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clique.cs
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using System;
using System.Collections.Generic;
using System.Text;
using Network.Cliques;
using Network.Matrices;
using Network.IO;
using System.IO;
using System.Windows.Forms;
namespace Network
{
public class clique
{
private List<byte> data;
public int CompareTo(clique rhs)
{
if (rhs.size - size != 0)
return rhs.size - size;
else
return rhs.num_networks - num_networks;
}
public short num_networks;
public clique()
{
}
public clique(int[] L)
{
num_networks=1;
data=new List<byte>(L.Length);
for(int i=0; i<L.Length; i++)
{
data.Add((byte)L[i]);
size += L[i];
}
}
public clique(Clique L)
{
num_networks = 1;
data = new List<byte>(L.MemberRangeSize);
for (int i = 0; i < L.MemberRangeSize; i++)
{
data.Add((byte)(L.Contains(i) ? 1 : 0));
//size += L[i];
size += (L.Contains(i) ? 1 : 0);
}
}
private int size = 0;
public int num_elements()
{
return size;
}
public bool is_subset(clique rhs)
{
for (int i = 0; i < rhs.Count; i++)
{
if (rhs[i] > data[i])
return false;
}
return true;
}
internal void find_num_networks(List<List<clique>> cliqueList)
{
int ans=0;
foreach (List<clique> list in cliqueList)
{
foreach (clique C in list)
{
if (is_subset(C))
{
ans++;
break;
}
}
}
num_networks = (short)ans;
}
public Matrices.Vector ToVector()
//generate a vector, assuming that the last element of this array is invalid
{
Matrices.Vector ans = new global::Network.Matrices.Vector(Count - 1);
for (int i = 0; i < Count - 1; i++)
{
ans[i] = this[i];
}
return ans;
}
static public Matrices.Matrix ToMatrix(List<clique> list)
{
Matrices.Matrix answer = new global::Network.Matrices.Matrix(list.Count, list[0].Count - 1);
for (int c = 0; c < list[0].Count - 1; c++)
{
for (int r = 0; r < list.Count; r++)
answer[r, c] = list[r][c];
}
return answer;
}
static public List<clique> convertClique(CliqueCollection list)
{
List<clique> temp = new List<clique>(list.Count);
for (int i = 0; i < list.Count; i++)
{
temp.Add(new clique(list[i]));
}
return temp;
}
public int this[int i]
{
get
{
return data[i];
}
}
public int Count
{
get
{
return data.Count;
}
}
#region Clique Transformation Functions
static public Matrices.Matrix GenerateAffiliationMatrixTemp(List<clique> list)
{
Matrices.Matrix result = new global::Network.Matrices.Matrix(list[0].Count, list.Count); //The number of elements in each clique is inflated by one, so it works out fine
for (int c = 0; c < list.Count; c++)
{
for (int r = 0; r < list[0].Count; r++)
{
result[r, c] = list[c][r];
}
}
for (int i = 1; i <= list[0].Count; i++)
{
result.RowLabels[i - 1] = i.ToString();
}
for (int i = 1; i <= list.Count; i++)
{
result.ColLabels[i - 1] = i.ToString();
}
return result;
}
static public Matrices.Matrix GenerateAffiliationMatrix(List<clique> list)
{
Matrices.Matrix result = new global::Network.Matrices.Matrix(list[0].Count+1, list.Count); //The number of elements in each clique is inflated by one, so it works out fine
for (int c = 0; c < list.Count; c++)
{
result[0, c] = list[c].num_networks;
for (int r = 0; r < list[0].Count; r++)
{
result[r + 1, c] = list[c][r];
}
}
result.RowLabels[0] = "#networks";
for (int i = 1; i <= list[0].Count; i++)
{
result.RowLabels[i] = i.ToString();
}
for (int i = 1; i <= list.Count; i++)
{
result.ColLabels[i-1] = i.ToString();
}
return result;
}
internal static global::Network.Matrices.Matrix GenerateCharacteristicsMatrix(List<clique> cliques)
{
Matrices.Matrix result = new global::Network.Matrices.Matrix(cliques.Count,4);
for (int i = 0; i < cliques.Count; i++)
{
result[i, 0] = i + 1;
result[i, 1] = 1820;
result[i, 2] = cliques[i].num_elements();
result[i, 3] = cliques[i].num_networks;
result.RowLabels[i] = (i + 1).ToString();
}
result.ColLabels[0] = "Clique Number";
result.ColLabels[1] = "Year";
result.ColLabels[2] = "No. Members";
result.ColLabels[3] = "#Networks";
return result;
}
public static Matrices.Matrix GenerateOverLapTable(List<clique> list) // problematic
{
Matrices.Matrix result = new global::Network.Matrices.Matrix(list[0].Count - 1, list[0].Count - 1);
foreach (clique C in list)
{
for (int i = 0; i < list[0].Count - 1; i++)
{
if (C[i] == 1)
{
result[i, i]++;
for (int j = i + 1; j < list[0].Count - 1; j++)
{
if (C[j] == 1)
{
result[i, j]++;
result[j, i]++;
}
}
}
}
}
for (int i = 0; i < result.Cols; i++)
{
result.ColLabels[i] = (i + 1).ToString();
result.RowLabels[i] = (i + 1).ToString();
}
return result;
}
static public Matrices.Matrix GenerateWeightedAffiliationMatrixTemp(List<clique> list)
{
Matrices.Matrix result = new global::Network.Matrices.Matrix(list[0].Count, list.Count); //The number of elements in each clique is inflated by one, so it works out fine
for (int c = 0; c < list.Count; c++)
{
//result[0, c] = list[c].num_networks;
for (int r = 0; r < list[0].Count; r++)
{
result[r, c] = list[c][r] * list[c].num_networks;
}
}
for (int i = 1; i <= list[0].Count; i++)
{
result.RowLabels[i - 1] = i.ToString();
}
for (int i = 1; i <= list.Count; i++)
{
result.ColLabels[i - 1] = i.ToString();
}
return result;
}
static public Matrices.Matrix GenerateWeightedAffiliationMatrix(List<clique> list)
{
Matrices.Matrix result = new global::Network.Matrices.Matrix(list[0].Count-1, list.Count); //The number of elements in each clique is inflated by one, so it works out fine
for (int c = 0; c < list.Count; c++)
{
result[0, c] = list[c].num_networks;
for (int r = 0; r < list[0].Count - 1; r++)
{
result[r, c] = list[c][r]*list[c].num_networks;
}
}
for (int i = 1; i < list[0].Count; i++)
{
result.RowLabels[i-1] = i.ToString();
}
for (int i = 1; i <= list.Count; i++)
{
result.ColLabels[i - 1] = i.ToString();
}
return result;
}
internal static global::Network.Matrices.Matrix GenerateWeightedCOCMatrix(List<clique> cliques, global::Network.Matrices.Matrix matrix)
{
Matrices.Matrix result = new Matrices.Matrix(matrix);
for (int c = 0; c < matrix.Cols; c++)
{
for (int r = 0; r < matrix.Rows; r++)
{
result[r, c] *= cliques[c].num_networks;
}
}
return result;
}
#endregion
}
}