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PrimMatrix.cs 5.57 KB
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flamespirit919 提交于 2021-10-28 22:10 . Add Prim's Algorithm (#272)
using System;
namespace Algorithms.Graph.MinimumSpanningTree
{
/// <summary>
/// Class that uses Prim's (Jarnik's algorithm) to determine the minimum
/// spanning tree (MST) of a given graph. Prim's algorithm is a greedy
/// algorithm that can determine the MST of a weighted undirected graph
/// in O(V^2) time where V is the number of nodes/vertices when using an
/// adjacency matrix representation.
/// More information: https://en.wikipedia.org/wiki/Prim%27s_algorithm
/// Pseudocode and runtime analysis: https://www.personal.kent.edu/~rmuhamma/Algorithms/MyAlgorithms/GraphAlgor/primAlgor.htm .
/// </summary>
public static class PrimMatrix
{
/// <summary>
/// Determine the minimum spanning tree for a given weighted undirected graph.
/// </summary>
/// <param name="adjacencyMatrix">Adjacency matrix for graph to find MST of.</param>
/// <param name="start">Node to start search from.</param>
/// <returns>Adjacency matrix of the found MST.</returns>
public static float[,] Solve(float[,] adjacencyMatrix, int start)
{
ValidateMatrix(adjacencyMatrix);
var numNodes = adjacencyMatrix.GetLength(0);
// Create array to represent minimum spanning tree
var mst = new float[numNodes, numNodes];
// Create array to keep track of which nodes are in the MST already
var added = new bool[numNodes];
// Create array to keep track of smallest edge weight for node
var key = new float[numNodes];
// Create array to store parent of node
var parent = new int[numNodes];
for (var i = 0; i < numNodes; i++)
{
mst[i, i] = float.PositiveInfinity;
key[i] = float.PositiveInfinity;
for (var j = i + 1; j < numNodes; j++)
{
mst[i, j] = float.PositiveInfinity;
mst[j, i] = float.PositiveInfinity;
}
}
// Ensures that the starting node is added first
key[start] = 0;
// Keep looping until all nodes are in tree
for (var i = 0; i < numNodes - 1; i++)
{
GetNextNode(adjacencyMatrix, key, added, parent);
}
// Build adjacency matrix for tree
for (var i = 0; i < numNodes; i++)
{
if (i == start)
{
continue;
}
mst[i, parent[i]] = adjacencyMatrix[i, parent[i]];
mst[parent[i], i] = adjacencyMatrix[i, parent[i]];
}
return mst;
}
/// <summary>
/// Ensure that the given adjacency matrix represents a weighted undirected graph.
/// </summary>
/// <param name="adjacencyMatrix">Adjacency matric to check.</param>
private static void ValidateMatrix(float[,] adjacencyMatrix)
{
// Matrix should be square
if (adjacencyMatrix.GetLength(0) != adjacencyMatrix.GetLength(1))
{
throw new ArgumentException("Adjacency matrix must be square!");
}
// Graph needs to be undirected and connected
for (var i = 0; i < adjacencyMatrix.GetLength(0); i++)
{
var connection = false;
for (var j = 0; j < adjacencyMatrix.GetLength(0); j++)
{
if (Math.Abs(adjacencyMatrix[i, j] - adjacencyMatrix[j, i]) > 1e-6)
{
throw new ArgumentException("Adjacency matrix must be symmetric!");
}
if (!connection && float.IsFinite(adjacencyMatrix[i, j]))
{
connection = true;
}
}
if (!connection)
{
throw new ArgumentException("Graph must be connected!");
}
}
}
/// <summary>
/// Determine which node should be added next to the MST.
/// </summary>
/// <param name="adjacencyMatrix">Adjacency matrix of graph.</param>
/// <param name="key">Currently known minimum edge weight connected to each node.</param>
/// <param name="added">Whether or not a node has been added to the MST.</param>
/// <param name="parent">The node that added the node to the MST. Used for building MST adjacency matrix.</param>
private static void GetNextNode(float[,] adjacencyMatrix, float[] key, bool[] added, int[] parent)
{
var numNodes = adjacencyMatrix.GetLength(0);
var minWeight = float.PositiveInfinity;
var node = -1;
// Find node with smallest node with known edge weight not in tree. Will always start with starting node
for (var i = 0; i < numNodes; i++)
{
if (!added[i] && key[i] < minWeight)
{
minWeight = key[i];
node = i;
}
}
// Add node to mst
added[node] = true;
// Update smallest found edge weights and parent for adjacent nodes
for (var i = 0; i < numNodes; i++)
{
if (!added[i] && adjacencyMatrix[node, i] < key[i])
{
key[i] = adjacencyMatrix[node, i];
parent[i] = node;
}
}
}
}
}
C#
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