272 lines
7.6 KiB
Text
272 lines
7.6 KiB
Text
//$$ sort.cpp Sorting
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// Copyright (C) 1991,2,3,4: R B Davies
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#define WANT_MATH
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#include "include.h"
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#include "newmatap.h"
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#ifdef use_namespace
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namespace NEWMAT {
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#endif
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#ifdef DO_REPORT
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#define REPORT { static ExeCounter ExeCount(__LINE__,13); ++ExeCount; }
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#else
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#define REPORT {}
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#endif
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/******************************** Quick sort ********************************/
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// Quicksort.
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// Essentially the method described in Sedgewick s algorithms in C++
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// My version is still partially recursive, unlike Segewick s, but the
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// smallest segment of each split is used in the recursion, so it should
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// not overlead the stack.
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// If the process does not seems to be converging an exception is thrown.
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#define DoSimpleSort 17 // when to switch to insert sort
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#define MaxDepth 50 // maximum recursion depth
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static void MyQuickSortDescending(Real* first, Real* last, int depth);
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static void InsertionSortDescending(Real* first, const int length,
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int guard);
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static Real SortThreeDescending(Real* a, Real* b, Real* c);
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static void MyQuickSortAscending(Real* first, Real* last, int depth);
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static void InsertionSortAscending(Real* first, const int length,
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int guard);
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void SortDescending(GeneralMatrix& GM)
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{
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REPORT
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Tracer et("QuickSortDescending");
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Real* data = GM.Store(); int max = GM.Storage();
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if (max > DoSimpleSort) MyQuickSortDescending(data, data + max - 1, 0);
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InsertionSortDescending(data, max, DoSimpleSort);
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}
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static Real SortThreeDescending(Real* a, Real* b, Real* c)
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{
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// sort *a, *b, *c; return *b; optimise for already sorted
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if (*a >= *b)
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{
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if (*b >= *c) { REPORT return *b; }
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else if (*a >= *c) { REPORT Real x = *c; *c = *b; *b = x; return x; }
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else { REPORT Real x = *a; *a = *c; *c = *b; *b = x; return x; }
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}
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else if (*c >= *b) { REPORT Real x = *c; *c = *a; *a = x; return *b; }
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else if (*a >= *c) { REPORT Real x = *a; *a = *b; *b = x; return x; }
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else { REPORT Real x = *c; *c = *a; *a = *b; *b = x; return x; }
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}
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static void InsertionSortDescending(Real* first, const int length,
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int guard)
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// guard gives the length of the sequence to scan to find first
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// element (eg = length)
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{
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REPORT
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if (length <= 1) return;
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// scan for first element
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Real* f = first; Real v = *f; Real* h = f;
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if (guard > length) { REPORT guard = length; }
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int i = guard - 1;
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while (i--) if (v < *(++f)) { v = *f; h = f; }
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*h = *first; *first = v;
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// do the sort
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i = length - 1; f = first;
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while (i--)
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{
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Real* g = f++; h = f; v = *h;
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while (*g < v) *h-- = *g--;
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*h = v;
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}
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}
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static void MyQuickSortDescending(Real* first, Real* last, int depth)
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{
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REPORT
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for (;;)
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{
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const int length = last - first + 1;
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if (length < DoSimpleSort) { REPORT return; }
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if (depth++ > MaxDepth)
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Throw(ConvergenceException("QuickSortDescending fails: "));
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Real* centre = first + length/2;
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const Real test = SortThreeDescending(first, centre, last);
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Real* f = first; Real* l = last;
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for (;;)
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{
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while (*(++f) > test) {}
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while (*(--l) < test) {}
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if (l <= f) break;
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const Real temp = *f; *f = *l; *l = temp;
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}
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if (f > centre)
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{ REPORT MyQuickSortDescending(l+1, last, depth); last = f-1; }
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else { REPORT MyQuickSortDescending(first, f-1, depth); first = l+1; }
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}
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}
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void SortAscending(GeneralMatrix& GM)
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{
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REPORT
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Tracer et("QuickSortAscending");
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Real* data = GM.Store(); int max = GM.Storage();
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if (max > DoSimpleSort) MyQuickSortAscending(data, data + max - 1, 0);
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InsertionSortAscending(data, max, DoSimpleSort);
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}
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static void InsertionSortAscending(Real* first, const int length,
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int guard)
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// guard gives the length of the sequence to scan to find first
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// element (eg guard = length)
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{
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REPORT
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if (length <= 1) return;
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// scan for first element
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Real* f = first; Real v = *f; Real* h = f;
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if (guard > length) { REPORT guard = length; }
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int i = guard - 1;
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while (i--) if (v > *(++f)) { v = *f; h = f; }
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*h = *first; *first = v;
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// do the sort
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i = length - 1; f = first;
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while (i--)
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{
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Real* g = f++; h = f; v = *h;
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while (*g > v) *h-- = *g--;
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*h = v;
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}
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}
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static void MyQuickSortAscending(Real* first, Real* last, int depth)
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{
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REPORT
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for (;;)
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{
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const int length = last - first + 1;
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if (length < DoSimpleSort) { REPORT return; }
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if (depth++ > MaxDepth)
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Throw(ConvergenceException("QuickSortAscending fails: "));
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Real* centre = first + length/2;
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const Real test = SortThreeDescending(last, centre, first);
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Real* f = first; Real* l = last;
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for (;;)
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{
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while (*(++f) < test) {}
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while (*(--l) > test) {}
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if (l <= f) break;
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const Real temp = *f; *f = *l; *l = temp;
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}
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if (f > centre)
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{ REPORT MyQuickSortAscending(l+1, last, depth); last = f-1; }
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else { REPORT MyQuickSortAscending(first, f-1, depth); first = l+1; }
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}
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}
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//********* sort diagonal matrix & rearrange matrix columns ****************
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// used by SVD
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// these are for sorting singular values - should be updated with faster
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// sorts that handle exchange of columns better
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// however time is probably not significant compared with SVD time
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void SortSV(DiagonalMatrix& D, Matrix& U, bool ascending)
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{
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REPORT
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Tracer trace("SortSV_DU");
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int m = U.Nrows(); int n = U.Ncols();
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if (n != D.Nrows()) Throw(IncompatibleDimensionsException(D,U));
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Real* u = U.Store();
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for (int i=0; i<n; i++)
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{
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int k = i; Real p = D.element(i);
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if (ascending)
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{
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for (int j=i+1; j<n; j++)
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{ if (D.element(j) < p) { k = j; p = D.element(j); } }
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}
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else
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{
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for (int j=i+1; j<n; j++)
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{ if (D.element(j) > p) { k = j; p = D.element(j); } }
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}
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if (k != i)
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{
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D.element(k) = D.element(i); D.element(i) = p; int j = m;
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Real* uji = u + i; Real* ujk = u + k;
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if (j) for(;;)
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{
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p = *uji; *uji = *ujk; *ujk = p;
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if (!(--j)) break;
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uji += n; ujk += n;
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}
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}
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}
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}
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void SortSV(DiagonalMatrix& D, Matrix& U, Matrix& V, bool ascending)
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{
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REPORT
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Tracer trace("SortSV_DUV");
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int mu = U.Nrows(); int mv = V.Nrows(); int n = D.Nrows();
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if (n != U.Ncols()) Throw(IncompatibleDimensionsException(D,U));
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if (n != V.Ncols()) Throw(IncompatibleDimensionsException(D,V));
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Real* u = U.Store(); Real* v = V.Store();
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for (int i=0; i<n; i++)
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{
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int k = i; Real p = D.element(i);
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if (ascending)
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{
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for (int j=i+1; j<n; j++)
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{ if (D.element(j) < p) { k = j; p = D.element(j); } }
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}
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else
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{
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for (int j=i+1; j<n; j++)
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{ if (D.element(j) > p) { k = j; p = D.element(j); } }
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}
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if (k != i)
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{
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D.element(k) = D.element(i); D.element(i) = p;
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Real* uji = u + i; Real* ujk = u + k;
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Real* vji = v + i; Real* vjk = v + k;
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int j = mu;
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if (j) for(;;)
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{
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p = *uji; *uji = *ujk; *ujk = p; if (!(--j)) break;
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uji += n; ujk += n;
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}
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j = mv;
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if (j) for(;;)
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{
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p = *vji; *vji = *vjk; *vjk = p; if (!(--j)) break;
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vji += n; vjk += n;
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}
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}
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}
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}
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#ifdef use_namespace
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}
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#endif
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