Here's some example code to create a graph with bgl and iterate over the vertices. I would like to do this iteration in random order - in other words: the loop should manipulate every vertex, but the order of the vertices should be random for every call of the main function. How can I achieve this?
I experimented unsuccessfully with std::random_shuffle . I think there are different kinds of iterator concepts, but I don't understand the differences yet.
#include <iostream>
#include <boost/graph/graph_traits.hpp>
#include <boost/graph/adjacency_list.hpp>
using namespace boost;
// vertex struct to store some properties in vertices
struct Vertex {
std::string name;
};
int main(int,char*[]) {
// create a typedef for the graph type
typedef adjacency_list<vecS, vecS, undirectedS, Vertex> Graph;
// declare a graph object
Graph g(3);
// prepare iteration
typedef graph_traits<Graph>::vertex_iterator vertex_iter;
std::pair<vertex_iter, vertex_iter> vp;
// add some property data to the vertices
vp = vertices(g);
g[*vp.first].name = "A";
g[*(++vp.first)].name = "B";
g[*(++vp.first)].name = "C";
// iterate over the vertices
for (vp = vertices(g); vp.first != vp.second; ++vp.first)
std::cout << g[*vp.first].name << " ";
std::cout << std::endl;
return 0;
}
Edit: Here's the solution I came up with thanks to the answer of @Jay.
#include <iostream>
#include <boost/graph/graph_traits.hpp>
#include <boost/graph/adjacency_list.hpp>
#include <algorithm> // std::random_shuffle
#include <vector> // std::vector
#include <ctime> // std::time
#include <cstdlib> // std::rand, std::srand
using namespace boost;
// vertex struct to store some properties in vertices
struct Vertex {
std::string name;
};
// random number generator function
int myrandom (int i) {
return std::rand()%i;
}
int main(int,char*[]) {
// create a typedef for the graph type
typedef adjacency_list<vecS, vecS, undirectedS, Vertex> Graph;
// declare a graph object
Graph g(3);
// prepare iteration
typedef graph_traits<Graph>::vertex_iterator vertex_iter;
std::pair<vertex_iter, vertex_iter> vp;
// add some property data to the vertices
vp = vertices(g);
g[*vp.first].name = "A";
g[*(++vp.first)].name = "B";
g[*(++vp.first)].name = "C";
// initialize pseudo random number generator
std::srand(unsigned (std::time(0)));
// create offset vector
std::vector<int> myvector;
for (int i=0; i<3; ++i) {
myvector.push_back(i);
}
// using myrandom to shuffle offset vector
std::random_shuffle(myvector.begin(), myvector.end(), myrandom);
// keep vp.first at the start
vp = vertices(g);
// iterate over the vertices effectively shuffled by the offset
vertex_iter dummy_iter;
for (std::vector<int>::iterator it=myvector.begin(); it!=myvector.end(); ++it) {
dummy_iter = vp.first + *it;
std::cout << g[*dummy_iter].name << " ";
}
std::cout << std::endl;
return 0;
}
I think the simplest thing to do is set up a random vector of indices, as outlined here . Then you can iterate the shuffled list and use it as an offset for your vertex iterator.
For example
vp = vertices(g); // Keep vp.first at the start
vertex_iter dummy_iter;
// Looping on a shuffled vector, values should be 0..N-1
for (std::vector<int>::iterator it=myvector.begin(); it!=myvector.end(); ++it)
{
dummy_iter = vp.first + *it;
Vertex* v = *dummy_iter;
...
To create a random number within a given range use the code below. #include ctime and #include stdlib.h
int getNumberRange(int min, int max)
{
srand(static_cast<unsigned int>(time(0)));
// always call rand(); after srand() on visual vasic;
rand();
static const double fraction = 1.0 / (static_cast<double>(RAND_MAX) + 1.0);
return static_cast<int>(rand() * fraction * (max - min + 1) + min);
}
getNumberRange(1, 100); //picks number between 1 and 100
Every time you need a new number modify the range values (1, 100) and call the function again.
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