- 名前
- 概要
- 説明
- A NOTE TO THE READER
- OBJECT CONTENTS
- MAIN CONSTRUCTOR, AND INITIALIZER
- LINKAGE-RELATED METHODS
- OTHER ATTRIBUTE METHODS
- OTHER METHODS TO DO WITH RELATIONSHIPS
- YET MORE METHODS
- BUG REPORTS
- HELP!
- RAMBLINGS
- SEE ALSO
- COPYRIGHT AND DISCLAIMER
- 作者
名前¶
Tree::DAG_Node - ツリー中のノードを表す(スーパー)クラス
概要¶
ベースクラスとして:
package Game::Tree::Node; # 何でもよい
use Tree::DAG_Node;
@ISA = qw(Tree::DAG_Node);
...独自のメソッドで、Tree::DAG_Node のメソッドをオーバーライド
そのものをクラスとして:
use Tree::DAG_Node;
my $root = Tree::DAG_Node->new();
$root->name("I'm the tops");
my $new_daughter = $root->new_daughter;
$new_daughter->name("More");
...
説明¶
This class encapsulates/makes/manipulates objects that represent nodes in a tree structure. The tree structure is not an object itself, but is emergent from the linkages you create between nodes. This class provides the methods for making linkages that can be used to build up a tree, while preventing you from ever making any kinds of linkages which are not allowed in a tree (such as having a node be its own mother or ancestor, or having a node have two mothers).
このクラスは、ツリー構造のノードを表すオブジェクトをカプセル化/作成/操 作します。ツリー構造はオブジェクトそのものではありませんが、ノード間の リンクをたどることで表現できます。このクラスは、ツリーを構築するための リンクを生成するメソッドを提供し、ツリーには許可されないリンクを作成す ることはできません(自身のノードを親や祖先にしたり、2つの親をもったり)。
This is what I mean by a "tree structure", a bit redundantly stated:
"ツリー構造"の意味するものは、より冗長に書けば:
* A tree is a special case of an acyclic directed graph.
* ツリーとは、有向グラフの特殊ケースである。
* A tree is a network of nodes where there's exactly one root node (i.e., 'the top'), and the only primary relationship between nodes is the mother-daugher relationship.
* ツリーは、ノードのネットワークであり、ただ1つのルートノード(i.e, 'トッ プ')と、ノード間の関係は、親子関係しかない。
* No node can be its own mother, or its mother's mother, etc.
* ノードは自身の親、またその親になることはできない。
* Each node in the tree has exactly one "parent" (node in the "up" direction) -- except the root, which is parentless.
* ツリー内の各ノードは、たった1つの"親" ("上"方向のノード)をもつ -- ルー トノードに限っては、親をもたない。
* Each node can have any number (0 to any finite number) of daughter nodes. A given node's daughter nodes constitute an ordered list. (However, you are free to consider this ordering irrelevant. Some applications do need daughters to be ordered, so I chose to consider this the general case.)
* 各ノードは、任意の数の (0から無限まで) 子ノードを持つ。特定のノード の子ノードは、順序つきリストを構成する(しかし、この順序を気にする 必要はありません。アプリケーションによっては、順序が必要な場合もある ため、これを一般的なケースとします)
* A node can appear in only one tree, and only once in that tree. Notably (notable because it doesn't follow from the two above points), a node cannot appear twice in its mother's daughter list.
* ノードは、1つのツリーに、1度しか現れることができない。とくに(上記2点 からは導き出されないため)、ノードは親の子リストに2度あらわれることは できない。
* In other words, there's an idea of up (toward the root) versus down (away from the root), and left (i.e., toward the start (index 0) of a given node's daughter list) versus right (toward the end of a given node's daughter list).
* 言い換えれば、上(ルートに向かう方向)と下(ルートから離れる方向)という 考え方、左(i.e. とあるノードの子リストの先頭 (index 0)) と右(とある ノードの子リストの末尾) という考え方がある。
Trees as described above have various applications, among them: representing syntactic constituency, in formal linguistics; representing contingencies in a game tree; representing abstract syntax in the parsing of any computer language -- whether in expression trees for programming languages, or constituency in the parse of a markup language document. (Some of these might not use the fact that daughters are ordered.)
上記のように記述したツリーには、様々な応用例があります。たとえば: 形式 言語理論での文法木の表現; ゲームツリーのノードの表現; コンピュータ言語 のパースにおけるアブストラクト文法表現 -- プログラミング言語におけるツ リー表現や、マークアップ言語の文書パースの要素になります。(これらのう ち、子が順序つきになっている事実を利用しないもののあるでしょう)
(Note: B-Trees are a very special case of the above kinds of trees, and are best treated with their own class. Check CPAN for modules encapsulating B-Trees; or if you actually want a database, and for some reason ended up looking here, go look at AnyDBM_File.)
(注意: Bツリーはこれらのツリーのうちとても特殊なケースで、独自のツリー で扱うべきです。Bツリーをカプセル化したモジュールをCPANでチェックして ください。もし本来はデータベースが必要で、何らかの理由でここを見ている のであれば、AnyDBM_File を見てください。)
Many base classes are not usable except as such -- but Tree::DAG_Node can be used as a normal class. You can go ahead and say:
多くのベースクラスはそれだけでは使い物になりませんが、Tre::DAG_Node は 通常のクラスとしても使用できます。このように:
use Tree::DAG_Node;
my $root = Tree::DAG_Node->new();
$root->name("I'm the tops");
$new_daughter = Tree::DAG_Node->new();
$new_daughter->name("More");
$root->add_daughter($new_daughter);
and so on, constructing and linking objects from Tree::DAG_Node and making useful tree structures out of them.
Tree::DAG_Node のオブジェクトを生成し、リンクをつなげ、それらのツリー 構造を作成します。
A NOTE TO THE READER¶
This class is big and provides lots of methods. If your problem is simple (say, just representing a simple parse tree), this class might seem like using an atomic sledgehammer to swat a fly. But the complexity of this module's bells and whistles shouldn't detract from the efficiency of using this class for a simple purpose. In fact, I'd be very surprised if any one user ever had use for more that even a third of the methods in this class. And remember: an atomic sledgehammer will kill that fly.
このクラスは巨大で、たくさんのメソッドを提供しています。もし問題が単純 で(たとえば、単純なパースツリーを表現するだけ)あれば、このクラスは、ハ エをたたくのにスレッジハンマーを使うようなものです。しかし、このモジュー ルが複雑だからと言って、このクラスを単純な目的に使うのが問題になるわけ ではありません。実際、このクラスの3つめ以降のメソッドを使用したことが あるユーザがいたら、私は驚きます。覚えておいてください; スレッジハンマー でハエは殺せます。
OBJECT CONTENTS¶
Implementationally, each node in a tree is an object, in the sense of being an arbitrarily complex data structure that belongs to a class (presumably Tree::DAG_Node, or ones derived from it) that provides methods.
実装上、ツリーの各ノードはオブジェクトとなっており、複雑なデータ構造を 表現するクラス(おそらくTree::DAG_Nodeか、それを継承したもの)に、メソッ ドがあります。
The attributes of a node-object are:
ノードオブジェクトのアトリビュートは:
- mother -- this node's mother. undef if this is a root.
- mother -- このノードの親。ルートの場合undef
- daughters -- the (possibly empty) list of daughters of this node.
- daughters -- このノードの子リスト(空かもしれない)
- name -- the name for this node.
- name -- このノードの名前
-
Need not be unique, or even printable. This is printed in some of the various dumper methods, but it's up to you if you don't put anything meaningful or printable here.
ユニークである必要も、表示できる必要もありません。いくつかのダンプのメ ソッドで出力に使用されますが、意味あるものにしたり、出力可能なものにす るかどうかは、使用者の自由です。
- attributes -- whatever the user wants to use it for.
- attributes -- ユーザが使用したいものすべて
-
Presumably a hashref to whatever other attributes the user wants to store without risk of colliding with the object's real attributes. (Example usage: attributes to an SGML tag -- you definitely wouldn't want the existence of a "mother=foo" pair in such a tag to collide with a node object's 'mother' attribute.)
ハッシュリファレンスで、オブジェクトの実際のアトリビュートを衝突するリ スクなしに、データを格納するのに使用する。(例: SGMLタグのアトリビュー ト -- タグに "mother=foo" のペアがあった場合、ノードオブジェクトの 'mother' アトリビュートと衝突してしまいます)
Aside from (by default) initializing it to {}, and having the access method called "attributes" (described a ways below), I don't do anything with the "attributes" in this module. I basically intended this so that users who don't want/need to bother deriving a class from Tree::DAG_Node, could still attach whatever data they wanted in a node.
(デフォルトで) {}に初期化されており、アクセサメソッド "attributes" (後 述)がある以外は、このモジュール内で "attributes" への操作は行われませ ん。このようにしたのは、Tree::DAG_Node を継承したクラスのユーザが、ノー ドに必要なデータを格納できるようにするためです。
"mother" and "daughters" are attributes that relate to linkage -- they are never written to directly, but are changed as appropriate by the "linkage methods", discussed below.
"mother" と "daughters" はリンクに関係するアトリビュートです -- 直接操 作されることはなく、"リンクメソッド" によって適宜変更されます。
The other two (and whatever others you may add in derived classes) are simply accessed thru the same-named methods, discussed further below.
その他の2つ(また、継承したクラスで追加した他の)アトリビュートは、同名 のメソッドによってアクセスされますが、詳しくは後述します。
ABOUT THE DOCUMENTED INTERFACE¶
Stick to the documented interface (and comments in the source -- especially ones saying "undocumented!" and/or "disfavored!" -- do not count as documentation!), and don't rely on any behavior that's not in the documented interface.
ドキュメントにあるインタフェースを使ってください(そしてソース内のコメ ント -- とくに "undocumented" や "disfavored!" とあるコメント -- をド キュメンテーションと数えないでください)、そしてドキュメントのインタフェー スにない挙動に頼らないでください。
Specifically, unless the documentation for a particular method says "this method returns thus-and-such a value", then you should not rely on it returning anything meaningful.
とくに、特定のメソッドのドキュメンテーションが "このメソッドはこれこれ の値を返す" と書かれていない限り、返り値に意味あるものを期待してはいけ ません。
A passing acquintance with at least the broader details of the source code for this class is assumed for anyone using this class as a base class -- especially if you're overriding existing methods, and definitely if you're overriding linkage methods.
このクラスをベースクラスとして使用する人は、ソースコードを全体的にざっ と見ることを想定しています -- とくに、既存のメソッドをオーバーライド したり、リンクメソッドをオーバーライドしたりするのであれば。
MAIN CONSTRUCTOR, AND INITIALIZER¶
- the constructor CLASS->new() or CLASS->new({...options...})
- コンストラクタ CLASS->new() や CLASS->new({...options...})
-
This creates a new node object, calls $object->_init({...options...}) to provide it sane defaults (like: undef name, undef mother, no daughters, 'attributes' setting of a new empty hashref), and returns the object created. (If you just said "CLASS->new()" or "CLASS->new", then it pretends you called "CLASS->new({})".)
新たなノードオブジェクトを生成し、$object->_init({...options...}) を呼 んで、デフォルトをセットし(name は undef, mother はundef, daughtersな し, 'attributes' は空のハッシュリファレンス)、生成されたオブジェクトを 返します。("CLASS->new()" や "CLASS->new" のみを呼ぶと、 "CLASS->new({})" を呼んだものとみなします。)
Currently no options for putting in {...options...} are part of the documented interface, but the options is here in case you want to add such behavior in a derived class.
現状、{...options...} にいれるべきオプションはドキュメントのインタフェー スにはありませんが、継承したクラスでそうした挙動が必要になるときのため に、オプションを用意してあります。
Read on if you plan on using Tree::DAG_New as a base class. (Otherwise feel free to skip to the description of _init.)
Tree::DAG_Node をベースクラスとして使用するのであれば読み進めてくださ い(そうでなければ、_initの解説は飛ばしてかまいません)。
There are, in my mind, two ways to do object construction:
思うに、オブジェクトの生成には2つの方法があります。
Way 1: create an object, knowing that it'll have certain uninteresting sane default values, and then call methods to change those values to what you want. Example:
方法1: オブジェクトを生成し、デフォルト値が適当でないのを知っており、 メソッドによってその値を変更する。例えば:
$node = Tree::DAG_Node->new; $node->name('Supahnode!'); $root->add_daughter($node); $node->add_daughters(@some_others)
Way 2: be able to specify some/most/all the object's attributes in the call to the constructor. Something like:
方法2: オブジェクトのアトリビュートのうちいくつかをコンストラクタの呼 び出しで指定できる。このように:
$node = Tree::DAG_Node->new({ name => 'Supahnode!', mother => $root, daughters => \@some_others });
After some deliberation, I've decided that the second way is a Bad Thing. First off, it is not markedly more concise than the first way. Second off, it often requires subtly different syntax (e.g., \@some_others vs @some_others). It just complicates things for the programmer and the user, without making either appreciably happier.
何度か議論した後、2つめの方法は Bad Thing だと決めました。まず、1つめ の方法に比べて、目に見えて簡潔になるというわけではありません。次に、と きどき微妙に異なるシンタクス(e.g. \@some_others と @some_others) が必 要になります。それによって、プログラマやユーザにとってものごとは複雑に なり、目に見えて幸せになることはありません。
(This is not to say that options in general for a constructor are bad --
random_network
, discussed far below, necessarily takes options. But note that those are not options for the default values of attributes.)(一般的に、コンストラクタにオプションを渡すのが悪いといっているわけで はありません -- 後述する
random_network
では、オプションが必要です。 ただ、このオプションはアトリビュートのデフォルト値としてのオプションで はありません)Anyway, if you use Tree::DAG_Node as a superclass, and you add attributes that need to be initialized, what you need to do is provide an _init method that calls $this->SUPER::_init($options) to use its superclass's _init method, and then initializes the new attributes:
とにかく、Tree::DAG_Node をスーパークラスとして使用し、初期化すべきア トリビュートを追加するのであれば、必要なことは _init メソッドで $this->SUPER::_init($options) を呼んで、スーパークラスの _initメソッド を使用し、次に新たなアトリビュートを初期化することです。
sub _init { my($this, $options) = @_[0,1]; $this->SUPER::_init($options); # スーパークラスの _init を呼んで # 継承している属性をすべて初期化する # /自分の/ アトリビュートを初期化する $this->{'amigos'} = []; # for example }
...or, as I prefer when I'm being a neat freak:
...あるいは、こぎれいな書き方が好きであれば:
sub _init { my($this, $options) = @_[0,1]; $this->SUPER::_init($options); $this->_init_amigos($options); } sub _init_amigos { my $this = $_[0]; # $options を使用するなら、my($this,$options) = @_[0,1]; $this->{'amigos'} = []; }
In other words, I like to have each attribute initialized thru a method named _init_[attribute], which should expect the object as $_[0] and the the options hashref (or {} if none was given) as $_[1]. If you insist on having your _init recognize options for setting attributes, you might as well have them dealt with by the appropriate _init_[attribute] method, like this:
言い換えれば、各アトリビュートの初期化は _init_[attribute] という名前 のメソッドで初期化し、その引数は $_[0] がオブジェクト、$_[1] がオプショ ンのハッシュリファレンス(指定しなければ {})とするのがよいと思います。_ init がオプションを認識してアトリビュートをセットするためには、適当な _init_[attribute]メソッドでそれらを扱うとよいでしょう:
sub _init { my($this, $options) = @_[0,1]; $this->SUPER::_init($options); $this->_init_amigos($options); } sub _init_amigos { my($this,$options) = @_[0,1]; # ここではオプションが必要 $this->{'amigos'} = []; $this->amigos(@{$options->{'amigos'}}) if $options->{'amigos'}; }
All this bookkeeping looks silly with just one new attribute in a class derived straight from Tree::DAG_Node, but if there's lots of new attributes running around, and if you're deriving from a class derived from a class derived from Tree::DAG_Node, then tidy stratification/modularization like this can keep you sane.
このやり方は、Tree::DAG_Node を直接継承したクラスに、たった1つのアトリ ビュートを追加するのであれば、ばからしいかもしれませが、新しいアトリ ビュートがたくさんあったり、Tree::DAG_Node を継承したクラスをさらに継 承する場合には、簡単な階層構造/モジュール化を用意すると、健全です。
- the constructor $obj->new() or $obj->new({...options...})
- コンストラクタ $obj->new() または $obj->new({...options...})
-
Just another way to get at the
new
method. This does not copy $obj, but merely constructs a new object of the same class as it. Saves you the bother of going $class = ref $obj; $obj2 = $class->new;new
メソッドの別の使用法。$obj のコピーは作成せず、単に同じクラス のオブジェクトを生成します。$class = ref $obj; $obj2 = $class->new; とやる時間を節約します。 - the method $node->_init({...options...})
- メソッド $node->_init({...options...})
-
Initialize the object's attribute values. See the discussion above. Presumably this should be called only by the guts of the
new
constructor -- never by the end user.オブジェクトのアトリビュート値を初期化します。上の議論を見てください。
new
コンストラクタのみから呼ばれることを想定しています。エンドユーザ から呼ばれることはありません。Currently there are no documented options for putting in {...options...}, but (in case you want to disregard the above rant) the option exists for you to use {...options...} for something useful in a derived class.
{...options...}に何を入れるかは、現状ドキュメントにはありませんが(上の 部分を呼んでない場合のためにもう一度書くと)、オプションがあるのは {...options...} を継承したクラスで使用したい場合のためです。
Please see the source for more information.
より詳細な情報はソースコードを見てください。
- see also (below) the constructors "new_daughter" and "new_daughter_left"
- コンストラクタ "new_daughter" や "new_daughter_left" も参照
LINKAGE-RELATED METHODS¶
- $node->daughters
-
This returns the (possibly empty) list of daughters for $node.
$node の(空かもしれない)子リストを返します。
- $node->mother
-
This returns what node is $node's mother. This is undef if $node has no mother -- i.e., if it is a root.
$node の親ノードを返します。$node が親を持たない -- i.e. ルートの場合、 undef となります。
- $mother->add_daughters( LIST )
-
This method adds the node objects in LIST to the (right) end of $mother's
daughter
list. Making a node N1 the daughter of another node N2 also means that N1'smother
attribute is "automatically" set to N2; it also means that N1 stops being anything else's daughter as it becomes N2's daughter.このメソッドはLISTにあるノードオブジェクト群を、$motherの
daughter
リ ストの(右の)末尾に追加します。ノードN1を、ノードN2の子にすると、N1のmother
アトリビュートは"自動的に"N2にセットされます。これは、N1が他 のノードの子になることはないということも意味します。If you try to make a node its own mother, a fatal error results. If you try to take one of a a node N1's ancestors and make it also a daughter of N1, a fatal error results. A fatal error results if anything in LIST isn't a node object.
ノードを自身の親にしようとすると、致命的エラーとなります。ノードN1の祖 先の1つをとって、それをN1の子にしようとすると、致命的エラーとなります。 LIST 内のいずれかがノードオブジェクトでない場合も、致命的エラーとなり ます。
If you try to make N1 a daughter of N2, but it's already a daughter of N2, then this is a no-operation -- it won't move such nodes to the end of the list or anything; it just skips doing anything with them.
N1をN2の子にする際に、すでにN2の子である場合は、これは何も実行しま せん -- ノードをリストの末尾に移動したりはしません。何もせずにスキップ します。
- $node->add_daughter( LIST )
-
An exact synonym for $node->add_daughters(LIST)
$node->add_daughters(LIST)と完全同意語です。
- $mother->add_daughters_left( LIST )
-
This method is just like
add_daughters
, except that it adds the node objects in LIST to the (left) beginning of $mother's daughter list, instead of the (right) end of it.add_daughters
とほぼ同じですが、LISTにあるノードオブジェクト群を、 $mother の子リストの(右の)末尾ではなく、(左の)先頭に追加するところが異 なります。 - $node->add_daughter_left( LIST )
-
An exact synonym for $node->add_daughters_left( LIST )
$node->add_daughters_left( LIST )の完全同意語です。
- Note:
-
The above link-making methods perform basically an
unshift
orpush
on the mother node's daughter list. To get the full range of list-handling functionality, copy the daughter list, and change it, and then callset_daughters
on the result:上記リンク生成メソッドは、親ノードの子リストに対して
unshift
やpush
を実行します。リストのすべての範囲について、操作する必要である 場合、子リストをコピーし、変更して、結果についてset_daughters
を呼び ます。@them = $mother->daughters; @removed = splice(@them, 0,2, @new_nodes); $mother->set_daughters(@them);
Or consider a structure like:
あるいは、以下のようなコードも考えられます:
$mother->set_daughters( grep($_->name =~ /NP/ , $mother->daughters ) );
- the constructor $daughter = $mother->new_daughter, or
- the constructor $daughter = $mother->new_daughter({...options...})
- コンストラクタ $daughter = $mother->new_daughter, あるいは
- コンストラクタ $daughter = $mother->new_daughter({...options...})
-
This constructs a new node (of the same class as $mother), and adds it to the (right) end of the daughter list of $mother. This is essentially the same as going
($motherと同一クラスの)新たなノードを生成し、$mother の子リスト の(右)末尾に追加します。本質的には、
$daughter = $mother->new; $mother->add_daughter($daughter);
but is rather more efficient because (since $daughter is guaranteed new and isn't linked to/from anything), it doesn't have to check that $daughter isn't an ancestor of $mother, isn't already daughter to a mother it needs to be unlinked from, isn't already in $mother's daughter list, etc.
と同様ですが、($daughter は新たなオブジェクトで、他のノードとリンク関係にないことが保証されており) $daughter は $mother の祖先であるかどうか、をチェックする必要はなく、より効率的です。
As you'd expect for a constructor, it returns the node-object created.
- the constructor $mother->new_daughter_left, or
- $mother->new_daughter_left({...options...})
-
This is just like $mother->new_daughter, but adds the new daughter to the left (start) of $mother's daughter list.
- $mother->remove_daughters( LIST )
-
This removes the nodes listed in LIST from $mother's daughter list. This is a no-operation if LIST is empty. If there are things in LIST that aren't a current daughter of $mother, they are ignored.
Not to be confused with $mother->clear_daughters.
- $node->remove_daughter( LIST )
-
An exact synonym for $node->remove_daughters( LIST )
- $node->unlink_from_mother
-
This removes node from the daughter list of its mother. If it has no mother, this is a no-operation.
Returns the mother unlinked from (if any).
This unlinks all $mother's daughters. Returns the the list of what used to be $mother's daughters.
Not to be confused with $mother->remove_daughters( LIST ).
- $mother->set_daughters( LIST )
-
This unlinks all $mother's daughters, and replaces them with the daughters in LIST.
Currently implemented as just $mother->clear_daughters followed by $mother->add_daughters( LIST ).
- $node->replace_with( LIST )
-
This replaces $node in its mother's daughter list, by unlinking $node and replacing it with the items in LIST. This returns a list consisting of $node followed by LIST, i.e., the nodes that replaced it.
LIST can include $node itself (presumably at most once). LIST can also be empty-list. However, if any items in LIST are sisters to $node, they are ignored, and are not in the copy of LIST passed as the return value.
As you might expect for any linking operation, the items in LIST cannot be $node's mother, or any ancestor to it; and items in LIST are, of course, unlinked from their mothers (if they have any) as they're linked to $node's mother.
(In the special (and bizarre) case where $node is root, this simply calls $this->unlink_from_mother on all the items in LIST, making them roots of their own trees.)
Note that the daughter-list of $node is not necessarily affected; nor are the daughter-lists of the items in LIST. I mention this in case you think replace_with switches one node for another, with respect to its mother list and its daughter list, leaving the rest of the tree unchanged. If that's what you want, replacing $Old with $New, then you want:
$New->set_daughters($Old->clear_daughters); $Old->replace_with($New);
(I can't say $node's and LIST-items' daughter lists are never affected my replace_with -- they can be affected in this case:
$N1 = ($node->daughters)[0]; # first daughter of $node $N2 = ($N1->daughters)[0]; # first daughter of $N1; $N3 = Tree::DAG_Node->random_network; # or whatever $node->replace_with($N1, $N2, $N3);
As a side affect of attaching $N1 and $N2 to $node's mother, they're unlinked from their parents ($node, and $N1, replectively). But N3's daughter list is unaffected.
In other words, this method does what it has to, as you'd expect it to.
- $node->replace_with_daughters
-
This replaces $node in its mother's daughter list, by unlinking $node and replacing it with its daughters. In other words, $node becomes motherless and daughterless as its daughters move up and take its place. This returns a list consisting of $node followed by the nodes that were its daughters.
In the special (and bizarre) case where $node is root, this simply unlinks its daughters from it, making them roots of their own trees.
Effectively the same as $node->replace_with($node->daughters), but more efficient, since less checking has to be done. (And I also think $node->replace_with_daughters is a more common operation in tree-wrangling than $node->replace_with(LIST), so deserves a named method of its own, but that's just me.)
- $node->add_left_sisters( LIST )
-
This adds the elements in LIST (in that order) as immediate left sisters of $node. In other words, given that B's mother's daughter-list is (A,B,C,D), calling B->add_left_sisters(X,Y) makes B's mother's daughter-list (A,X,Y,B,C,D).
If LIST is empty, this is a no-op, and returns empty-list.
This is basically implemented as a call to $node->replace_with(LIST, $node), and so all replace_with's limitations and caveats apply.
The return value of $node->add_left_sisters( LIST ) is the elements of LIST that got added, as returned by replace_with -- minus the copies of $node you'd get from a straight call to $node->replace_with(LIST, $node).
- $node->add_left_sister( LIST )
-
An exact synonym for $node->add_left_sisters(LIST)
- $node->add_right_sisters( LIST )
-
Just like add_left_sisters (which see), except that the the elements in LIST (in that order) as immediate right sisters of $node;
In other words, given that B's mother's daughter-list is (A,B,C,D), calling B->add_right_sisters(X,Y) makes B's mother's daughter-list (A,B,X,Y,C,D).
- $node->add_right_sister( LIST )
-
An exact synonym for $node->add_right_sisters(LIST)
OTHER ATTRIBUTE METHODS¶
- $node->name or $node->name(SCALAR)
-
In the first form, returns the value of the node object's "name" attribute. In the second form, sets it to the value of SCALAR.
- $node->attributes or $node->attributes(SCALAR)
-
In the first form, returns the value of the node object's "attributes" attribute. In the second form, sets it to the value of SCALAR. I intend this to be used to store a reference to a (presumably anonymous) hash the user can use to store whatever attributes he doesn't want to have to store as object attributes. In this case, you needn't ever set the value of this. (_init has already initialized it to {}.) Instead you can just do...
$node->attributes->{'foo'} = 'bar';
...to write foo => bar.
- $node->attribute or $node->attribute(SCALAR)
-
An exact synonym for $node->attributes or $node->attributes(SCALAR)
OTHER METHODS TO DO WITH RELATIONSHIPS¶
- $node->is_node
-
This always returns true. More pertinently, $object->can('is_node') is true (regardless of what
is_node
would do if called) for objects belonging to this class or for any class derived from it. - $node->ancestors
-
Returns the list of this node's ancestors, starting with its mother, then grandmother, and ending at the root. It does this by simply following the 'mother' attributes up as far as it can. So if $item IS the root, this returns an empty list.
Consider that scalar($node->ancestors) returns the ply of this node within the tree -- 2 for a granddaughter of the root, etc., and 0 for root itself.
- $node->root
-
Returns the root of whatever tree $node is a member of. If $node is the root, then the result is $node itself.
- $node->is_daughter_of($node2)
-
Returns true iff $node is a daughter of $node2. Currently implemented as just a test of ($it->mother eq $node2).
- $node->self_and_descendants
-
Returns a list consisting of itself (as element 0) and all the descendants of $node. Returns just itself if $node is a terminal_node.
(Note that it's spelled "descendants", not "descendents".)
- $node->descendants
-
Returns a list consisting of all the descendants of $node. Returns empty-list if $node is a terminal_node.
(Note that it's spelled "descendants", not "descendents".)
- $node->leaves_under
-
Returns a list (going left-to-right) of all the leaf nodes under $node. ("Leaf nodes" are also called "terminal nodes" -- i.e., nodes that have no daughters.) Returns $node in the degenerate case of $node being a leaf itself.
- $node->depth_under
-
Returns an integer representing the number of branches between this $node and the most distant leaf under it. (In other words, this returns the ply of subtree starting of $node. Consider scalar($it->ancestors) if you want the ply of a node within the whole tree.)
- $node->generation
-
Returns a list of all nodes (going left-to-right) that are in $node's generation -- i.e., that are the some number of nodes down from the root. $root->generation is just $root.
Of course, $node is always in its own generation.
- $node->generation_under(NODE2)
-
Like $node->generation, but returns only the nodes in $node's generation that are also descendants of NODE2 -- in other words,
@us = $node->generation_under( $node->mother->mother );
is all $node's first cousins (to borrow yet more kinship terminology) -- assuming $node does indeed have a grandmother. Actually "cousins" isn't quite an apt word, because
@us
ends up including $node's siblings and $node.Actually,
generation_under
is just an alias togeneration
, but I figure that this:@us = $node->generation_under($way_upline);
is a bit more readable than this:
@us = $node->generation($way_upline);
But it's up to you.
$node->generation_under($node) returns just $node.
If you call $node->generation_under($node) but NODE2 is not $node or an ancestor of $node, it behaves as if you called just $node->generation().
- $node->self_and_sisters
-
Returns a list of all nodes (going left-to-right) that have the same mother as $node -- including $node itself. This is just like $node->mother->daughters, except that that fails where $node is root, whereas $root->self_and_siblings, as a special case, returns $root.
(Contrary to how you may interpret how this method is named, "self" is not (necessarily) the first element of what's returned.)
- $node->sisters
-
Returns a list of all nodes (going left-to-right) that have the same mother as $node -- not including $node itself. If $node is root, this returns empty-list.
- $node->left_sister
-
Returns the node that's the immediate left sister of $node. If $node is the leftmost (or only) daughter of its mother (or has no mother), then this returns undef.
(See also $node->add_left_sisters(LIST).)
- $node->left_sisters
-
Returns a list of nodes that're sisters to the left of $node. If $node is the leftmost (or only) daughter of its mother (or has no mother), then this returns an empty list.
(See also $node->add_left_sisters(LIST).)
- $node->right_sister
-
Returns the node that's the immediate right sister of $node. If $node is the rightmost (or only) daughter of its mother (or has no mother), then this returns undef.
(See also $node->add_right_sisters(LIST).)
- $node->right_sisters
-
Returns a list of nodes that're sisters to the right of $node. If $node is the rightmost (or only) daughter of its mother (or has no mother), then this returns an empty list.
(See also $node->add_right_sisters(LIST).)
- $node->my_daughter_index
-
Returns what index this daughter is, in its mother's
daughter
list. In other words, if $node is ($node->mother->daughters)[3], then $node->my_daughter_index returns 3.As a special case, returns 0 if $node has no mother.
- $node->address or $anynode->address(ADDRESS)
-
With the first syntax, returns the address of $node within its tree, based on its position within the tree. An address is formed by noting the path between the root and $node, and concatenating the daughter-indices of the nodes this passes thru (starting with 0 for the root, and ending with $node).
For example, if to get from node ROOT to node $node, you pass thru ROOT, A, B, and $node, then the address is determined as:
* ROOT's my_daughter_index is 0.
* A's my_daughter_index is, suppose, 2. (A is index 2 in ROOT's daughter list.)
* B's my_daughter_index is, suppose, 0. (B is index 0 in A's daughter list.)
* $node's my_daughter_index is, suppose, 4. ($node is index 4 in B's daughter list.)
The address of the above-described $node is, therefore, "0:2:0:4".
(As a somewhat special case, the address of the root is always "0"; and since addresses start from the root, all addresses start with a "0".)
The second syntax, where you provide an address, starts from the root of the tree $anynode belongs to, and returns the node corresponding to that address. Returns undef if no node corresponds to that address. Note that this routine may be somewhat liberal in its interpretation of what can constitute an address; i.e., it accepts "0.2.0.4", besides "0:2:0:4".
Also note that the address of a node in a tree is meaningful only in that tree as currently structured.
(Consider how ($address1 cmp $address2) may be magically meaningful to you, if you mant to figure out what nodes are to the right of what other nodes.)
- $node->common(LIST)
-
Returns the lowest node in the tree that is ancestor-or-self to the nodes $node and LIST.
If the nodes are far enough apart in the tree, the answer is just the root.
If the nodes aren't all in the same tree, the answer is undef.
As a degenerate case, if LIST is empty, returns $node.
- $node->common_ancestor(LIST)
-
Returns the lowest node that is ancestor to all the nodes given (in nodes $node and LIST). In other words, it answers the question: "What node in the tree, as low as possible, is ancestor to the nodes given ($node and LIST)?"
If the nodes are far enough apart, the answer is just the root -- except if any of the nodes are the root itself, in which case the answer is undef (since the root has no ancestor).
If the nodes aren't all in the same tree, the answer is undef.
As a degenerate case, if LIST is empty, returns $node's mother; that'll be undef if $node is root.
YET MORE METHODS¶
- $node->walk_down({ callback => \&foo, callbackback => \&foo, ... })
-
Performs a depth-first traversal of the structure at and under $node. What it does at each node depends on the value of the options hashref, which you must provide. There are three options, "callback" and "callbackback" (at least one of which must be defined, as a sub reference), and "_depth". This is what
walk_down
does, in pseudocode form:* Start at the $node given.
* If there's a
callback
, call it with $node as the first argument, and the options hashref as the second argument (which contains the potentially useful_depth
, remember). This function must return true or false -- if false, it will block the next step:* If $node has any daughter nodes, increment
_depth
, and call $daughter->walk_down(options_hashref) for each daughter (in order, of course), where options_hashref is the same hashref it was called with. When this returns, decrements_depth
.* If there's a
callbackback
, call just it as withcallback
(but tossing out the return value). Note thatcallback
returning false blocks traversal below $node, but doesn't block calling callbackback for $node. (Incidentally, in the unlikely case that $node has stopped being a node object,callbackback
won't get called.)* Return.
$node->walk_down is the way to recursively do things to a tree (if you start at the root) or part of a tree; if what you're doing is best done via pre-pre order traversal, use
callback
; if what you're doing is best done with post-order traversal, usecallbackback
.walk_down
is even the basis for plenty of the methods in this class. See the source code for examples both simple and horrific.Note that if you don't specify
_depth
, it effectively defaults to 0. You should set it to scalar($node->ancestors) if you want_depth
to reflect the true depth-in-the-tree for the nodes called, instead of just the depth below $node. (If $node is the root, there's difference, of course.)And by the way, it's a bad idea to modify the tree from the callback. Unpredictable things may happen. I instead suggest having your callback add to a stack of things that need changing, and then, once
walk_down
is all finished, changing those nodes from that stack.Note that the existence of
walk_down
doesn't mean you can't write you own special-use traversers. - @lines = $node->dump_names({ ...options... });
-
Dumps, as an indented list, the names of the nodes starting at $node, and continuing under it. Options are:
* _depth -- A nonnegative number. Indicating the depth to consider $node as being at (and so the generation under that is that plus one, etc.). Defaults to 0. You may choose to use set _depth => scalar($node->ancestors).
* tick -- a string to preface each entry with, between the indenting-spacing and the node's name. Defaults to empty-string. You may prefer "*" or "-> " or someting.
* indent -- the string used to indent with. Defaults to " " (two spaces). Another sane value might be ". " (period, space). Setting it to empty-string suppresses indenting.
The dump is not printed, but is returned as a list, where each item is a line, with a "\n" at the end.
- the constructor CLASS->random_network({...options...})
- the method $node->random_network({...options...})
-
In the first case, constructs a randomly arranged network under a new node, and returns the root node of that tree. In the latter case, constructs the network under $node.
Currently, this is implemented a bit half-heartedly, and half-wittedly. I basically needed to make up random-looking networks to stress-test the various tree-dumper methods, and so wrote this. If you actually want to rely on this for any application more serious than that, I suggest examining the source code and seeing if this does really what you need (say, in reliability of randomness); and feel totally free to suggest changes to me (especially in the form of "I rewrote
random_network
, here's the code...")It takes four options:
* max_node_count -- maximum number of nodes this tree will be allowed to have (counting the root). Defaults to 25.
* min_depth -- minimum depth for the tree. Defaults to 2. Leaves can be generated only after this depth is reached, so the tree will be at least this deep -- unless max_node_count is hit first.
* max_depth -- maximum depth for the tree. Defaults to 3 plus min_depth. The tree will not be deeper than this.
* max_children -- maximum number of children any mother in the tree can have. Defaults to 4.
- the constructor CLASS->lol_to_tree($lol);
-
Converts something like bracket-notation for "Chomsky trees" (or rather, the closest you can come with Perl list-of-lists(-of-lists(-of-lists))) into a tree structure. Returns the root of the tree converted.
The conversion rules are that: 1) if the last (possibly the only) item in a given list is a scalar, then that is used as the "name" attribute for the node based on this list. 2) All other items in the list represent daughter nodes of the current node -- recursively so, if they are list references; otherwise, (non-terminal) scalars are considered to denote nodes with that name. So ['Foo', 'Bar', 'N'] is an alternate way to represent [['Foo'], ['Bar'], 'N'].
An example will illustrate:
use Tree::DAG_Node; $lol = [ [ [ [ 'Det:The' ], [ [ 'dog' ], 'N'], 'NP'], [ '/with rabies\\', 'PP'], 'NP' ], [ 'died', 'VP'], 'S' ]; $tree = Tree::DAG_Node->lol_to_tree($lol); $diagram = $tree->draw_ascii_tree; print map "$_\n", @$diagram;
...returns this tree:
| <S> | /------------------\ | | <NP> <VP> | | /---------------\ <died> | | <NP> <PP> | | /-------\ </with rabies\> | | <Det:The> <N> | <dog>
By the way (and this rather follows from the above rules), when denoting a LoL tree consisting of just one node, this:
$tree = Tree::DAG_Node->lol_to_tree( 'Lonely' );
is okay, although it'd probably occur to you to denote it only as:
$tree = Tree::DAG_Node->lol_to_tree( ['Lonely'] );
which is of course fine, too.
- $node->tree_to_lol_notation({...options...})
-
Dumps a tree (starting at $node) as the sort of LoL-like bracket notation you see in the above example code. Returns just one big block of text. The only option is "multiline" -- if true, it dumps the text as the sort of indented structure as seen above; if false (and it defaults to false), dumps it all on one line (with no indenting, of course).
For example, starting with the tree from the above example, this:
print $tree->tree_to_lol_notation, "\n";
prints the following (which I've broken over two lines for sake of printablitity of documentation):
[[[['Det:The'], [['dog'], 'N'], 'NP'], [["/with rabies\x5c"], 'PP'], 'NP'], [['died'], 'VP'], 'S'],
Doing this:
print $tree->tree_to_lol_notation({ multiline => 1 });
prints the same content, just spread over many lines, and prettily indented.
- $node->tree_to_lol
-
Returns that tree (starting at $node) represented as a LoL, like what $lol, above, holds. (This is as opposed to
tree_to_lol_notation
, which returns the viewable code like what gets evaluated and stored in $lol, above.)Lord only knows what you use this for -- maybe for feeding to Data::Dumper, in case
tree_to_lol_notation
doesn't do just what you want? - the constructor CLASS->simple_lol_to_tree($simple_lol);
-
This is like lol_to_tree, except that rule 1 doesn't apply -- i.e., all scalars (or really, anything not a listref) in the LoL-structure end up as named terminal nodes, and only terminal nodes get names (and, of course, that name comes from that scalar value). This method is useful for making things like expression trees, or at least starting them off. Consider that this:
$tree = Tree::DAG_Node->simple_lol_to_tree( [ 'foo', ['bar', ['baz'], 'quux'], 'zaz', 'pati' ] );
converts from something like a Lispish or Iconish tree, if you pretend the brackets are parentheses.
Note that there is a (possibly surprising) degenerate case of what I'm calling a "simple-LoL", and it's like this:
$tree = Tree::DAG_Node->simple_lol_to_tree('Lonely');
This is the (only) way you can specify a tree consisting of only a single node, which here gets the name 'Lonely'.
- $node->tree_to_simple_lol
-
Returns that tree (starting at $node) represented as a simple-LoL -- i.e., one where non-terminal nodes are represented as listrefs, and terminal nodes are gotten from the contents of those nodes' "name' attributes.
Note that in the case of $node being terminal, what you get back is the same as $node->name.
Compare to tree_to_simple_lol_notation.
- $node->tree_to_simple_lol_notation({...options...})
-
A simple-LoL version of tree_to_lol_notation (which see); takes the same options.
- $list_r = $node->draw_ascii_tree({ ... options ... })
-
Draws a nice ASCII-art representation of the tree structure at-and-under $node, with $node at the top. Returns a reference to the list of lines (with no "\n"s or anything at the end of them) that make up the picture.
Example usage:
print map("$_\n", @{$tree->draw_ascii_tree});
draw_ascii_tree takes parameters you set in the options hashref:
* "no_name" -- if true,
draw_ascii_tree
doesn't print the name of the node; simply prints a "*". Defaults to 0 (i.e., print the node name.)* "h_spacing" -- number 0 or greater. Sets the number of spaces inserted horizontally between nodes (and groups of nodes) in a tree. Defaults to 1.
* "h_compact" -- number 0 or 1. Sets the extent to which
draw_ascii_tree
tries to save horizontal space. Defaults to 1. If I think of a better scrunching algorithm, there'll be a "2" setting for this.* "v_compact" -- number 0, 1, or 2. Sets the degree to which
draw_ascii_tree
tries to save vertical space. Defaults to 1.This occasionally returns trees that are a bit cock-eyed in parts; if anyone can suggest a better drawing algorithm, I'd be appreciative.
- $node->copy_tree or $node->copy_tree({...options...})
-
This returns the root of a copy of the tree that $node is a member of. If you pass no options, copy_tree pretends you've passed {}.
This method is currently implemented as just a call to $this->root->copy_at_and_under({...options...}), but magic may be added in the future.
Options you specify are passed down to calls to $node->copy.
- $node->copy_at_and_under or $node->copy_at_and_under({...options...})
-
This returns a copy of the subtree consisting of $node and everything under it.
If you pass no options, copy_at_and_under pretends you've passed {}.
This works by recursively building up the new tree from the leaves, duplicating nodes using $orig_node->copy($options_ref) and then linking them up into a new tree of the same shape.
Options you specify are passed down to calls to $node->copy.
- the constructor $node->copy or $node->copy({...options...})
-
Returns a copy of $node, minus its daughter or mother attributes (which are set back to default values).
If you pass no options,
copy
pretends you've passed {}.Magic happens with the 'attributes' attribute: if it's a hashref (and it usually is), the new node doesn't end up with the same hashref, but with ref to a hash with the content duplicated from the original's hashref. If 'attributes' is not a hashref, but instead an object that belongs to a class that provides a method called "copy", then that method is called, and the result saved in the clone's 'attribute' attribute. Both of these kinds of magic are disabled if the options you pass to
copy
(maybe viacopy_tree
, orcopy_at_and_under
) includes (no_attribute_copy
=> 1).The options hashref you pass to
copy
(derictly or indirectly) gets changed slightly after you callcopy
-- it gets an entry called "from_to" added to it. Chances are you would never know nor care, but this is reserved for possible future use. See the source if you are wildly curious.Note that if you are using $node->copy (whether directly or via $node->copy_tree or $node->copy_at_or_under), and it's not properly copying object attributes containing references, you probably shouldn't fight it or try to fix it -- simply override copy_tree with:
sub copy_tree { use Storable qw(dclone); my $this = $_[0]; return dclone($this->root); # d for "deep" }
or
sub copy_tree { use Data::Dumper; my $this = $_[0]; $Data::Dumper::Purity = 1; return eval(Dumper($this->root)); }
Both of these avoid you having to reinvent the wheel.
How to override copy_at_or_under with something that uses Storable or Data::Dumper is left as an exercise to the reader.
Consider that if in a derived class, you add attributes with really bizarre contents (like a unique-for-all-time-ID), you may need to override
copy
. Consider:sub copy { my($it, @etc) = @_; $it->SUPER::copy(@etc); $it->{'UID'} = &get_new_UID; }
...or the like. See the source of Tree::DAG_Node::copy for inspiration.
- $node->delete_tree
-
Destroys the entire tree that $node is a member of (starting at the root), by nulling out each node-object's attributes (including, most importantly, its linkage attributes -- hopefully this is more than sufficient to eliminate all circularity in the data structure), and then moving it into the class DEADNODE.
Use this when you're finished with the tree in question, and want to free up its memory. (If you don't do this, it'll get freed up anyway when your program ends.)
If you try calling any methods on any of the node objects in the tree you've destroyed, you'll get an error like:
Can't locate object method "leaves_under" via package "DEADNODE".
So if you see that, that's what you've done wrong. (Actually, the class DEADNODE does provide one method: a no-op method "delete_tree". So if you want to delete a tree, but think you may have deleted it already, it's safe to call $node->delete_tree on it (again).)
The
delete_tree
method is needed because Perl's garbage collector would never (as currently implemented) see that it was time to de-allocate the memory the tree uses -- until either you call $node->delete_tree, or until the program stops (at "global destruction" time, when everything is unallocated).Incidentally, there are better ways to do garbage-collecting on a tree, ways which don't require the user to explicitly call a method like
delete_tree
-- they involve dummy classes, as explained athttp://mox.perl.com/misc/circle-destroy.pod
However, introducing a dummy class concept into Tree::DAG_Node would be rather a distraction. If you want to do this with your derived classes, via a DESTROY in a dummy class (or in a tree-metainformation class, maybe), then feel free to.
The only case where I can imagine
delete_tree
failing to totally void the tree, is if you use the hashref in the "attributes" attribute to store (presumably among other things) references to other nodes' "attributes" hashrefs -- which 1) is maybe a bit odd, and 2) is your problem, because it's your hash structure that's circular, not the tree's. Anyway, consider:# null out all my "attributes" hashes $anywhere->root->walk_down({ 'callback' => sub { $hr = $_[0]->attributes; %$hr = (); return 1; } }); # And then: $anywhere->delete_tree;
(I suppose
delete_tree
is a "destructor", or as close as you can meaningfully come for a circularity-rich data structure in Perl.)
When and How to Destroy¶
It should be clear to you that if you've built a big parse tree or something, and then you're finished with it, you should call $some_node->delete_tree on it if you want the memory back.
But consider this case: you've got this tree:
A
/ | \
B C D
| | \
E X Y
Let's say you decide you don't want D or any of its descendants in the tree, so you call D->unlink_from_mother. This does NOT automagically destroy the tree D-X-Y. Instead it merely splits the tree into two:
A D
/ \ / \
B C X Y
|
E
To destroy D and its little tree, you have to explicitly call delete_tree on it.
Note, however, that if you call C->unlink_from_mother, and if you don't have a link to C anywhere, then it does magically go away. This is because nothing links to C -- whereas with the D-X-Y tree, D links to X and Y, and X and Y each link back to D. Note that calling C->delete_tree is harmless -- after all, a tree of only one node is still a tree.
So, this is a surefire way of getting rid of all $node's children and freeing up the memory associated with them and their descendants:
foreach my $it ($node->clear_daughters) { $it->delete_tree }
Just be sure not to do this:
foreach my $it ($node->daughters) { $it->delete_tree }
$node->clear_daughters;
That's bad; the first call to $_->delete_tree will climb to the root of $node's tree, and nuke the whole tree, not just the bits under $node. You might as well have just called $node->delete_tree. (Moreavor, once $node is dead, you can't call clear_daughters on it, so you'll get an error there.)
BUG REPORTS¶
If you find a bug in this library, report it to me as soon as possible, at the address listed in the AUTHOR section, below. Please try to be as specific as possible about how you got the bug to occur.
HELP!¶
If you develop a given routine for dealing with trees in some way, and use it a lot, then if you think it'd be of use to anyone else, do email me about it; it might be helpful to others to include that routine, or something based on it, in a later version of this module.
It's occurred to me that you might like to (and might yourself develop routines to) draw trees in something other than ASCII art. If you do so -- say, for PostScript output, or for output interpretable by some external plotting program -- I'd be most interested in the results.
RAMBLINGS¶
This module uses "strict", but I never wrote it with -w warnings in mind -- so if you use -w, do not be surprised if you see complaints from the guts of DAG_Node. As long as there is no way to turn off -w for a given module (instead of having to do it in every single subroutine with a "local $^W"), I'm not going to change this. However, I do, at points, get bursts of ambition, and I try to fix code in DAG_Node that generates warnings, as I come across them -- which is only occasionally. Feel free to email me any patches for any such fixes you come up with, tho.
Currently I don't assume (or enforce) anything about the class membership of nodes being manipulated, other than by testing whether each one provides a method is_node
, a la:
die "Not a node!!!" unless UNIVERSAL::can($node, "is_node");
So, as far as I'm concerned, a given tree's nodes are free to belong to different classes, just so long as they provide/inherit is_node
, the few methods that this class relies on to navigate the tree, and have the same internal object structure, or a superset of it. Presumably this would be the case for any object belonging to a class derived from Tree::DAG_Node
, or belonging to Tree::DAG_Node
itself.
When routines in this class access a node's "mother" attribute, or its "daughters" attribute, they (generally) do so directly (via $node->{'mother'}, etc.), for sake of efficiency. But classes derived from this class should probably do this instead thru a method (via $node->mother, etc.), for sake of portability, abstraction, and general goodness.
However, no routines in this class (aside from, necessarily, _init
, _init_name
, and name
) access the "name" attribute directly; routines (like the various tree draw/dump methods) get the "name" value thru a call to $obj->name(). So if you want the object's name to not be a real attribute, but instead have it derived dynamically from some feature of the object (say, based on some of its other attributes, or based on its address), you can to override the name
method, without causing problems. (Be sure to consider the case of $obj->name as a write method, as it's used in lol_to_tree
and random_network
.)
SEE ALSO¶
Wirth, Niklaus. 1976. Algorithms + Data Structures = Programs Prentice-Hall, Englewood Cliffs, NJ.
Knuth, Donald Ervin. 1997. Art of Computer Programming, Volume 1, Third Edition: Fundamental Algorithms. Addison-Wesley, Reading, MA.
Wirth's classic, currently and lamentably out of print, has a good section on trees. I find it clearer than Knuth's (if not quite as encyclopedic), probably because Wirth's example code is in a block-structured high-level language (basically Pascal), instead of in assembler (MIX).
Until some kind publisher brings out a new printing of Wirth's book, try poking around used bookstores (or www.abebooks.com
) for a copy. I think it was also republished in the 1980s under the title Algorithms and Data Structures, and in a German edition called Algorithmen und Datenstrukturen. (That is, I'm sure books by Knuth were published under those titles, but I'm assuming that they're just later printings/editions of Algorithms + Data Structures = Programs.)
COPYRIGHT AND DISCLAIMER¶
Copyright 1998,1999,2000,2001 by Sean M. Burke [email protected]
, all rights reserved. This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself.
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose.
作者¶
Sean M. Burke [email protected]