#region License Information
/* HeuristicLab
* Copyright (C) 2002-2008 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
*
* This file is part of HeuristicLab.
*
* HeuristicLab 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 3 of the License, or
* (at your option) any later version.
*
* HeuristicLab 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 HeuristicLab. If not, see .
*/
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using HeuristicLab.Core;
namespace HeuristicLab.Permutation {
///
/// Manipulates a permutation array by randomly scrambling the elements in a randomly chosen interval.
///
public class ScrambleManipulator : PermutationManipulatorBase {
///
public override string Description {
get { return @"TODO\r\nOperator description still missing ..."; }
}
///
/// Mixes the elements of the given randomly
/// in a randomly chosen interval.
///
/// The random number generator.
/// The permutation array to manipulate.
/// The new permuation array with the manipulated data.
public static int[] Apply(IRandom random, int[] permutation) {
int[] result = (int[])permutation.Clone();
int breakPoint1, breakPoint2;
int[] scrambledIndices, remainingIndices, temp;
int selectedIndex, index;
breakPoint1 = random.Next(permutation.Length - 1);
breakPoint2 = random.Next(breakPoint1 + 1, permutation.Length);
scrambledIndices = new int[breakPoint2 - breakPoint1 + 1];
remainingIndices = new int[breakPoint2 - breakPoint1 + 1];
for (int i = 0; i < remainingIndices.Length; i++) { // initialise indices
remainingIndices[i] = i;
}
for (int i = 0; i < scrambledIndices.Length; i++) { // generate permutation of indices
selectedIndex = random.Next(remainingIndices.Length);
scrambledIndices[i] = remainingIndices[selectedIndex];
temp = remainingIndices;
remainingIndices = new int[temp.Length - 1];
index = 0;
for (int j = 0; j < remainingIndices.Length; j++) {
if (index == selectedIndex) {
index++;
}
remainingIndices[j] = temp[index];
index++;
}
}
for (int i = 0; i <= (breakPoint2 - breakPoint1); i++) { // scramble permutation between breakpoints
result[breakPoint1 + i] = permutation[breakPoint1 + scrambledIndices[i]];
}
return result;
}
///
/// Mixes the elements of the given randomly
/// in a randomly chosen interval.
///
/// Calls .
/// The current scope.
/// The random number generator.
/// The permutation array to manipulate.
/// The new permuation array with the manipulated data.
protected override int[] Manipulate(IScope scope, IRandom random, int[] permutation) {
return Apply(random, permutation);
}
}
}