I've implemented Dijkstra's algorithm to find the minimum path between two nodes.
class Node : CustomStringConvertible {
// unique identifier required for each node
var identifier : Int
var distance : Int = Int.max
var edges = [Edge]()
var visited = false
var description: String {
return "identifier: " + identifier.description + ", Edges: " + edges.count.description
}
init(visited: Bool, identifier: Int, edges: [Edge]) {
self.visited = visited
self.identifier = identifier
self.edges = edges
}
static func == (lhs: Node, rhs: Node) -> Bool {
return lhs.identifier == rhs.identifier
}
}
class Edge {
var from: Node // does not actually need to be stored!
var to: Node
var weight: Int
var description : String {
return "from: " + from.description + ", to: " + to.description
}
init(to: Node, from: Node, weight: Int) {
self.to = to
self.weight = weight
self.from = from
}
}
class Graph {
var nodes: [Node] = []
}
// Complete the quickestWayUp function below.
func setupGraphwith(edges: [[Int]]) -> Graph {
let graph = Graph()
// create all the nodes
// The first and last node need to be included, so need nodes from "to" and "from"
let nodeNames = Set ( edges.map{ 0ドル[0] } + edges.map{ 0ドル[1]} )
for node in nodeNames {
let newNode = Node(visited: false, identifier: node, edges: [])
graph.nodes.append(newNode)
}
// create all the edges to link the nodes
for edge in edges {
if let fromNode = graph.nodes.first(where: { 0ドル.identifier == edge[0] }) {
if let toNode = graph.nodes.first(where: { 0ドル.identifier == edge[1] }) {
let edge = Edge(to: toNode, from: fromNode, weight: edge[2])
fromNode.edges.append(edge)
}
}
}
return graph
}
func shortestPath (source: Int, destination: Int, graph: Graph) -> Int {
print (graph.nodes)
var currentNode = graph.nodes.first{ 0ドル.identifier == source }!
currentNode.visited = true
currentNode.distance = 0
var toVisit = [Node]()
toVisit.append(currentNode)
while ( !toVisit.isEmpty) {
toVisit = toVisit.filter{ 0ドル.identifier != currentNode.identifier }
currentNode.visited = true
// Go to each adjacent vertex and update the path length
for connectedEdge in currentNode.edges {
let dist = currentNode.distance + connectedEdge.weight
if (dist < connectedEdge.to.distance) {
connectedEdge.to.distance = dist
toVisit.append(connectedEdge.to)
if (connectedEdge.to.visited == true) {
connectedEdge.to.visited = false
}
}
}
currentNode.visited = true
//set current node to the smallest vertex
if !toVisit.isEmpty {
currentNode = toVisit.min(by: { (a, b) -> Bool in
return a.distance < b.distance
})!
}
if (currentNode.identifier == destination) {
return currentNode.distance
}
}
return -1
}
class dfsTests: XCTestCase {
var simpleGraph = Graph()
override func setUp() {
simpleGraph = setupGraphwith(edges: [[1,2,4], [1,3,4], [3,4,3], [2,3,2], [3,5,1], [4,6,2], [5,6,3], [3,6,6] ])
}
func testbfsReturnVals() {
XCTAssertEqual(shortestPath(source: 1, destination: 6, graph: simpleGraph), 8 )
}
}
dfsTests.defaultTestSuite.run()
This is just to practice the implementation of the code, with a view to interviews. Any comments are appreciated.
-
\$\begingroup\$ I have been searching for this kind of simple implementation of Dijkastra's but couldn't get one. Thanks a ton to post this, it helped me! \$\endgroup\$Saurav– Saurav2019年05月15日 13:32:07 +00:00Commented May 15, 2019 at 13:32
1 Answer 1
The algorithm
Let's first have a look at your implementation of Dijkstra's algorithm in the
func shortestPath(source: Int, destination: Int, graph: Graph) -> Int
function:
The
visited
property of a node is updated, but nowhere tested. As a consequence, the distance of all neighbors of a node is updated, not only the distance of unvisited neighbors. This does not lead to wrong results (as far as I can see) but causes unnecessary comparisons.It is unclear to me what this is for:
if (connectedEdge.to.visited == true) { connectedEdge.to.visited = false }
The Dijkstra algorithm does not mark nodes as unvisited, and I cannot see when the condition should be true at all.
The algorithm does not work if start node and destination node are identical. This can be fixed by computing the next current node (and comparing it with the destination) at the beginning of the main loop, not at the end. This also removes the necessity to check
if !toVisit.isEmpty
twice (as the loop condition and again inside the loop).The
distance
of the initial node is set to zero twice.
Here is a possible implementation which fixes the above issues:
func shortestPath(source: Int, destination: Int, graph: Graph) -> Int {
let startNode = graph.nodes.first{ 0ドル.identifier == source }!
startNode.distance = 0
var toVisit = [startNode]
while (!toVisit.isEmpty) {
// Select node with smallest distance.
let currentNode = toVisit.min(by: { (a, b) -> Bool in
return a.distance < b.distance
})!
// Destination reached?
if currentNode.identifier == destination {
return currentNode.distance
}
// Mark as visited.
currentNode.visited = true
toVisit = toVisit.filter { 0ドル.identifier != currentNode.identifier }
// Update unvisited neighbors.
for edge in currentNode.edges where !edge.to.visited {
let neighbor = edge.to
toVisit.append(neighbor)
let dist = currentNode.distance + edge.weight
if (dist < neighbor.distance) {
neighbor.distance = dist
}
}
}
// Destination not reachable.
return -1
}
There is one more issue: The toVisit
array (which is build "on the fly" while traversing the graph) can contain duplicate elements. A possible fix is to use a set instead of an array. This would required the Node
class to be Hashable
– see below.
Code and design improvements
Your function returns
-1
if there is no path from the start to the destination node. The Swift way of returning a value or failure is to return an optional, wherenil
means "no result."All properties of
class Edge
are never mutated after object creation, they should be declared as constants (withlet
).The
Node
initializer needs only theidentifier
– and that should be a constant property.It is not possible to compute the
shortestPath()
function multiple times (with different parameters) because it relies on thevisited
anddistance
property to be initialized.I would replace the function
func setupGraphwith(edges: [[Int]]) -> Graph
by an initalizer of the
Graph
class, andfunc shortestPath(source: Int, destination: Int, graph: Graph) -> Int
by a method of that class:
class Graph { init(edgeList: [[Int]]) func distance(from: Int, to: Int) -> Int? }
The usage would then be
let graph = Graph(edgeList: ...) let distance = graph.distance(from: 1, to: 6)
The optional bindings in
setupGraphwith(edges:)
if let fromNode = graph.nodes.first(where: { 0ドル.identifier == edge[0] }) if let toNode = graph.nodes.first(where: { 0ドル.identifier == edge[1] })
cannot fail because those nodes were all created before. Therefore a forced unwrap would be appropriate:
let fromNode = graph.nodes.first(where: { 0ドル.identifier == edge[0] })! let toNode = graph.nodes.first(where: { 0ドル.identifier == edge[1] })!
An alternative would be to have a "find or create" method in the
Graph
class.
Performance improvements
At various points, arrays are used to store, locate, and remove nodes. Each lookup requires a traversal of the array. Using sets would be more efficient. That requires the Node
class to be Hashable
. I would base equality (and consequently, the hash value) on object identity instead of the numerical identifier.
A priority queue would be more efficient to determine the node with the currently minimum distance.
Putting it all together
Summarizing the above suggestions (with the exception of the priority queue) the code code look like this. I have only omitted the CustomStringConvertible
conformance for brevity.
class Node {
let identifier: Int
var distance = Int.max
var edges = [Edge]()
var visited = false
init(identifier: Int) {
self.identifier = identifier
}
}
extension Node: Hashable {
static func == (lhs: Node, rhs: Node) -> Bool {
return lhs === rhs
}
func hash(into hasher: inout Hasher) {
hasher.combine(ObjectIdentifier(self).hashValue)
}
}
class Edge {
let from: Node
let to: Node
let weight: Int
init(to: Node, from: Node, weight: Int) {
self.to = to
self.from = from
self.weight = weight
}
}
class Graph {
var nodes: Set<Node>
// Find or create node with the given identifier
func node(identifier: Int) -> Node {
if let node = nodes.first(where: { 0ドル.identifier == identifier }) {
return node
} else {
let node = Node(identifier: identifier)
nodes.insert(node)
return node
}
}
init(edgeList: [[Int]]) {
nodes = []
for edgeDescription in edgeList {
let fromNode = node(identifier: edgeDescription[0])
let toNode = node(identifier: edgeDescription[1])
let edge = Edge(to: toNode, from: fromNode, weight: edgeDescription[2])
fromNode.edges.append(edge)
}
}
func distance(from: Int, to: Int) -> Int? {
guard let fromNode = nodes.first(where: { 0ドル.identifier == from }) else {
return nil
}
guard let toNode = nodes.first(where: { 0ドル.identifier == to }) else {
return nil
}
if fromNode == toNode { return 0 }
for node in nodes {
node.visited = false
node.distance = Int.max
}
fromNode.distance = 0
var toVisit = Set([fromNode])
while !toVisit.isEmpty {
// Select node with smallest distance.
let currentNode = toVisit.min(by: { (a, b) -> Bool in
return a.distance < b.distance
})!
// Destination reached?
if currentNode == toNode { return currentNode.distance }
// Mark as visited.
currentNode.visited = true
toVisit.remove(currentNode)
// Update unvisited neighbors.
for edge in currentNode.edges where !edge.to.visited {
let neighbor = edge.to
toVisit.insert(neighbor)
let dist = currentNode.distance + edge.weight
if (dist < neighbor.distance) {
neighbor.distance = dist
}
}
}
return nil
}
}
-
\$\begingroup\$ Doesn't it feel redundant to use an
identifier
property and the instance object identifier? \$\endgroup\$ielyamani– ielyamani2019年02月01日 10:38:47 +00:00Commented Feb 1, 2019 at 10:38 -
\$\begingroup\$ @Carpsen90:The
identifier
property is still needed in theGraph.init(edgeList:)
method, to map the input data (which uses node numbers) to the Node instances. \$\endgroup\$Martin R– Martin R2019年02月01日 10:41:45 +00:00Commented Feb 1, 2019 at 10:41
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