I need do find a cycle beginning and ending at given point. It is not guaranteed that it exists.
I use bool[,] points
to indicate which point can be in cycle. Poins can be only on grid. points
indicates if given point on grid can be in cycle.
I need to find this cycle using as minimum number of points.
One point can be used only once.
Connection can be only vertical or horizontal.
Let this be our points (red is starting point):
removing dead ImageShack links
I realized that I can do this:
while(numberOfPointsChanged)
{
//remove points that are alone in row or column
}
So i have:
removing dead ImageShack links
Now, I can find the path.
removing dead ImageShack links
But what if there are points that are not deleted by this loop but should not be in path?
I have written code:
class MyPoint
{
public int X { get; set; }
public int Y { get; set; }
public List<MyPoint> Neighbours = new List<MyPoint>();
public MyPoint parent = null;
public bool marked = false;
}
private static MyPoint LoopSearch2(bool[,] mask, int supIndexStart, int recIndexStart)
{
List<MyPoint> points = new List<MyPoint>();
//here begins translation bool[,] to list of points
points.Add(new MyPoint { X = recIndexStart, Y = supIndexStart });
for (int i = 0; i < mask.GetLength(0); i++)
{
for (int j = 0; j < mask.GetLength(1); j++)
{
if (mask[i, j])
{
points.Add(new MyPoint { X = j, Y = i });
}
}
}
for (int i = 0; i < points.Count; i++)
{
for (int j = 0; j < points.Count; j++)
{
if (i != j)
{
if (points[i].X == points[j].X || points[i].Y == points[j].Y)
{
points[i].Neighbours.Add(points[j]);
}
}
}
}
//end of translating
List<MyPoint> queue = new List<MyPoint>();
MyPoint start = (points[0]); //beginning point
start.marked = true; //it is marked
MyPoint last=null; //last point. this will be returned
queue.Add(points[0]);
while(queue.Count>0)
{
MyPoint current = queue.First(); //taking point from queue
queue.Remove(current); //removing it
foreach(MyPoint neighbour in current.Neighbours) //checking Neighbours
{
if (!neighbour.marked) //in neighbour isn't marked adding it to queue
{
neighbour.marked = true;
neighbour.parent = current;
queue.Add(neighbour);
}
//if neighbour is marked checking if it is startig point and if neighbour's parent is current point. if it is not that means that loop already got here so we start searching parents to got to starting point
else if(!neighbour.Equals(start) && !neighbour.parent.Equals(current))
{
current = neighbour;
while(true)
{
if (current.parent.Equals(start))
{
last = current;
break;
}
else
current = current.parent;
}
break;
}
}
}
return last;
}
But it doesn't work. The path it founds contains two points: start and it's first neighbour.
What am I doing wrong?
EDIT: Forgot to mention... After horizontal connection there has to be vertical, horizontal, vertical and so on... What is more in each row and column there need to be max two points (two or none) that are in the cycle. But this condition is the same as "The cycle has to be the shortest one".
Approach: Depth First Traversal can be used to detect a cycle in a Graph. DFS for a connected graph produces a tree. There is a cycle in a graph only if there is a back edge present in the graph. A back edge is an edge that is from a node to itself (self-loop) or one of its ancestors in the tree produced by DFS.
Floyd's cycle finding algorithm or Hare-Tortoise algorithm is a pointer algorithm that uses only two pointers, moving through the sequence at different speeds. This algorithm is used to find a loop in a linked list. It uses two pointers one moving twice as fast as the other one.
Floyd's tortoise and hare Floyd's cycle-finding algorithm is a pointer algorithm that uses only two pointers, which move through the sequence at different speeds. It is also called the "tortoise and the hare algorithm", alluding to Aesop's fable of The Tortoise and the Hare.
If you do BFS starting from 0 , it will detect as cycle is present but actually there is no cycle. With a depth first search you can mark nodes as visited as you descend and unmark them as you backtrack.
First of all, you should change your representation to a more efficient one. You should make vertex a structure/class, which keeps the list of the connected vertices.
Having changed the representation, you can easily find the shortest cycle using breadth-first search.
You can speed the search up with the following trick: traverse the graph in the breadth-first order, marking the traversed vertices (and storing the "parent vertex" number on the way to the root at each vertex). AS soon as you find an already marked vertex, the search is finished. You can find the two paths from the found vertex to the root by walking back by the stored "parent" vertices.
Edit:
Are you sure you code is right? I tried the following:
while (queue.Count > 0)
{
MyPoint current = queue.First(); //taking point from queue
queue.Remove(current); //removing it
foreach (MyPoint neighbour in current.Neighbours) //checking Neighbours
{
if (!neighbour.marked) //if neighbour isn't marked adding it to queue
{
neighbour.marked = true;
neighbour.parent = current;
queue.Add(neighbour);
}
else if (!neighbour.Equals(current.parent)) // not considering own parent
{
// found!
List<MyPoint> loop = new List<MyPoint>();
MyPoint p = current;
do
{
loop.Add(p);
p = p.parent;
}
while (p != null);
p = neighbour;
while (!p.Equals(start))
{
loop.Add(p);
p = p.parent;
}
return loop;
}
}
}
return null;
instead of the corresponding part in your code (I changed the return type to List<MyPoint>
, too). It works and correctly finds a smaller loop, consisting of 3 points: the red point, the point directly above and the point directly below.
That is what I have done. I don't know if it is optimised but it does work correctly. I have not done the sorting of the points as @marcog suggested.
private static bool LoopSearch2(bool[,] mask, int supIndexStart, int recIndexStart, out List<MyPoint> path)
{
List<MyPoint> points = new List<MyPoint>();
points.Add(new MyPoint { X = recIndexStart, Y = supIndexStart });
for (int i = 0; i < mask.GetLength(0); i++)
{
for (int j = 0; j < mask.GetLength(1); j++)
{
if (mask[i, j])
{
points.Add(new MyPoint { X = j, Y = i });
}
}
}
for (int i = 0; i < points.Count; i++)
{
for (int j = 0; j < points.Count; j++)
{
if (i != j)
{
if (points[i].X == points[j].X || points[i].Y == points[j].Y)
{
points[i].Neighbours.Add(points[j]);
}
}
}
}
List<MyPoint> queue = new List<MyPoint>();
MyPoint start = (points[0]);
start.marked = true;
queue.Add(points[0]);
path = new List<MyPoint>();
bool found = false;
while(queue.Count>0)
{
MyPoint current = queue.First();
queue.Remove(current);
foreach (MyPoint neighbour in current.Neighbours)
{
if (!neighbour.marked)
{
neighbour.marked = true;
neighbour.parent = current;
queue.Add(neighbour);
}
else
{
if (neighbour.parent != null && neighbour.parent.Equals(current))
continue;
if (current.parent == null)
continue;
bool previousConnectionHorizontal = current.parent.Y == current.Y;
bool currentConnectionHorizontal = current.Y == neighbour.Y;
if (previousConnectionHorizontal != currentConnectionHorizontal)
{
MyPoint prev = current;
while (true)
{
path.Add(prev);
if (prev.Equals(start))
break;
prev = prev.parent;
}
path.Reverse();
prev = neighbour;
while (true)
{
if (prev.Equals(start))
break;
path.Add(prev);
prev = prev.parent;
}
found = true;
break;
}
}
if (found) break;
}
if (found) break;
}
if (path.Count == 0)
{
path = null;
return false;
}
return true;
}
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