#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); } } }