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source: trunk/sources/HeuristicLab.Problems.TravelingSalesman/3.3/MoveEvaluators/ThreeOptMoveTSPRoundedEuclideanPathEvaluator.cs @ 3200

Last change on this file since 3200 was 3200, checked in by abeham, 14 years ago

Excluded three opt move from the project as it doesn't currently work #889

File size: 1.7 KB
Line 
1#region License Information
2/* HeuristicLab
3 * Copyright (C) 2002-2010 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
4 *
5 * This file is part of HeuristicLab.
6 *
7 * HeuristicLab is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * HeuristicLab is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with HeuristicLab. If not, see <http://www.gnu.org/licenses/>.
19 */
20#endregion
21
22using HeuristicLab.Core;
23using HeuristicLab.Data;
24using HeuristicLab.Encodings.PermutationEncoding;
25using HeuristicLab.Operators;
26using HeuristicLab.Parameters;
27using HeuristicLab.Persistence.Default.CompositeSerializers.Storable;
28using System;
29
30namespace HeuristicLab.Problems.TravelingSalesman {
31  /// <summary>
32  /// An operator to evaluate 3-opt moves.
33  /// </summary>
34  [Item("ThreeOptMoveTSPRoundedEuclideanPathEvaluator", "Evaluates a 3-opt move (rounded euclidean distances) by summing up the length of all added edges and subtracting the length of all deleted edges.")]
35  [StorableClass]
36  public class ThreeOptMoveTSPRoundedEuclideanPathEvaluator : ThreeOptMoveTSPCoordinatesPathEvaluator {
37    protected override double CalculateDistance(double x1, double y1, double x2, double y2) {
38      return Math.Round(Math.Sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2)));
39    }
40  }
41}
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