72 findNodeItem.nKey = nNode;
85 register int i1, i2, c;
95 for (i1 = 0, i2 = 0; i2 < c; i2++) {
96 if (pnEdgeset[1 + i2] != nEdge) {
97 pnSet[1 + i1++] = pnEdgeset[1 + i2];
136 findNodeItem.nKey = nNode;
149 register int i1, i2, c;
159 for (i1 = 0, i2 = 0; i2 < c; i2++) {
160 if (pnEdgeset[1 + i2] != nEdge) {
161 pnSet[1 + i1++] = pnEdgeset[1 + i2];
218 findNodeItem.nKey = nNodeId;
336 pos = top + (bot - top) / 2;
341 else if (nodeid <
id) {
344 else if (nodeid >
id) {
351 return &pref[pos * cwords];
354 findnode.
nKey = nodeid;
356 if (ptreenode && ptreenode->
pv) {
357 return ptreenode->
pv;
#define UNUSED
A macro for an attribute, if attached to a variable, indicating that the variable is not used.
#define DGL_ERR_NodeIsAComponent
#define DGL_GO_EdgePrioritize_COST
#define DGL_ERR_MemoryExhausted
#define DGL_ERR_BadOnFlatGraph
#define DGL_ERR_NotSupported
#define DGL_ERR_UnexpectedNullPointer
#define DGL_ERR_NodeAlreadyExist
#define DGL_ERR_NodeNotFound
int dgl_edge_prioritizer_del(dglGraph_s *pG, dglInt32_t nId, dglInt32_t nPriId)
void DGL_EDGESET_T_RELEASE_FUNC(dglEdgesetTraverser_s *pT UNUSED)
dglInt32_t * DGL_EDGESET_T_FIRST_FUNC(dglEdgesetTraverser_s *pT)
int DGL_EDGESET_T_INITIALIZE_FUNC(dglGraph_s *pGraph, dglEdgesetTraverser_s *pT, dglInt32_t *pnEdgeset)
dglInt32_t * DGL_EDGESET_T_NEXT_FUNC(dglEdgesetTraverser_s *pT)
int DGL_ADD_NODE_FUNC(dglGraph_s *pgraph, dglInt32_t nId, void *pvNodeAttr UNUSED, dglInt32_t nFlags UNUSED)
dglInt32_t * DGL_GET_NODE_FUNC(dglGraph_s *pgraph, dglInt32_t nodeid)
int DGL_DEL_NODE_INEDGE_FUNC(dglGraph_s *pgraph, dglInt32_t nNode, dglInt32_t nEdge)
int DGL_DEL_NODE_FUNC(dglGraph_s *pgraph, dglInt32_t nNodeId UNUSED)
dglInt32_t * DGL_GET_NODE_OUTEDGESET_FUNC(dglGraph_s *pgraph, dglInt32_t *pnode)
dglInt32_t * DGL_GET_NODE_INEDGESET_FUNC(dglGraph_s *pgraph, dglInt32_t *pnode UNUSED)
int DGL_DEL_NODE_OUTEDGE_FUNC(dglGraph_s *pgraph, dglInt32_t nNode, dglInt32_t nEdge)
void dglTreeEdgeCancel(void *pvEdge, void *pvParam UNUSED)
#define DGL_T_NODEITEM_InEdgesetPTR(p)
#define DGL_T_NODEITEM_TYPE
#define DGL_T_NODEITEM_Add
#define DGL_NODE_EDGESET_OFFSET
#define DGL_T_NODEITEM_Set_InEdgesetPTR(p, ptr)
#define DGL_T_NODEITEM_OutEdgesetPTR(p)
#define DGL_T_NODEITEM_Set_NodePTR(p, ptr)
#define DGL_EDGE_TAILNODE_OFFSET
#define DGL_EDGEBUFFER_SHIFT
#define DGL_EDGESET_EDGECOUNT
#define DGL_T_NODEITEM_Set_OutEdgesetPTR(p, ptr)
#define DGL_T_NODEITEM_Cancel
#define DGL_T_NODEITEM_NodePTR(p)
#define DGL_EDGE_HEADNODE_OFFSET
#define DGL_EDGESET_WSIZE