#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 moving and reversing a randomly chosen interval of elements to another
/// (randomly chosen) position in the array.
///
public class TranslocationInversionManipulator : PermutationManipulatorBase {
///
public override string Description {
get { return @"TODO\r\nOperator description still missing ..."; }
}
///
/// Moves a randomly chosen interval of elements to another (randomly chosen) position in the given
/// array and reverses it.
///
/// 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, insertPoint, insertPointLimit;
breakPoint1 = random.Next(permutation.Length - 1);
breakPoint2 = random.Next(breakPoint1 + 1, permutation.Length);
insertPointLimit = permutation.Length - breakPoint2 + breakPoint1 - 1; // get insertion point in remaining part
if (insertPointLimit > 0)
insertPoint = random.Next(insertPointLimit);
else
insertPoint = 0;
int i = 0; // index in new permutation
int j = 0; // index in old permutation
while (i < permutation.Length) {
if (i == insertPoint) { // copy translocated area
for (int k = breakPoint2; k >= breakPoint1; k--) {
result[i] = permutation[k];
i++;
}
}
if (j == breakPoint1) { // skip area between breakpoints
j = breakPoint2 + 1;
}
if ((i < permutation.Length) && (j < permutation.Length)) {
result[i] = permutation[j];
i++;
j++;
}
}
return result;
}
///
/// Moves a randomly chosen interval of elements to another (randomly chosen) position in the given
/// array and reverses it.
///
/// 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);
}
}
}