#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); } } }