/usr/lib/grass70/include/grass/dgl/graph_v2.h is in grass-dev 7.0.3-1build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 | /* LIBDGL -- a Directed Graph Library implementation
* Copyright (C) 2002 Roberto Micarelli
*
* 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 Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
/*
* best view tabstop=4
*/
#ifndef _DGL_dglGraph_s_V2_H_
#define _DGL_dglGraph_s_V2_H_
#ifdef DGL_STATS
#include <time.h>
#endif
/*
* Node macros - addresses in a flat node
*/
#define DGL_IN_NODEID_v2 0
#define DGL_IN_STATUS_v2 1
#define DGL_IN_EDGESET_OFFSET_v2 2
#define DGL_IN_ATTR_v2 3
#define DGL_IN_SIZE_v2 DGL_IN_ATTR_v2
#define DGL_NODE_SIZEOF_v2( nattr ) (sizeof( dglInt32_t ) * DGL_IN_SIZE_v2 + (nattr) )
#define DGL_NODE_WSIZE_v2( nattr ) (DGL_NODE_SIZEOF_v2( nattr ) / sizeof(dglInt32_t) )
#define DGL_NODE_ALLOC_v2( nattr ) (malloc( DGL_NODE_SIZEOF_v2( nattr ) ) )
#define DGL_NODE_ID_v2(p) ((p)[DGL_IN_NODEID_v2])
#define DGL_NODE_STATUS_v2(p) ((p)[DGL_IN_STATUS_v2])
#define DGL_NODE_EDGESET_OFFSET_v2(p) ((p)[DGL_IN_EDGESET_OFFSET_v2])
#define DGL_NODE_ATTR_PTR_v2(p) ((p) + DGL_IN_ATTR_v2)
/*
* Edgeset macros - addresses in a flat edge-area
*/
#define DGL_ILA_TOCNT_v2 0
#define DGL_ILA_SIZE_v2 1
#define DGL_ILA_TOARR_v2 DGL_ILA_SIZE_v2
#define DGL_EDGESET_SIZEOF_v2(C, lattr) (sizeof( dglInt32_t ) * ((C) + 1))
#define DGL_EDGESET_WSIZE_v2(C, lattr) (DGL_EDGESET_SIZEOF_v2(C, lattr) / sizeof(dglInt32_t))
#define DGL_EDGESET_ALLOC_v2(C, lattr) (malloc(DGL_EDGESET_SIZEOF_v2(C, lattr)))
#define DGL_EDGESET_REALLOC_v2(P, C, lattr) (realloc(P , DGL_EDGESET_SIZEOF_v2(C, lattr)))
#define DGL_EDGESET_EDGECOUNT_v2(p) ((p)[DGL_ILA_TOCNT_v2])
#define DGL_EDGESET_EDGEARRAY_PTR_v2(p) ((p) + DGL_ILA_TOARR_v2)
#define DGL_EDGESET_EDGE_PTR_v2(pgrp,p,i) DGL_EDGEBUFFER_SHIFT_v2(pgrp,*((p) + DGL_ILA_TOARR_v2 + (i)))
/*
* Edge macros - addresses in a flat edge
*/
#define DGL_IL_HEAD_OFFSET_v2 0
#define DGL_IL_TAIL_OFFSET_v2 1
#define DGL_IL_STATUS_v2 2
#define DGL_IL_COST_v2 3
#define DGL_IL_ID_v2 4
#define DGL_IL_ATTR_v2 5
#define DGL_IL_SIZE_v2 DGL_IL_ATTR_v2
#define DGL_EDGE_SIZEOF_v2( lattr ) (sizeof( dglInt32_t ) * DGL_IL_SIZE_v2 + (lattr))
#define DGL_EDGE_WSIZE_v2( lattr ) (DGL_EDGE_SIZEOF_v2( lattr ) / sizeof( dglInt32_t ))
#define DGL_EDGE_ALLOC_v2( lattr ) (malloc( DGL_EDGE_SIZEOF_v2( lattr ) ))
#define DGL_EDGE_HEADNODE_OFFSET_v2(p) ((p)[DGL_IL_HEAD_OFFSET_v2])
#define DGL_EDGE_TAILNODE_OFFSET_v2(p) ((p)[DGL_IL_TAIL_OFFSET_v2])
#define DGL_EDGE_STATUS_v2(p) ((p)[DGL_IL_STATUS_v2])
#define DGL_EDGE_COST_v2(p) ((p)[DGL_IL_COST_v2])
#define DGL_EDGE_ID_v2(p) ((p)[DGL_IL_ID_v2])
#define DGL_EDGE_ATTR_PTR_v2(p) ((p) + DGL_IL_ATTR_v2)
#define DGL_EDGE_HEADNODE_ID_v2(pgrp,pl) ((pgrp->Flags&1)?\
DGL_NODE_ID_v2(pgrp->pNodeBuffer+DGL_EDGE_HEADNODE_OFFSET_v2(pl)):\
DGL_EDGE_HEADNODE_OFFSET_v2(pl))
#define DGL_EDGE_TAILNODE_ID_v2(pgrp,pl) ((pgrp->Flags&1)?\
DGL_NODE_ID_v2(pgrp->pNodeBuffer+DGL_EDGE_TAILNODE_OFFSET_v2(pl)):\
DGL_EDGE_TAILNODE_OFFSET_v2(pl))
/*
* Scan a node buffer
*/
#define DGL_FOREACH_NODE_v2(pgrp,pn) for((pn)=(dglInt32_t*)(pgrp)->pNodeBuffer;\
(pgrp)->pNodeBuffer && (pn)<(dglInt32_t*)((pgrp)->pNodeBuffer+(pgrp)->iNodeBuffer);\
(pn)+=DGL_NODE_WSIZE_v2((pgrp)->NodeAttrSize))
/*
* Scan a edgeset
*/
#define DGL_FOREACH_EDGE_v2(pgrp,pla,pl,il)\
for((il)=0, (pl)=DGL_EDGESET_EDGE_PTR_v2(pgrp,pla,il);\
(il)<DGL_EDGESET_EDGECOUNT_v2(pla);\
(il)++, (pl)=DGL_EDGESET_EDGE_PTR_v2(pgrp,pla,il))
/*
* Node Buffer Utilities
*/
#define DGL_NODEBUFFER_SHIFT_v2(pgrp,o) ((dglInt32_t*)((pgrp)->pNodeBuffer + (o)))
#define DGL_NODEBUFFER_OFFSET_v2(pgrp,p) ((dglInt32_t)p - (dglInt32_t)(pgrp)->pNodeBuffer)
/*
* Edge Buffer Utilities
*/
#define DGL_EDGEBUFFER_SHIFT_v2(pgrp,o) ((dglInt32_t*)((pgrp)->pEdgeBuffer + (o)))
#define DGL_EDGEBUFFER_OFFSET_v2(pgrp,pl) ((dglInt32_t)pl - (dglInt32_t)(pgrp)->pEdgeBuffer)
int dgl_add_edge_V2(dglGraph_s * pgraph,
dglInt32_t nHead,
dglInt32_t nTail,
dglInt32_t nCost,
dglInt32_t nEdge,
void *pvHeadAttr,
void *pvTailAttr, void *pvEdgeAttr, dglInt32_t nFlags);
int dgl_unflatten_V2(dglGraph_s * pgraph);
int dgl_flatten_V2(dglGraph_s * pgraph);
int dgl_initialize_V2(dglGraph_s * pgraph);
int dgl_release_V2(dglGraph_s * pgraph);
int dgl_write_V2(dglGraph_s * pgraph, int fd);
int dgl_read_V2(dglGraph_s * pgraph, int fd, int version);
int dgl_sp_cache_initialize_V2(dglGraph_s * pgraph, dglSPCache_s * pCache,
dglInt32_t nStart);
void dgl_sp_cache_release_V2(dglGraph_s * pgraph, dglSPCache_s * pCache);
int dgl_dijkstra_V2_TREE(dglGraph_s * pgraph,
dglSPReport_s ** ppReport,
dglInt32_t * pDistance,
dglInt32_t nStart,
dglInt32_t nDestination,
dglSPClip_fn fnClip,
void *pvClipArg, dglSPCache_s * pCache);
int dgl_dijkstra_V2_FLAT(dglGraph_s * pgraph,
dglSPReport_s ** ppReport,
dglInt32_t * pDistance,
dglInt32_t nStart,
dglInt32_t nDestination,
dglSPClip_fn fnClip,
void *pvClipArg, dglSPCache_s * pCache);
int dgl_dijkstra_V2(dglGraph_s * pgraph,
dglSPReport_s ** ppReport,
dglInt32_t * pDistance,
dglInt32_t nStart,
dglInt32_t nDestination,
dglSPClip_fn fnClip,
void *pvClipArg, dglSPCache_s * pCache);
int dgl_span_depthfirst_spanning_V2_TREE(dglGraph_s * pgraphIn,
dglGraph_s * pgraphOut,
dglInt32_t nVertex,
void *pvVisited,
dglSpanClip_fn fnClip,
void *pvClipArg);
int dgl_span_depthfirst_spanning_V2_FLAT(dglGraph_s * pgraphIn,
dglGraph_s * pgraphOut,
dglInt32_t nVertex,
void *pvVisited,
dglSpanClip_fn fnClip,
void *pvClipArg);
int dgl_depthfirst_spanning_V2(dglGraph_s * pgraphIn,
dglGraph_s * pgraphOut,
dglInt32_t nVertex,
void *pvVisited,
dglSpanClip_fn fnClip, void *pvClipArg);
int dgl_span_minimum_spanning_V2_TREE(dglGraph_s * pgraphIn,
dglGraph_s * pgraphOut,
dglInt32_t nVertex,
dglSpanClip_fn fnClip, void *pvClipArg);
int dgl_span_minimum_spanning_V2_FLAT(dglGraph_s * pgraphIn,
dglGraph_s * pgraphOut,
dglInt32_t nVertex,
dglSpanClip_fn fnClip, void *pvClipArg);
int dgl_minimum_spanning_V2(dglGraph_s * pgraphIn,
dglGraph_s * pgraphOut,
dglInt32_t nVertex,
dglSpanClip_fn fnClip, void *pvClipArg);
int dgl_add_node_V2(dglGraph_s * pgraph,
dglInt32_t nId, void *pvNodeAttr, dglInt32_t nFlags);
int dgl_del_node_outedge_V2(dglGraph_s * pgraph, dglInt32_t nNode,
dglInt32_t nEdge);
int dgl_del_node_inedge_V2(dglGraph_s * pgraph, dglInt32_t nNode,
dglInt32_t nEdge);
int dgl_del_node_V2(dglGraph_s * pgraph, dglInt32_t nId);
dglInt32_t *dgl_get_node_V2(dglGraph_s * pgraph, dglInt32_t nId);
dglInt32_t *dgl_get_edge_V2(dglGraph_s * pgraph, dglInt32_t nId);
int dgl_del_edge_V2(dglGraph_s * pgraph, dglInt32_t nId);
dglInt32_t *dgl_getnode_outedgeset_V2(dglGraph_s * pgraph,
dglInt32_t * pnode);
dglInt32_t *dgl_getnode_inedgeset_V2(dglGraph_s * pgraph, dglInt32_t * pnode);
/*
* Node Traversing
*/
int dgl_node_t_initialize_V2(dglGraph_s * pGraph, dglNodeTraverser_s * pT);
void dgl_node_t_release_V2(dglNodeTraverser_s * pT);
dglInt32_t *dgl_node_t_first_V2(dglNodeTraverser_s * pT);
dglInt32_t *dgl_node_t_next_V2(dglNodeTraverser_s * pT);
dglInt32_t *dgl_node_t_find_V2(dglNodeTraverser_s * pT, dglInt32_t nId);
/*
* Edgeset Traversing
*/
int dgl_edgeset_t_initialize_V2(dglGraph_s * pGraph,
dglEdgesetTraverser_s * pTraverser,
dglInt32_t * pnEdgeset);
void dgl_edgeset_t_release_V2(dglEdgesetTraverser_s * pTraverser);
dglInt32_t *dgl_edgeset_t_first_V2(dglEdgesetTraverser_s * pTraverser);
dglInt32_t *dgl_edgeset_t_next_V2(dglEdgesetTraverser_s * pTraverser);
int dgl_edge_t_initialize_V2(dglGraph_s * pGraph,
dglEdgeTraverser_s * pTraverser,
dglEdgePrioritizer_s * pEP);
void dgl_edge_t_release_V2(dglEdgeTraverser_s * pTraverser);
dglInt32_t *dgl_edge_t_first_V2(dglEdgeTraverser_s * pT);
dglInt32_t *dgl_edge_t_next_V2(dglEdgeTraverser_s * pT);
#endif
|