Hi, there
I am a new user of boost (in particular BGL). For my project, I am using the function of "prim_minimum_spanning_tree" to construct the minimum spanning tree. But I found a strange problem and hope to get your help.
Specifically, I am following the sample code "prim-example.cpp" (using MSVC), with one modification to the weight property. That is, I am defining the weight property as
property < edge_weight_t, float >
not the original one
property < edge_weight_t, int >
And I found by doing so, the function of "prim_minimum_spanning_tree" return wrong results (no edge is returned at all). But the original version using "property < edge_weight_t, int >" definition works well. So I am wondering if I missed something to make user-defined weitgh property work for this function.
Any suggestion is welcome. Thank you very much.
Best regards,
Shenai
Problematic code:
///////////////////////////////////////////////////////////////////////////////////////////////////
typedef adjacency_list < vecS, vecS, undirectedS, property, property < edge_weight_t, float > > Graph;
typedef std::pair < int, int >E;
const int num_nodes = 5;
E edges[] = { E(0, 2), E(1, 1), E(1, 3), E(1, 4), E(2, 1), E(2, 3),
E(3, 4), E(4, 0)
};
float weights[] = { 1.0f, 2.0f, 1.0f, 2.0f, 7.0f, 3.0f, 1.0f, 1.0f };
Graph g(num_nodes);
property_map::type weightmap = get(edge_weight, g);
for (std::size_t j = 0; j < sizeof(edges) / sizeof(E); ++j) {
graph_traits<Graph>::edge_descriptor e; bool inserted;
tie(e, inserted) = add_edge(edges[j].first, edges[j].second, g);
weightmap[e] = weights[j];
}
std::vector < graph_traits < Graph >::vertex_descriptor > p(num_vertices(g));
property_map::type distance = get(vertex_distance, g);
property_map::type indexmap = get(vertex_index, g);
prim_minimum_spanning_tree(g, *vertices(g).first, &p[0], distance, weightmap, indexmap, default_dijkstra_visitor());
for (std::size_t i = 0; i != p.size(); ++i){
if (p[i] != i){
TRACE("I am here");
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
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