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/**************************************************************************
* *
* Regina - A Normal Surface Theory Calculator *
* Computational Engine *
* *
* Copyright (c) 1999-2011, Ben Burton *
* For further details contact Ben Burton (bab@debian.org). *
* *
* This program is free software; you can redistribute it and/or *
* modify it under the terms of the GNU General Public License as *
* published by the Free Software Foundation; either version 2 of the *
* License, or (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, but *
* WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
* General Public License for more details. *
* *
* You should have received a copy of the GNU General Public *
* License along with this program; if not, write to the Free *
* Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, *
* MA 02110-1301, USA. *
* *
**************************************************************************/
/* end stub */
#include <list>
#include <sstream>
#include "packet/ncontainer.h"
#include "subcomplex/nsnappedball.h"
#include "surfaces/nnormalsurface.h"
#include "surfaces/nnormalsurfacelist.h"
#include "triangulation/nisomorphism.h"
#include "triangulation/ntriangulation.h"
namespace regina {
unsigned long NTriangulation::splitIntoComponents(NPacket* componentParent,
bool setLabels) {
// Knock off the empty triangulation first.
if (tetrahedra.empty())
return 0;
if (! componentParent)
componentParent = this;
// Create the new component triangulations.
// Note that the following line forces a skeletal recalculation.
unsigned long nComp = getNumberOfComponents();
// Initialise the component triangulations.
NTriangulation** newTris = new NTriangulation*[nComp];
unsigned long whichComp;
for (whichComp = 0; whichComp < nComp; ++whichComp)
newTris[whichComp] = new NTriangulation();
// Clone the tetrahedra, sorting them into the new components.
unsigned long nTets = tetrahedra.size();
NTetrahedron** newTets = new NTetrahedron*[nTets];
NTetrahedron *tet, *adjTet;
unsigned long tetPos, adjPos;
NPerm4 adjPerm;
int face;
for (tetPos = 0; tetPos < nTets; tetPos++)
newTets[tetPos] =
newTris[componentIndex(tetrahedra[tetPos]->getComponent())]->
newTetrahedron(tetrahedra[tetPos]->getDescription());
// Clone the tetrahedron gluings also.
for (tetPos = 0; tetPos < nTets; tetPos++) {
tet = tetrahedra[tetPos];
for (face = 0; face < 4; face++) {
adjTet = tet->adjacentTetrahedron(face);
if (adjTet) {
adjPos = tetrahedronIndex(adjTet);
adjPerm = tet->adjacentGluing(face);
if (adjPos > tetPos ||
(adjPos == tetPos && adjPerm[face] > face))
newTets[tetPos]->joinTo(face, newTets[adjPos], adjPerm);
}
}
}
// Insert the component triangulations into the packet tree and clean up.
for (whichComp = 0; whichComp < nComp; ++whichComp) {
componentParent->insertChildLast(newTris[whichComp]);
if (setLabels) {
std::ostringstream label;
label << getPacketLabel() << " - Cmpt #" << (whichComp + 1);
newTris[whichComp]->setPacketLabel(makeUniqueLabel(label.str()));
}
}
delete[] newTets;
delete[] newTris;
return whichComp;
}
unsigned long NTriangulation::connectedSumDecomposition(NPacket* primeParent,
bool setLabels) {
// Precondition checks.
if (! (isValid() && isClosed() && isOrientable() && isConnected()))
return 0;
if (! primeParent)
primeParent = this;
// Make a working copy, simplify and record the initial homology.
NTriangulation* working = new NTriangulation(*this);
working->intelligentSimplify();
unsigned long initZ, initZ2, initZ3;
{
const NAbelianGroup& homology = working->getHomologyH1();
initZ = homology.getRank();
initZ2 = homology.getTorsionRank(2);
initZ3 = homology.getTorsionRank(3);
}
// Start crushing normal spheres.
NContainer toProcess;
toProcess.insertChildLast(working);
std::list<NTriangulation*> primeComponents;
unsigned long whichComp = 0;
NTriangulation* processing;
NTriangulation* crushed;
NNormalSurface* sphere;
while ((processing = static_cast<NTriangulation*>(
toProcess.getFirstTreeChild()))) {
// INV: Our triangulation is the connected sum of all the
// children of toProcess, all the elements of primeComponents
// and possibly some copies of S2xS1, RP3 and/or L(3,1).
// Work with the last child.
processing->makeOrphan();
// Find a normal 2-sphere to crush.
sphere = NNormalSurface::findNonTrivialSphere(processing);
if (sphere) {
crushed = sphere->crush();
delete sphere;
delete processing;
crushed->intelligentSimplify();
// Insert each component of the crushed triangulation back
// into the list to process.
if (crushed->getNumberOfComponents() == 0)
delete crushed;
else if (crushed->getNumberOfComponents() == 1)
toProcess.insertChildLast(crushed);
else {
crushed->splitIntoComponents(&toProcess, false);
delete crushed;
}
} else {
// We have no non-trivial normal 2-spheres!
// The triangulation is 0-efficient (and prime).
// Is it a 3-sphere?
if (processing->getNumberOfVertices() > 1) {
// Proposition 5.1 of Jaco & Rubinstein's 0-efficiency
// paper: If a closed orientable triangulation T is
// 0-efficient then either T has one vertex or T is a
// 3-sphere with precisely two vertices.
//
// It follows then that this is a 3-sphere.
// Toss it away.
delete sphere;
delete processing;
} else {
// Now we have a closed orientable one-vertex 0-efficient
// triangulation.
// We have to look for an almost normal sphere.
//
// From the proof of Proposition 5.12 in Jaco & Rubinstein's
// 0-efficiency paper, we see that we can restrict our
// search to octagonal almost normal surfaces.
// Furthermore, from the result in the quadrilateral-octagon
// coordinates paper, we can restrict this search further
// to vertex octagonal almost normal surfaces in
// quadrilateral-octagonal space.
sphere = NNormalSurface::findVtxOctAlmostNormalSphere(
processing, true /* quad-oct coordinates */);
if (sphere) {
// It's a 3-sphere. Toss this component away.
delete sphere;
delete processing;
} else {
// It's a non-trivial prime component!
primeComponents.push_back(processing);
}
}
}
}
// Run a final homology check and put back our missing S2xS1, RP3
// and L(3,1) terms.
unsigned long finalZ = 0, finalZ2 = 0, finalZ3 = 0;
for (std::list<NTriangulation*>::iterator it = primeComponents.begin();
it != primeComponents.end(); it++) {
const NAbelianGroup& homology = (*it)->getHomologyH1();
finalZ += homology.getRank();
finalZ2 += homology.getTorsionRank(2);
finalZ3 += homology.getTorsionRank(3);
}
while (finalZ++ < initZ) {
working = new NTriangulation();
working->insertLayeredLensSpace(0, 1);
primeComponents.push_back(working);
}
while (finalZ2++ < initZ2) {
working = new NTriangulation();
working->insertLayeredLensSpace(2, 1);
primeComponents.push_back(working);
}
while (finalZ3++ < initZ3) {
working = new NTriangulation();
working->insertLayeredLensSpace(3, 1);
primeComponents.push_back(working);
}
// All done!
for (std::list<NTriangulation*>::iterator it = primeComponents.begin();
it != primeComponents.end(); it++) {
primeParent->insertChildLast(*it);
if (setLabels) {
std::ostringstream label;
label << getPacketLabel() << " - Summand #" << (whichComp + 1);
(*it)->setPacketLabel(makeUniqueLabel(label.str()));
}
whichComp++;
}
return whichComp;
}
bool NTriangulation::isThreeSphere() const {
if (threeSphere.known())
return threeSphere.value();
// Basic property checks.
if (! (isValid() && isClosed() && isOrientable() && isConnected())) {
threeSphere = false;
return false;
}
// Check homology.
// Better simplify first, which means we need a clone.
NTriangulation* working = new NTriangulation(*this);
working->intelligentSimplify();
if (! working->getHomologyH1().isTrivial()) {
threeSphere = false;
delete working;
return false;
}
// Time for some more heavy machinery. On to normal surfaces.
NContainer toProcess;
toProcess.insertChildLast(working);
NTriangulation* processing;
NTriangulation* crushed;
NNormalSurface* sphere;
while ((processing = static_cast<NTriangulation*>(
toProcess.getLastTreeChild()))) {
// INV: Our triangulation is the connected sum of all the
// children of toProcess. Each of these children has trivial
// homology (and therefore we have no S2xS1 / RP3 / L(3,1)
// summands to worry about).
// Work with the last child.
processing->makeOrphan();
// Find a normal 2-sphere to crush.
sphere = NNormalSurface::findNonTrivialSphere(processing);
if (sphere) {
crushed = sphere->crush();
delete sphere;
delete processing;
crushed->intelligentSimplify();
// Insert each component of the crushed triangulation in the
// list to process.
if (crushed->getNumberOfComponents() == 0)
delete crushed;
else if (crushed->getNumberOfComponents() == 1)
toProcess.insertChildLast(crushed);
else {
crushed->splitIntoComponents(&toProcess, false);
delete crushed;
}
} else {
// We have no non-trivial normal 2-spheres!
// The triangulation is 0-efficient.
// We can now test directly whether we have a 3-sphere.
if (processing->getNumberOfVertices() > 1) {
// Proposition 5.1 of Jaco & Rubinstein's 0-efficiency
// paper: If a closed orientable triangulation T is
// 0-efficient then either T has one vertex or T is a
// 3-sphere with precisely two vertices.
//
// It follows then that this is a 3-sphere.
// Toss it away.
delete sphere;
delete processing;
} else {
// Now we have a closed orientable one-vertex 0-efficient
// triangulation.
// We have to look for an almost normal sphere.
//
// From the proof of Proposition 5.12 in Jaco & Rubinstein's
// 0-efficiency paper, we see that we can restrict our
// search to octagonal almost normal surfaces.
// Furthermore, from the result in the quadrilateral-octagon
// coordinates paper, we can restrict this search further
// to vertex octagonal almost normal surfaces in
// quadrilateral-octagonal space.
sphere = NNormalSurface::findVtxOctAlmostNormalSphere(
processing, true /* quad-oct coordinates */);
if (sphere) {
// It's a 3-sphere. Toss this component away.
delete sphere;
delete processing;
} else {
// It's not a 3-sphere. We're done!
threeSphere = false;
delete processing;
return false;
}
}
}
}
// Our triangulation is the connected sum of 0 components!
threeSphere = true;
return true;
}
bool NTriangulation::knowsThreeSphere() const {
if (threeSphere.known())
return true;
// Run some very fast prelimiary tests before we give up and say no.
if (! (isValid() && isClosed() && isOrientable() && isConnected())) {
threeSphere = false;
return true;
}
// More work is required.
return false;
}
bool NTriangulation::isBall() const {
if (threeBall.known())
return threeBall.value();
// Basic property checks.
if (! (isValid() && hasBoundaryFaces() && isOrientable() && isConnected()
&& boundaryComponents.size() == 1
&& boundaryComponents.front()->getEulerCharacteristic() == 2)) {
threeBall = false;
return false;
}
// Pass straight to isThreeSphere (which in turn will check faster things
// like homology before pulling out the big guns).
//
// Cone the boundary to a point (i.e., fill it with a ball), then
// call isThreeSphere() on the resulting closed triangulation.
NTriangulation working(*this);
working.intelligentSimplify();
working.finiteToIdeal();
// Simplify again in case our coning was inefficient.
working.intelligentSimplify();
threeBall = working.isThreeSphere();
return threeBall.value();
}
bool NTriangulation::knowsBall() const {
if (threeBall.known())
return true;
// Run some very fast prelimiary tests before we give up and say no.
if (! (isValid() && hasBoundaryFaces() && isOrientable() && isConnected()
&& boundaryComponents.size() == 1
&& boundaryComponents.front()->getEulerCharacteristic() == 2)) {
threeBall = false;
return true;
}
// More work is required.
return false;
}
bool NTriangulation::isSolidTorus() const {
if (solidTorus.known())
return solidTorus.value();
// Basic property checks.
if (! (isValid() && isOrientable() && isConnected())) {
solidTorus = false;
return false;
}
if (boundaryComponents.size() != 1) {
solidTorus = false;
return false;
}
if (boundaryComponents.front()->getEulerCharacteristic() != 0 ||
(! boundaryComponents.front()->isOrientable())) {
solidTorus = false;
return false;
}
// Make a triangulation with real boundary.
NTriangulation working(*this);
working.intelligentSimplify();
if (working.isIdeal()) {
working.idealToFinite();
working.intelligentSimplify();
}
// Check homology.
const NAbelianGroup& h1 = working.getHomologyH1();
if (! (h1.getRank() == 1 && h1.getNumberOfInvariantFactors() == 0)) {
solidTorus = false;
return false;
}
// Pull out the big guns: normal surface time.
// TODO: Can we do this in quad coordinates instead?
NNormalSurfaceList* s = NNormalSurfaceList::enumerate(
&working, NNormalSurfaceList::STANDARD, true);
const NNormalSurface* f;
NTriangulation* cutOpen;
for (unsigned long i = 0; i < s->getNumberOfSurfaces(); ++i) {
f = s->getSurface(i);
if (! f->isCompact()) // This test is unnecessary, strictly speaking.
continue;
if (f->getEulerCharacteristic() != 1)
continue;
if (! f->hasRealBoundary())
continue;
if (f->isVertexLinking())
continue;
if (f->isThinEdgeLink().first)
continue;
// We have a non-vertex-linking, non-edge-linking disc.
// Does cutting along this disc give a 3-ball?
cutOpen = f->cutAlong();
if (cutOpen->isBall()) {
// Yes! We have a solid torus.
delete cutOpen;
delete s;
solidTorus = true;
return true;
}
delete cutOpen;
}
delete s;
// We didn't find the right compressing disc.
solidTorus = false;
return false;
}
bool NTriangulation::knowsSolidTorus() const {
if (solidTorus.known())
return true;
// Run some very fast prelimiary tests before we give up and say no.
if (! (isValid() && isOrientable() && isConnected())) {
solidTorus = false;
return true;
}
if (boundaryComponents.size() != 1) {
solidTorus = false;
return true;
}
if (boundaryComponents.front()->getEulerCharacteristic() != 0 ||
(! boundaryComponents.front()->isOrientable())) {
solidTorus = false;
return true;
}
// More work is required.
return false;
}
NPacket* NTriangulation::makeZeroEfficient() {
// Extract a connected sum decomposition.
NContainer* connSum = new NContainer();
connSum->setPacketLabel(getPacketLabel() + " - Decomposition");
unsigned long ans = connectedSumDecomposition(connSum, true);
if (ans > 1) {
// Composite!
return connSum;
} else if (ans == 1) {
// Prime.
NTriangulation* newTri = dynamic_cast<NTriangulation*>(
connSum->getLastTreeChild());
if (! isIsomorphicTo(*newTri).get()) {
removeAllTetrahedra();
insertTriangulation(*newTri);
}
delete connSum;
return 0;
} else {
// 3-sphere.
if (getNumberOfTetrahedra() > 1) {
removeAllTetrahedra();
insertLayeredLensSpace(1,0);
}
delete connSum;
return 0;
}
}
bool NTriangulation::hasCompressingDisc() const {
// Some sanity checks; also enforce preconditions.
if (! hasBoundaryFaces())
return false;
if ((! isValid()) || isIdeal())
return false;
// Off we go.
// Work with a simplified triangulation.
NTriangulation use(*this);
use.intelligentSimplify();
// Try for a fast answer first.
if (use.hasSimpleCompressingDisc())
return true;
// Sigh. Enumerate all vertex normal surfaces.
//
// Hum, are we allowed to do this in quad space? Jaco and Tollefson
// use standard coordinates. Jaco, Letscher and Rubinstein mention
// quad space, but don't give details (which I'd prefer to see).
// Leave it in standard coordinates for now.
NNormalSurfaceList* q = NNormalSurfaceList::enumerate(&use,
NNormalSurfaceList::STANDARD);
// Run through all vertex surfaces looking for a compressing disc.
unsigned long nSurfaces = q->getNumberOfSurfaces();
for (unsigned long i = 0; i < nSurfaces; ++i) {
// Use the fact that all vertex normal surfaces are connected.
if (q->getSurface(i)->isCompressingDisc(true))
return true;
}
// No compressing discs!
return false;
}
bool NTriangulation::hasSimpleCompressingDisc() const {
// Some sanity checks; also enforce preconditions.
if (! hasBoundaryFaces())
return false;
if ((! isValid()) || isIdeal())
return false;
// Off we go.
// Work with a simplified triangulation.
NTriangulation use(*this);
use.intelligentSimplify();
// Check to see whether any component is a one-tetrahedron solid torus.
for (ComponentIterator cit = use.getComponents().begin();
cit != use.getComponents().end(); ++cit)
if ((*cit)->getNumberOfTetrahedra() == 1 &&
(*cit)->getNumberOfFaces() == 3 &&
(*cit)->getNumberOfVertices() == 1) {
// Because we know the triangulation is valid, this rules out
// all one-tetrahedron triangulations except for LST(1,2,3).
return true;
}
// Open up as many boundary faces as possible (to make it easier to
// find simple compressing discs).
FaceIterator fit;
bool opened = true;
while (opened) {
opened = false;
for (fit = use.getFaces().begin(); fit != use.getFaces().end(); ++fit)
if (use.openBook(*fit, true, true)) {
opened = true;
break;
}
}
// How many boundary spheres do we currently have?
// This is important because we test whether a disc is a compressing
// disc by cutting along it and looking for any *new* boundary
// spheres that might result.
unsigned long origSphereCount = 0;
BoundaryComponentIterator bit;
for (bit = use.getBoundaryComponents().begin(); bit !=
use.getBoundaryComponents().end(); ++bit)
if ((*bit)->getEulerCharacteristic() == 2)
++origSphereCount;
// Look for a single internal face surrounded by three boundary edges.
// It doesn't matter whether the edges and/or vertices are distinct.
NEdge *e0, *e1, *e2;
unsigned long newSphereCount;
for (fit = use.getFaces().begin(); fit != use.getFaces().end(); ++fit) {
if ((*fit)->isBoundary())
continue;
e0 = (*fit)->getEdge(0);
e1 = (*fit)->getEdge(1);
e2 = (*fit)->getEdge(2);
if (! (e0->isBoundary() && e1->isBoundary() && e2->isBoundary()))
continue;
// This could be a compressing disc.
// Cut along the face to be sure.
const NFaceEmbedding& emb = (*fit)->getEmbedding(0);
NTriangulation cut(use);
cut.getTetrahedron(emb.getTetrahedron()->markedIndex())->unjoin(
emb.getFace());
// If we don't see a new boundary component, the disc boundary is
// non-separating in the manifold boundary and is therefore a
// non-trivial curve.
if (cut.getNumberOfBoundaryComponents() ==
use.getNumberOfBoundaryComponents())
return true;
newSphereCount = 0;
for (bit = cut.getBoundaryComponents().begin(); bit !=
cut.getBoundaryComponents().end(); ++bit)
if ((*bit)->getEulerCharacteristic() == 2)
++newSphereCount;
// Was the boundary of the disc non-trivial?
if (newSphereCount == origSphereCount)
return true;
}
// Look for a tetrahedron with two faces folded together, giving a
// degree-one edge on the inside and a boundary edge on the outside.
// The boundary edge on the outside will surround a disc that cuts
// right through the tetrahedron.
TetrahedronIterator tit;
NSnappedBall* ball;
for (tit = use.tetrahedra.begin(); tit != use.tetrahedra.end(); ++tit) {
ball = NSnappedBall::formsSnappedBall(*tit);
if (! ball)
continue;
int equator = ball->getEquatorEdge();
if (! (*tit)->getEdge(equator)->isBoundary()) {
delete ball;
continue;
}
// This could be a compressing disc.
// Cut through the tetrahedron to be sure.
// We do this by removing the tetrahedron, and then plugging
// both holes on either side of the disc with new copies of the
// tetrahedron.
int upper = ball->getBoundaryFace(0);
delete ball;
NTetrahedron* adj = (*tit)->adjacentTetrahedron(upper);
if (! adj) {
// The disc is trivial.
continue;
}
NTriangulation cut(use);
cut.getTetrahedron((*tit)->markedIndex())->unjoin(upper);
NTetrahedron* tet = cut.newTetrahedron();
tet->joinTo(NEdge::edgeVertex[equator][0], tet, NPerm4(
NEdge::edgeVertex[equator][0], NEdge::edgeVertex[equator][1]));
tet->joinTo(upper, cut.getTetrahedron(adj->markedIndex()),
(*tit)->adjacentGluing(upper));
// If we don't see a new boundary component, the disc boundary is
// non-separating in the manifold boundary and is therefore a
// non-trivial curve.
if (cut.getNumberOfBoundaryComponents() ==
use.getNumberOfBoundaryComponents())
return true;
newSphereCount = 0;
for (bit = cut.getBoundaryComponents().begin(); bit !=
cut.getBoundaryComponents().end(); ++bit)
if ((*bit)->getEulerCharacteristic() == 2)
++newSphereCount;
// Was the boundary of the disc non-trivial?
if (newSphereCount == origSphereCount)
return true;
}
// Nothing found.
return false;
}
} // namespace regina
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