2DLab 3.0 is a modified version of 2DLab 2.0. In it, we (Mary, Bill and Renato) have added several algoritims that attempt to find a solution to the Travelling Salesperson problem. We have also added a tour optimzer and changed the menus around. Version 3.0 is the result of a project for a graduate course in Mathematical Programming(CS720) in the Fall of 1991 at the University of Wisconsin-Madison. None of the functionality from version 2.0 has been changed. Below is the README text for version 2.0:
README - 9/91 PJF
This directory contains sources for 2DLab, an interactive tool
for visualizing some common geometric algorithms.
The source code for Voronoi diagrams and Delaunay tesselations
was writen by Seth Teller (of SGI?) and available on many archive
sites.
** Ignore the warning messages that appear during compilation. **
------------ Info from the Help Panel ----------------------------------
2DLab animates a few algorithms from computational geometry and combinatorial optimization. It was originally released in early 1990, back when I was a graduate student at Michigan State University. In the process of updating the program for 2.0, things changed substantially, and many features were added. I hope you like the program.
Running the program
Two windows will appear when 2DLab is fired up. The Geometry Window
contains the data and the results of any algorithms run on the
data. The 2DLab Control window allows you to configure the data
set, the algorithm, and the drawing that takes place.
When the program is invoked, the Drawing Window will contain ten
points, and the selected algorithm (Prim's MST algorithm by default)
will be applied to these points. New points can be created by
clicking in the window. There is a `margin' around the border of
the window within which points will not be displayed, so If you
click the mouse button and no point appears, you're probably too
close to the edge (this margin was put in to make the Voronoi
tesselation have a nice border.
A new set of random points (uniformly distributed within the window's
usable region) can be generated by entering the desired number of
points in the editable text field and pressing the Generate button.
The highlighted button in the RadioButton array in the Control
Window identifies the particular algorithm to be `animated.'
The Anim/Disp button will run the appropriate animation when pressed.
The Disp button will simply display the resulting data structure without
animating. It only works when the data structure has already been previously
computed (i.e. ya gotta Anim before you can Disp).
The Auto-Go checkbox specifies the program's behavior when new
points are created with the mouse. If the box is checked, the
selected algorithm is run immediately when a new point is added.
The three color wells allow you to pick background, foreground,
and highlighting colors. When the display is drawn, points and
line segments appear in the foreground color. During animation,
transient drawing is done using the highlight color. By default,
these colors are white, black, and 67% gray, respectively. You
can set them to anything you want using the standard color well
tricks.
The line width slider controls how thickly everything is drawn (both
points and lines).
The `Status' item displays informative (?) messages about the
progress of the algorithm currently being animated, the drawing
taking place, etc.
The Document menu allows you to save the current data set in a
`generic' form, load a similarly-formatted file in for animation,
and save the generated imagery as TIFF or EPS. The file format
for the data is simple. The first number is the number of ordered
pairs (%d), and the remaining numbers are the pairs (%f %f). The error
checking for I/O is pathetic, so please feed 2DLab well-behaved data files.
The Copy item of the Edit menu may be selected. It sticks the contents of
the Geometry window in the pasteboard.
Algorithms
In the following brief descriptions, N is the number of 2D points,
and the O-notation refers to time complexity rather than space
complexity. When the algorithms are invoked, those with quick eyes
will notice some graphical razzle-dazzle as the data structure is
constructed. After the algorithm has completed, the `resulting'
data structure will remain in the window.
- Prim's O(N^2) Minimal Spanning Tree (MST) algorithm.
- Kruskal's O(E log E) MST algorithm. WARNING: the implementation
in this program is NOT optimal (it's actually O(N^2)). Anybody
who wants to hack together the priority queue stuff to implement
the optimal algorithm is free to do so (lazy, that's me).
- Jarvis' O(N log N) convex hull construction algorithm.
- Graham's O(N log N) convex hull construction algorithm.
for these last two algorithms was written by Seth Teller, who
apparently used Fortune's netlib code as a basis).
- my own Gabriel Graph construction algorithm (it uses the
Delaunay triangulation as a starting point).
- my own Relative Neighborhood Graph construction algorithm (again,
using the Delaunay triangulation as a starting point).
Those interested in the details of the algorithms should refer to
Preparata and Shamos' book on computational geometry. Sedgewick's
book also has covers geometric algorithms. The GG and RNG haven't
been used much, and are a little harder to find in the literature.
Consult Toussaint, `The relative neighborhood graph of a finite
point set', Pattern Recognition 12, 261-268 for info about the RNG.
The Gabriel graph was used in Matula and Sokal, `Properties of
Gabriel Graphs Relevant to Geographic Variation Research and the
Clustering of Points in the Plane', Geographical Analysis 12,
205-222. However, I don't have either of those papers in my
posession. This software was based on the discussion in Tuceryan
and Chorzempa, `Relative Sensitivity of a family of closest-point
graphs in computer vision applications', Pattern Recognition 24,
361-374.
Algorithms for 3.0:
Stupid Neighbor: This is basically a test algorithm that connects point 0 to point 1, point 1 to point 2, and so on. It is useful for testing the tour optimizer, and seeing how bad an algorithm can be.(Bill Roth, 1991, previously unpublished)
Cheapest Insertion: This algorithm finds the point that can be added with the least cost to the over all solution. (Salkin & Mathur, Foundations Of Integer Programming, 1989 North-Holland, p 683.)
Nearest Neighbor: At a given point, an arc will be drawn to the nearest unvisited point in the graph. (Lawler, Lenstra, et. al., The Traveling Salesman [sic] Problem, 1985, Wiley and Sons, p 150.)
Nearest Addition: Given a set of connected points, the point nearest to an existing arc will be added to the graph.( Lawler, Lenstra, et. al., The Traveling Salesman [sic] Problem,1985, Wiley and Sons, p 157.)
Farthest Insertion: This algorithm finds the point farthest away from all of the points in the tour, and finds the best place to insert it. (Lawler, Lenstra, et. al., The Traveling Salesman [sic] Problem,1985, Wiley and Sons, p 226.)
The tour optimization procedure comes from Salkin & Mathur, Foundations Of Integer Programming, 1989 North-Holland, p 690-93.
About the authors.
This program was written by:
Patrick Flynn
Assistant Professor
School of Electrical Engineering and Computer Science
Washingon State University
Pullman, WA 99164-2752
(flynn@eecs.wsu.edu)
For Version 3.0:
Mary Tork Roth "the Brains" (torkroth@cs.wisc.edu)
Bill Roth "the Brawn" (roth@cs.wisc.edu)
Dr. Renato De Leone "The Professor" (deleone@cs.wisc.edu)
Computer Science Department
University Of Wisconsin
1210 West Dayton Street
Madison, WI 53706
If you find bugs, let us know.
If you add functionality, let us know.
If you like/hate it and just want to tell us, let us know.