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connected_components.h
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connected_components.h
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// Copyright 2010-2018 Google LLC
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Finds the connected components in an undirected graph:
// https://en.wikipedia.org/wiki/Connected_component_(graph_theory)
//
// If you have a fixed graph where the node are dense integers, use
// GetConnectedComponents(): it's very fast and uses little memory.
//
// If you have a more dynamic scenario where you want to incrementally
// add nodes or edges and query the connectivity between them, use the
// [Dense]ConnectedComponentsFinder class, which uses the union-find algorithm
// aka disjoint sets: https://en.wikipedia.org/wiki/Disjoint-set_data_structure.
#ifndef UTIL_GRAPH_CONNECTED_COMPONENTS_H_
#define UTIL_GRAPH_CONNECTED_COMPONENTS_H_
#include <functional>
#include <map>
#include <memory>
#include <set>
#include <type_traits>
#include <vector>
#include "absl/container/flat_hash_map.h"
#include "absl/container/flat_hash_set.h"
#include "absl/hash/hash.h"
#include "absl/meta/type_traits.h"
#include "ortools/base/logging.h"
#include "ortools/base/map_util.h"
#include "ortools/base/ptr_util.h"
namespace util {
// Finds the connected components of the graph, using BFS internally.
// Works on any *undirected* graph class whose nodes are dense integers and that
// supports the [] operator for adjacency lists: graph[x] must be an integer
// container listing the nodes that are adjacent to node #x.
// Example: std::vector<std::vector<int>>.
//
// "Undirected" means that for all y in graph[x], x is in graph[y].
//
// Returns the mapping from node to component index. The component indices are
// deterministic: Component #0 will be the one that has node #0, component #1
// the one that has the lowest-index node that isn't in component #0, and so on.
//
// Example on the following 6-node graph: 5--3--0--1 2--4
// vector<vector<int>> graph = {{1, 3}, {0}, {4}, {0, 5}, {2}, {3}};
// GetConnectedComponents(graph); // returns [0, 0, 1, 0, 1, 0].
template <class UndirectedGraph>
std::vector<int> GetConnectedComponents(int num_nodes,
const UndirectedGraph& graph);
} // namespace util
// NOTE(user): The rest of the functions below should also be in namespace
// util, but for historical reasons it hasn't been done yet.
// A connected components finder that only works on dense ints.
class DenseConnectedComponentsFinder {
public:
DenseConnectedComponentsFinder() {}
DenseConnectedComponentsFinder(const DenseConnectedComponentsFinder&) =
delete;
DenseConnectedComponentsFinder& operator=(
const DenseConnectedComponentsFinder&) = delete;
// The main API is the same as ConnectedComponentsFinder (below): see the
// homonymous functions there.
void AddEdge(int node1, int node2);
bool Connected(int node1, int node2);
int GetSize(int node);
int GetNumberOfComponents() const { return num_components_; }
int GetNumberOfNodes() const { return parent_.size(); }
// Sets the number of nodes in the graph. The graph can only grow: this
// dies if "num_nodes" is lower or equal to any of the values ever given
// to AddEdge(), or lower than a previous value given to SetNumberOfNodes().
// You need this if there are nodes that don't have any edges.
void SetNumberOfNodes(int num_nodes);
// Returns the root of the set for the given node. node must be in
// [0;GetNumberOfNodes()-1].
// Non-const because it does path compression internally.
int FindRoot(int node);
// Returns the same as GetConnectedComponents().
std::vector<int> GetComponentIds();
private:
// parent[i] is the id of an ancestor for node i. A node is a root iff
// parent[i] == i.
std::vector<int> parent_;
// If i is a root, component_size_[i] is the number of elements in the
// component. If i is not a root, component_size_[i] is meaningless.
std::vector<int> component_size_;
// rank[i] is the depth of the tree.
std::vector<int> rank_;
// Number of connected components.
int num_components_ = 0;
};
namespace internal {
// A helper to deduce the type of map to use depending on whether CompareOrHashT
// is a comparator or a hasher (prefer the latter).
template <typename T, typename CompareOrHashT>
struct ConnectedComponentsTypeHelper {
// SFINAE trait to detect hash functors and select unordered containers if so,
// and ordered containers otherwise (= by default).
template <typename U, typename E = void>
struct SelectContainer {
using Set = std::set<T, CompareOrHashT>;
using Map = std::map<T, int, CompareOrHashT>;
};
// The expression inside decltype is basically saying that "H(x)" is
// well-formed, where H is an instance of U and x is an instance of T, and is
// a value of integral type. That is, we are "duck-typing" on whether U looks
// like a hash functor.
template <typename U>
struct SelectContainer<
U, absl::enable_if_t<std::is_integral<decltype(
std::declval<const U&>()(std::declval<const T&>()))>::value>> {
using Set = absl::flat_hash_set<T, CompareOrHashT>;
using Map = absl::flat_hash_map<T, int, CompareOrHashT>;
};
using Set = typename SelectContainer<CompareOrHashT>::Set;
using Map = typename SelectContainer<CompareOrHashT>::Map;
};
} // namespace internal
// Usage:
// ConnectedComponentsFinder<MyNodeType> cc;
// cc.AddNode(node1);
// cc.AddNode(node2);
// cc.AddEdge(node1, node2);
// ... repeating, adding nodes and edges as needed. Adding an edge
// will automatically also add the two nodes at its ends, if they
// haven't already been added.
// vector<set<MyNodeType> > components;
// cc.FindConnectedComponents(&components);
// Each entry in components now contains all the nodes in a single
// connected component.
//
// Usage with flat_hash_set:
// using ConnectedComponentType = flat_hash_set<MyNodeType>;
// ConnectedComponentsFinder<ConnectedComponentType::key_type,
// ConnectedComponentType::hasher>
// cc;
// ...
// vector<ConnectedComponentType> components;
// cc.FindConnectedComponents(&components);
//
// If you want to, you can continue adding nodes and edges after calling
// FindConnectedComponents, then call it again later.
//
// If your node type isn't STL-friendly, then you can use pointers to
// it instead:
// ConnectedComponentsFinder<MySTLUnfriendlyNodeType*> cc;
// cc.AddNode(&node1);
// ... and so on...
// Of course, in this usage, the connected components finder retains
// these pointers through its lifetime (though it doesn't dereference them).
template <typename T, typename CompareOrHashT = std::less<T>>
class ConnectedComponentsFinder {
public:
// Constructs a connected components finder.
ConnectedComponentsFinder() {}
ConnectedComponentsFinder(const ConnectedComponentsFinder&) = delete;
ConnectedComponentsFinder& operator=(const ConnectedComponentsFinder&) =
delete;
// Adds a node in the graph. It is OK to add the same node more than
// once; additions after the first have no effect.
void AddNode(T node) { LookupOrInsertNode<true>(node); }
// Adds an edge in the graph. Also adds both endpoint nodes as necessary.
// It is not an error to add the same edge twice. Self-edges are OK too.
void AddEdge(T node1, T node2) {
delegate_.AddEdge(LookupOrInsertNode<false>(node1),
LookupOrInsertNode<false>(node2));
}
// Returns true iff both nodes are in the same connected component.
// Returns false if either node has not been already added with AddNode.
bool Connected(T node1, T node2) {
return delegate_.Connected(gtl::FindWithDefault(index_, node1, -1),
gtl::FindWithDefault(index_, node2, -1));
}
// Finds the connected component containing a node, and returns the
// total number of nodes in that component. Returns zero iff the
// node has not been already added with AddNode.
int GetSize(T node) {
return delegate_.GetSize(gtl::FindWithDefault(index_, node, -1));
}
// Finds all the connected components and assigns them to components.
// Components are ordered in the same way nodes were added, i.e. if node 'b'
// was added before node 'c', then either:
// - 'c' belongs to the same component as a node 'a' added before 'b', or
// - the component for 'c' comes after the one for 'b'.
// There are two versions:
// - The first one returns the result, and stores each component in a vector.
// This is the preferred version.
// - The second one populates the result, and stores each component in a set.
std::vector<std::vector<T>> FindConnectedComponents() {
const auto component_ids = delegate_.GetComponentIds();
std::vector<std::vector<T>> components(delegate_.GetNumberOfComponents());
for (const auto& elem_id : index_) {
components[component_ids[elem_id.second]].push_back(elem_id.first);
}
return components;
}
void FindConnectedComponents(
std::vector<typename internal::ConnectedComponentsTypeHelper<
T, CompareOrHashT>::Set>* components) {
const auto component_ids = delegate_.GetComponentIds();
components->clear();
components->resize(delegate_.GetNumberOfComponents());
for (const auto& elem_id : index_) {
components->at(component_ids[elem_id.second]).insert(elem_id.first);
}
}
// Returns the current number of connected components.
// This number can change as the new nodes or edges are added.
int GetNumberOfComponents() const {
return delegate_.GetNumberOfComponents();
}
// Returns the current number of added distinct nodes.
// This includes nodes added explicitly via the calls to AddNode() method
// and implicitly via the calls to AddEdge() method.
// Nodes that were added several times only count once.
int GetNumberOfNodes() const { return delegate_.GetNumberOfNodes(); }
private:
// Returns the index for the given node. If the node does not exist and
// update_delegate is true, explicitly add the node to the delegate.
template <bool update_delegate>
int LookupOrInsertNode(T node) {
const auto result = index_.emplace(node, index_.size());
const int node_id = result.first->second;
if (update_delegate && result.second) {
// A new index was created.
delegate_.SetNumberOfNodes(node_id + 1);
}
return node_id;
}
DenseConnectedComponentsFinder delegate_;
typename internal::ConnectedComponentsTypeHelper<T, CompareOrHashT>::Map
index_;
};
// =============================================================================
// Implementations of the method templates
// =============================================================================
namespace util {
template <class UndirectedGraph>
std::vector<int> GetConnectedComponents(int num_nodes,
const UndirectedGraph& graph) {
std::vector<int> component_of_node(num_nodes, -1);
std::vector<int> bfs_queue;
int num_components = 0;
for (int src = 0; src < num_nodes; ++src) {
if (component_of_node[src] >= 0) continue;
bfs_queue.push_back(src);
component_of_node[src] = num_components;
for (int num_visited = 0; num_visited < bfs_queue.size(); ++num_visited) {
const int node = bfs_queue[num_visited];
for (const int neighbor : graph[node]) {
if (component_of_node[neighbor] >= 0) continue;
component_of_node[neighbor] = num_components;
bfs_queue.push_back(neighbor);
}
}
++num_components;
bfs_queue.clear();
}
return component_of_node;
}
} // namespace util
#endif // UTIL_GRAPH_CONNECTED_COMPONENTS_H_