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//
// TopScores.cs
//
// Copyright (C) 2004 Novell, Inc.
//
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
using System;
using System.Collections;
namespace Beagle.Util {
public class TopScores {
private bool Debug = false;
private struct Node {
public long Score;
public object Obj;
public int LtEq;
public int Gt;
public void Clear ()
{
LtEq = -1;
Gt = -1;
}
}
int count;
bool at_capacity = false;
int free_node = 0;
int root_node = -1;
Node [] nodes;
long cutoff_score;
public TopScores (int count)
{
this.count = count;
this.nodes = new Node [count];
for (int i = 0; i < count; ++i)
this.nodes [i].Clear ();
}
public int Count {
get { return count; }
}
public long MinimumScore {
get {
if (at_capacity)
return cutoff_score;
long score = 0;
int i = root_node;
while (i != -1) {
score = nodes [i].Score;
i = nodes [i].LtEq;
}
return score;
}
}
public bool WillAccept (long score)
{
return (! at_capacity) || score > cutoff_score;
}
public void Add (long score, object obj)
{
if (at_capacity && score <= cutoff_score) {
if (Debug)
Console.WriteLine ("Skipping {0} ({1}), since threshold is {2}",
obj, score, cutoff_score);
return;
}
int node, next_node, prev_node;
// If this is the first thing we are adding,
// make it the root node.
if (root_node == -1) {
if (Debug)
Console.WriteLine ("Added {0} ({1}) as root node {2}", obj, score, free_node);
root_node = free_node;
nodes [free_node].Score = score;
nodes [free_node].Obj = obj;
++free_node;
return;
}
// If we are at capacity, find the leftmost node
// and detatch it.
if (at_capacity) {
prev_node = -1;
node = root_node;
// Find the leftmost node
while (true) {
next_node = nodes [node].LtEq;
if (next_node == -1)
break;
prev_node = node;
node = next_node;
}
// Detatch the node, and store its index
// in free_node so we can re-use it immediately.
if (prev_node != -1) {
// Detatching a non-root node
if (Debug)
Console.WriteLine ("Detatching {0} ({1}) from node {2}",
nodes [node].Obj, nodes [node].Score, node);
nodes [prev_node].LtEq = nodes [node].Gt;
free_node = node;
node = prev_node; // where to start looking for the new cut-off
} else {
// Detatching the root node
if (Debug)
Console.WriteLine ("Detatching {0} ({1}) from root node {2}",
nodes [root_node].Obj, nodes [root_node].Score, root_node);
free_node = root_node;
root_node = nodes [root_node].Gt;
node = root_node; // where to start looking for the new cut-off
}
// Find the new cut-off
while (node != -1) {
cutoff_score = nodes [node].Score;
node = nodes [node].LtEq;
}
nodes [free_node].Clear ();
if (Debug)
Console.WriteLine ("New cutoff is {0}", cutoff_score);
}
// Find where we want to attach this node
bool is_lteq = false;
node = -1;
next_node = root_node;
while (next_node != -1) {
node = next_node;
if (score <= nodes [node].Score) {
next_node = nodes [node].LtEq;
is_lteq = true;
} else {
next_node = nodes [node].Gt;
is_lteq = false;
}
}
nodes [free_node].Score = score;
nodes [free_node].Obj = obj;
if (Debug)
Console.WriteLine ("Added {0} ({1}) as node {2}, under and {3} of {4}",
obj, score, free_node, is_lteq ? "left" : "right", node);
if (at_capacity && score < cutoff_score) {
cutoff_score = score;
if (Debug)
Console.WriteLine ("New cutoff is {0}", cutoff_score);
}
if (is_lteq)
nodes [node].LtEq = free_node;
else
nodes [node].Gt = free_node;
if (! at_capacity) {
++free_node;
if (free_node >= count) {
cutoff_score = MinimumScore;
at_capacity = true;
if (Debug)
Console.WriteLine ("Hit capacity: set cutoff to {0}", cutoff_score);
}
}
}
private int ComputeMaxDepth (int i)
{
if (i == -1)
return 0;
int a = 1 + ComputeMaxDepth (nodes [i].LtEq);
int b = 1 + ComputeMaxDepth (nodes [i].Gt);
return Math.Max (a, b);
}
public int MaxDepth {
get { return ComputeMaxDepth (root_node); }
}
private void BuildArray (ArrayList array, int i)
{
if (i != -1) {
BuildArray (array, nodes [i].Gt);
array.Add (nodes [i].Obj);
BuildArray (array, nodes [i].LtEq);
}
}
// Returns objects sorted from high to low scores
public ICollection TopScoringObjects {
get {
ArrayList array = new ArrayList ();
BuildArray (array, root_node);
return array;
}
}
#if false
static void Main ()
{
int trial = 0;
Random rng = new Random ();
for (int j = 0; j < 1000; ++j) {
++trial;
Console.WriteLine ("Trial #{0}", trial);
TopScores top;
top = new TopScores (6 + rng.Next (100));
ArrayList all = new ArrayList ();
int i;
int N = 100 + rng.Next (100);
for (i = 0; i < N; ++i) {
int n = rng.Next (200);
all.Add (n);
top.Add (n, n);
}
all.Sort ();
i = all.Count - 1;
foreach (object obj in top.TopScoringObjects) {
if (! obj.Equals (all [i])) {
Console.WriteLine ("Mismatch!");
i = all.Count - 1;
foreach (object x in top.TopScoringObjects) {
Console.WriteLine ("{0} {1} {2}",
x, all [i],
x.Equals (all [i]) ? "" : "***");
--i;
}
return;
}
--i;
}
}
}
#endif
}
}
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