mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-30 15:41:30 +00:00
7faf6bc13e
Error Checker mode: added "Check missing flats" check. Error Checker mode: fixed several descriptions. Sprite patches for sprites defined in TEXTURES are now loaded from Sprites namespace. Some of my older texture alignment code didn't work properly when strict texture/flat handling ("mixtextureflats" game configuration flag set to false) was enabled. Fixed some incorrect checks for missing texture ("-").
257 lines
6.1 KiB
C#
257 lines
6.1 KiB
C#
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#region ================== Copyright (c) 2007 Pascal vd Heiden
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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#region ================== Namespaces
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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#endregion
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namespace CodeImp.DoomBuilder
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{
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internal class BinaryHeap<T> : IEnumerable<T>, ICollection<T> where T : IComparable<T>
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{
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#region ================== Variables
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// This will keep all items
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private List<T> heap;
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#endregion
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#region ================== Properties
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public int Count { get { return heap.Count; } }
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public virtual bool IsReadOnly { get { return false; } }
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public T Root { get { if(heap.Count > 0) return heap[0]; else return default(T); } }
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public T this[int index] { get { return ItemAt(index); } }
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#endregion
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#region ================== Constructor / Destructor
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// Constructor
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public BinaryHeap()
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{
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// Initialize with default capacity
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heap = new List<T>();
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}
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// Constructor
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public BinaryHeap(int capacity)
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{
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// Initialize with specified capacity
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heap = new List<T>(capacity);
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}
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// Destructor
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~BinaryHeap()
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{
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// Clean up
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heap = null;
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}
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#endregion
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#region ================== Methods
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// Methods to find our way through the heap
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private static int ParentOf(int index) { return (index - 1) >> 1; }
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private static int LeftOf(int index) { return (index << 1) + 1; }
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private static int RightOf(int index) { return (index << 1) + 2; }
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// This swaps two items in place
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protected virtual void SwapItems(int index1, int index2)
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{
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// Swap items
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T tempitem = heap[index1];
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heap[index1] = heap[index2];
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heap[index2] = tempitem;
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}
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// This adds an item to the list
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// This is an O(log n) operation, where n is Count
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public virtual void Add(T item)
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{
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int index = heap.Count;
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// Add to the end of the heap
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heap.Add(item);
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// Continue until the item is at the top
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// or compares higher to the parent item
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while((index > 0) && (heap[index].CompareTo(heap[ParentOf(index)]) > 0))
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{
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// Swap with parent item
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SwapItems(index, ParentOf(index));
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index = ParentOf(index);
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}
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}
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// Finds and returns the index of an item
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// This is an O(n) operation, where n is Count
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public virtual int IndexOf(T item)
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{
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return heap.IndexOf(item);
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}
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// This returns the item at the given index
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// This is an O(1) operation
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public virtual T ItemAt(int index)
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{
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return heap[index];
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}
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// This removes an item from the list
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// This is an O(log n) operation, where n is Count
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public virtual void RemoveAt(int index)
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{
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int newindex = index;
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// Replace with last item
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heap[index] = heap[heap.Count - 1];
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heap.RemoveAt(heap.Count - 1);
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// Continue while item has at least a left child
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while(LeftOf(index) < heap.Count)
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{
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// Right childs also available?
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if(RightOf(index) < heap.Count)
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{
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// Compare with both childs
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// NOTE: Using newindex as indexer in the second line to ensure the lowest of both is chosen
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if(heap[index].CompareTo(heap[LeftOf(index)]) < 0) newindex = LeftOf(index);
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if(heap[newindex].CompareTo(heap[RightOf(index)]) < 0) newindex = RightOf(index);
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}
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// Only left child available
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else
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{
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// Compare with left child
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if(heap[index].CompareTo(heap[LeftOf(index)]) < 0) newindex = LeftOf(index);
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}
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// Item should move down?
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if(newindex != index)
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{
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// Swap the items
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SwapItems(index, newindex);
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index = newindex;
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}
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else
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{
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// Item is fine where it is, we're done
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break;
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}
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}
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}
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// This removes the root item from the list
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// This is an O(log n) operation, where n is Count
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public virtual void RemoveRoot()
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{
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// Remove the root item
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RemoveAt(0);
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}
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// This removes a specific item from the list
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// This is an O(n) operation, where n is Count
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public virtual bool Remove(T item)
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{
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// Find the item in the heap
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int index = IndexOf(item);
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if(index > -1)
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{
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// Remove the item from the heap
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RemoveAt(index);
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return true;
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}
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else
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{
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// No such item
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return false;
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}
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}
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// This clears the heap
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public virtual void Clear()
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{
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// Clear the heap
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heap.Clear();
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}
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// This checks if the heap contains a specific item
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// This is an O(n) operation, where n is Count
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public virtual bool Contains(T item)
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{
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return (IndexOf(item) > -1);
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}
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// This copies all items to an array
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public virtual void CopyTo(T[] array)
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{
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// Copy items
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heap.CopyTo(array);
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}
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// This copies all items to an array
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public virtual void CopyTo(T[] array, int arrayindex)
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{
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// Copy items
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heap.CopyTo(array, arrayindex);
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}
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// This copies all items to an array
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public virtual void CopyTo(int index, T[] array, int arrayindex, int count)
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{
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// Copy items
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heap.CopyTo(index, array, arrayindex, count);
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}
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// Implemented to display the list
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// This is an O(n) operation, where n is Count
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public override string ToString()
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{
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StringBuilder str = new StringBuilder(heap.Count * 5);
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// Go for all items
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for(int i = 0; i < heap.Count; i++)
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{
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// Append item to string
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if(i > 0) str.Append(", ");
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str.Append(heap[i]);
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}
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// Return the string
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return str.ToString();
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}
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// This returns an enumerator
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public IEnumerator<T> GetEnumerator()
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{
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return heap.GetEnumerator();
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}
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// This returns an enumerator
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IEnumerator IEnumerable.GetEnumerator()
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{
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return heap.GetEnumerator();
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}
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#endregion
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}
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}
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