248 lines
7.6 KiB
C++
248 lines
7.6 KiB
C++
// A so called include guard uses the preprocessor to make sure nothing happens when
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// this header is include a second time. This becomes important if there are many headers
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// including each other, as undirected cycles can usually not be avoided.
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#ifndef GRAPH_HPP
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#define GRAPH_HPP
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/**
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@file graph.hpp
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@brief This file provides a simple class @c Graph to model unweighted undirected graphs.
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**/
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/**
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* In and output in the standard library is done using streams.
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* In this header we only need to know std::istream and std::ostream are classes,
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* since we only declare the function which read write our graph
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* from an std::istream or to an std::ostream, so we only include the forward declaration.
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*/
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#include <iosfwd>
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/**
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* This header defined many different integer types,
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* enabling us to choose what integers we want to use.
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*/
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#include <cstdint>
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/**
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* Limits are provided by the standard library to check
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* e.g. if some value can be represented in a certain integer type.
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*/
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#include <limits>
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/**
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* Vectors are implemented in the standard library as std::vector.
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* They encapsulate an array of dynamic size,
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* so that you don't have to know about the exact implementation.
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* If you add an element in the end (aka push_back) but the dynamic array is full,
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* it will automatically be resized.
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* See https://en.cppreference.com/w/cpp/container/vector for documentation.
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*/
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#include <vector>
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/**
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* Namespaces can be used in order to make sure different modules,
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* possibly implemented by different people don't have classes/functions/...
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* with the same name. If you want to refer to some symbol S,
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* which is defined in a namespace N from outside of that namespace,
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* you need to write N::S.
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* The most prominent example is std, the namespace used by the standard library.
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* This namespace is intended to be used for Edmonds.
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* */
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namespace ED
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{
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/**
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* Using names for types has many advantages.
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* One of them is being able to switch type with very little effort.
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* For now, we are going to use unsigned (i.e. non negative)
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* 32 bit integers for all sizes and indices.
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* But if there was some large graph for which we need 64 bit indices,
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* we would only need to change the type once, right here!
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*/
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using size_type = uint32_t;
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/**
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* Another advantage of naming types is making your code more readable.
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* For example an Id is usually a light weight object (read: few bits)
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* which uniquely determines some object, in this case a node in our graph.
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* Note the same Id may be used by different graphs though!
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*/
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using NodeId = size_type;
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constexpr NodeId invalid_node_id = std::numeric_limits<NodeId>::max();
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/**
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@class Node
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@brief A @c Node stores an array of neighbors (via their ids).
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@note The neighbors are not necessarily ordered, so searching for a specific neighbor takes O(degree)-time.
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**/
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class Node
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{
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public:
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/** @brief Create an isolated node (you can add neighbors later). **/
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Node() = default;
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/** @return The number of neighbors of this node. **/
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size_type degree() const;
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/** @return The array of ids of the neighbors of this node. **/
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std::vector<NodeId> const & neighbors() const;
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private:
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// This allows each Graph to access private members of this class,
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// in our case the add_neighbor function
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friend class Graph;
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/**
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@brief Adds @c id to the list of neighbors of this node.
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@warning Does not check whether @c id is already in the list of neighbors (a repeated neighbor is legal, and
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models parallel edges).
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@warning Does not check whether @c id is the identity of the node itself (which would create a loop!).
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**/
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void add_neighbor(NodeId const id);
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std::vector<NodeId> _neighbors;
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NodeId _matched_neighbor {invalid_node_id};
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NodeId _ear_or_root_neighbor {invalid_node_id};
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NodeId _root_of_ear_component {invalid_node_id};
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}; // class Node
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/**
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@class Graph
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@brief A @c Graph stores an array of @c Node s, but no array of edges. The list of edges is implicitly given
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by the fact that the nodes know their neighbors.
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This class models undirected graphs only (in the sense that the method @c add_edge(node1, node2) adds both @c node1
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as a neighbor of @c node2 and @c node2 as a neighbor of @c node1). It also forbids loops, but parallel edges are
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legal.
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@warning Nodes are numbered starting at 0, as is usually done in programming,
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instead starting at 1, as is done in the DIMACS format that your program should take as input!
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Be careful.
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**/
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class Graph
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{
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public:
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/**
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@brief Creates a @c Graph with @c num_nodes isolated nodes.
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The number of nodes in the graph currently cannot be changed. You can only add edges between the existing nodes.
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**/
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explicit Graph(NodeId const num_nodes);
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/** @return The number of nodes in the graph. **/
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NodeId num_nodes() const;
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/** @return The number of edges in the graph. **/
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size_type num_edges() const;
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/**
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@return A reference to the id-th entry in the array of @c Node s of this graph.
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**/
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Node const & node(NodeId const id) const;
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/**
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@brief Adds the edge <tt> {node1_id, node2_id} </tt> to this graph.
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Checks that @c node1_id and @c node2_id are distinct and throws an exception otherwise.
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This method adds both @c node1_id as a neighbor of @c node2_id and @c node2_id as a neighbor of @c node1_id.
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@warning Does not check that the edge does not already exist, so this class can be used to model non-simple graphs.
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**/
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void add_edge(NodeId node1_id, NodeId node2_id);
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// Static functions are not called on an object of the class, but on the class itself.
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/**
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* Reads a graph in DIMACS format from the given istream and returns that graph.
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*/
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static Graph read_dimacs(std::istream & str);
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/**
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@brief Prints the graph to the given ostream in DIMACS format.
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**/
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friend std::ostream & operator<<(std::ostream & str, Graph const & graph);
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NodeId matched_neighbor(NodeId const id) const;
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NodeId ear_or_root_neighbor(NodeId const id) const;
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NodeId root_of_ear_component(NodeId const id) const;
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bool is_outer(NodeId const id) const;
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bool is_inner(NodeId const id) const;
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bool is_out_of_forest(NodeId const id) const;
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void reset_forest();
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private:
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std::vector<Node> _nodes;
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size_type _num_edges;
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}; // class Graph
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// Calling a function usually has some constant time overhead.
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// The compiler is capable of "inlining" function calls,
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// which means when your code calls this function,
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// the compiler will instead insert the content of the function.
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// This has no affect on your code, but will get rid of this overhead.
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// The inline keywoard recommends the compiler to inline a function.
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// If you use it for some, you must implement that function
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// in the header! For readablility, we put all implementations
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// of inline function into the following inline section.
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//BEGIN: Inline section
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inline
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size_type Node::degree() const
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{
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return neighbors().size();
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}
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inline
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std::vector<NodeId> const & Node::neighbors() const
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{
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return _neighbors;
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}
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inline
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NodeId Graph::num_nodes() const
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{
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return _nodes.size();
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}
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inline
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size_type Graph::num_edges() const
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{
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return _num_edges;
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}
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inline
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Node const & Graph::node(NodeId const id) const
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{
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return _nodes[id];
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}
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//END: Inline section
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inline
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NodeId Graph::matched_neighbor(NodeId const id) const
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{
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return _nodes[id]._matched_neighbor;
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}
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inline
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NodeId Graph::ear_or_root_neighbor(const ED::NodeId id) const
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{
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return _nodes[id]._ear_or_root_neighbor;
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}
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inline
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NodeId Graph::root_of_ear_component(const ED::NodeId id) const
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{
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return _nodes[id]._root_of_ear_component;
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}
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} // namespace ED
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#endif /* GRAPH_HPP */
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