Copy to a separate list because we don't want to 'yield return' inside a lock                foreach (var node in _queue)                {                    queueData.Add(node.Data);                }            }            return queueData.GetEnumerator();        }        IEnumerator IEnumerable.GetEnumerator()        {            return GetEnumerator();        }        public bool IsValidQueue()        {            lock (_queue)            {                return _queue.IsValidQueue();            }        }    }    /// <summary>    /// A simplified priority queue implementation.  Is stable, auto-resizes, and thread-safe, at the cost of being slightly slower than    /// FastPriorityQueue    /// This class is kept here for backwards compatibility.  It's recommended you use Simple    /// </summary>    /// <typeparam name="TItem">The type to enqueue</typeparam>    public class SimplePriorityQueue<TItem> : SimplePriorityQueue<TItem, float> { }}
 |