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							- using System;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- 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> { }
 
- }
 
 
  |