// g++ -Wall -pedantic -std=c++17 -Ofast -pthread kenobi.cpp -o kenobi #include #include #include #include #include #include #include #include #include #include #include #include // getline #include // find #include // ceil #include using namespace std; struct Film { string name; vector actor_indicies; }; struct Actor { string name; vector film_indices; }; map A; // Dictionary {actor_id (key): Actor (value)} map F; // Dictionary {film_id (value): Film (value)} int MAX_ACTOR_ID = -1; // Here DataRead() puts the larges actor_id loaded from Attori.txt const int N_THREADS = 12; // Number of threads to use for some functions void DataRead() { ifstream actors("../data/data_actor_graph/Attori.txt"); // read the file ifstream movies("../data/data_actor_graph/FilmFiltrati.txt"); // read the file string s,t; const string space /* the final frontier */ = "\t"; for (int i = 1; getline(actors,s); i++) { if (s.empty()) // jumps empty lines, sometimes can happen continue; try { Actor TmpObj; // Temporary object for the actor class int id = stoi(s.substr(0, s.find(space))); TmpObj.name = s.substr(s.find(space)+1); A[id] = TmpObj; // Matlab/Python notation, works since C++17 if (id > MAX_ACTOR_ID) MAX_ACTOR_ID = id; } catch (...) { cout << "Could not read the line " << i << " of Actors file" << endl; } } for (int i = 1; getline(movies,t); i++) { if (t.empty()) continue; try{ Film TmpObj; int id = stoi(t.substr(0, t.find(space))); TmpObj.name = t.substr(t.find(space)+1); F[id] = TmpObj; } catch (...) { cout << "Could not read the line " << i << " of Film file" << endl; } } } void BuildGraph() { ifstream relations("data/Relazioni.txt"); string s; const string space = "\t"; for (int i=1; getline(relations,s); i++){ // Scorro relations if (s.empty()) continue; try { int id_film = stoi(s.substr(0, s.find(space))); // Index of the movie int id_attore = stoi(s.substr(s.find(space)+1)); // Index of the actor if (A.count(id_attore) && F.count(id_film)) { // Do not consider the filtered ones A[id_attore].film_indices.push_back(id_film); F[id_film].actor_indicies.push_back(id_attore); } } catch (...) { cout << "Could not read the line " << i << " of Releations file" << endl; } } } void PrintGraph(size_t max_n_actors = 3) { const size_t n = min(max_n_actors, A.size()); // There could be less film than max actors! size_t i = 0; for (const auto& [id_attore, attore] : A) { cout << id_attore << " (" << attore.name << ")"; if (!attore.film_indices.empty()) { cout << ":\n"; for (int id_film : attore.film_indices) { cout << "\t- " << id_film << " (" << F[id_film].name << ")\n"; for (int id_attore_adj : F[id_film].actor_indicies) if (id_attore_adj != id_attore) cout << "\t\t* " << id_attore_adj << " (" << A[id_attore_adj].name << ")\n"; } } cout << endl; i++; // Taking count of how many are getting printed if (i >= n) // Stop when I arrive ad n break; } } // Find a movie by the title. Gives -1 if there is no match int FindFilm(string title) { for (const auto& [id, film] : F) if (film.name == title) return id; return -1; } // Find an actor by the name. Gives -1 if there is no match int FindActor(string name) { for (const auto& [id, actor] : A) if (actor.name == name) return id; return -1; } vector> closeness(const size_t k) { vector> top_actors; // Each pair is (actor_index, farness). top_actors.reserve(k+1); // We need exactly k items, no more and no less. vector threads; mutex top_actors_mutex; // The threads write to top_actors, so another thread reading top_actors at the same time may find it in an invalid state (if the read happens while the other thread is still writing) threads.reserve(N_THREADS); for (int i = 0; i < N_THREADS; i++) { // Launching the threads threads.push_back(thread([&top_actors,&top_actors_mutex,&k](int start) { vector enqueued(MAX_ACTOR_ID, false); // Vector to see which vertices with put in the queue during the BSF // We loop over each vertex for (int actor_id = start; actor_id <= MAX_ACTOR_ID; actor_id += N_THREADS) { if (!A.count(actor_id)) // The actor must exist, otherwise A[actor_id] would attempt to write A, and this may produce a race condition if multiple threads do it at the same time continue; // We just compute the farness of our vertex using a BFS queue> q; // FIFO of pairs (actor_index, distance from our vertex). for (size_t i = 0; i < enqueued.size(); i++) enqueued[i] = false; int r = 0; // |R|, where R is the set of vertices reachable from our vertex long long int sum_distances = 0; // Sum of the distances to other nodes int prev_distance = 0; // Previous distance, to see when we get to a deeper level of the BFS q.push(make_pair(actor_id, 0)); // This vertex, which is at distance 0 enqueued[actor_id] = true; bool skip = false; while (!q.empty()) { auto [bfs_actor_id, distance] = q.front(); // Prendo l'elemento in cima alla coda q.pop(); // Try to set a lower bound on the farness if (distance > prev_distance) { top_actors_mutex.lock(); // Acquire ownership of the mutex, wait if another thread already owns it if (top_actors.size() == k) { // We are in the first item of the next exploration level // We assume r = A.size(), the maximum possible value double farness_lower_bound = 1.0 / ((double)A.size() - 1) * (sum_distances + q.size() * distance); if (top_actors[k-1].second <= farness_lower_bound) { // Stop the BFS skip = true; top_actors_mutex.unlock(); // Release the ownership break; } } top_actors_mutex.unlock(); // Release the ownership } // We compute the farness of our vertex actor_id r++; sum_distances += distance; // We loop on each actor on each film that bfs_actor_id played in, and add them to the queue for (int bfs_film_id : A[bfs_actor_id].film_indices) { for (int adj_actor_id : F[bfs_film_id].actor_indicies) { if (!enqueued[adj_actor_id]) { // The adjacent vertices have distance +1 with respect to the current vertex q.push(make_pair(adj_actor_id, distance+1)); enqueued[adj_actor_id] = true; } } } } if (skip) { cout << actor_id << " " << A[actor_id].name << " SKIPPED" << endl; continue; } // BFS is over, we compute the farness double farness; if (r <= 1) // Avoid computing something/0 farness = numeric_limits::infinity(); else farness = (double)(A.size()-1) / pow((double)r-1, 2) * (double)sum_distances; top_actors_mutex.lock(); // Acquire ownership of the mutex, wait if another thread already owns it // Insert the actor in top_actors, before the first element with farness >= than our actor's (i.e. sorted insertion) auto index = find_if(top_actors.begin(), top_actors.end(), [&farness](const pair& p) { return p.second > farness; }); top_actors.insert(index, make_pair(actor_id, farness)); if (top_actors.size() > k) top_actors.pop_back(); top_actors_mutex.unlock(); // Release the ownerhsip (we are done with top_actors) cout << actor_id << " " << A[actor_id].name << "\n\tCC: " << 1.0/farness << endl; // top_actors_lock gets destroyed after this line, releasing the mutex } }, i)); } for (auto& thread : threads) // Waiting for all threads to finish thread.join(); ofstream output_file("visualization/top_actors_c.txt"); for (const auto& [actor_id, farness] : top_actors) { output_file << actor_id << "\t" << A[actor_id].name << "\t" << 1.0/farness << endl; } return top_actors; } vector> harmonic(const size_t k) { // vector> top_actors; // Each pair is (actor_index, harmonic centrality). top_actors.reserve(k+1); // We need exactly k items, no more and no less. vector threads; mutex top_actors_mutex; // To prevent simultaneous accesses to top_actors threads.reserve(N_THREADS); for (int i = 0; i < N_THREADS; i++) { threads.push_back(thread([&top_actors,&top_actors_mutex,&k](int start) { vector enqueued(MAX_ACTOR_ID, false); // Vector to see which vertices with put in the queue during the BSF // We loop over each vertex for (int actor_id = start; actor_id <= MAX_ACTOR_ID; actor_id += N_THREADS) { if (!A.count(actor_id)) // The actor must exist, otherwise A[actor_id] would attempt to write A, and this may produce a race condition if multiple threads do it at the same time continue; // if |Top| ≥ k and L[v] > Farn[Top[k]] then return Top; => We can not exploit the lower bound of our vertex to stop the loop, as we are not updating lower bounds L. // We just compute the farness of our vertex using a BFS queue> q; // FIFO of pairs (actor_index, distance from our vertex). for (size_t i = 0; i < enqueued.size(); i++) enqueued[i] = false; int r = 0; // |R|, where R is the set of vertices reachable from our vertex double sum_reverse_distances = 0; // Sum of the distances to other nodes int prev_distance = 0; // Previous distance, to see when we get to a deeper level of the BFS q.push(make_pair(actor_id, 0)); enqueued[actor_id] = true; bool skip = false; while (!q.empty()) { auto [bfs_actor_id, distance] = q.front(); q.pop(); // Try to set an upper bound on the centrality if (distance > prev_distance) { top_actors_mutex.lock(); // Acquire ownership of the mutex, wait if another thread already owns it if (top_actors.size() == k) { // We are in the first item of the next exploration level double harmonic_centrality_upper_bound = sum_reverse_distances + q.size() / (double)distance + (A.size() - r - q.size()) / (double)(distance + 1); if (top_actors[k-1].second >= harmonic_centrality_upper_bound) { // Stop the BFS skip = true; top_actors_mutex.unlock(); // Release the ownership break; } } top_actors_mutex.unlock(); // Release the ownership } // We compute the farness of our vertex actor_id r++; if (distance != 0) sum_reverse_distances += 1.0/distance; // We loop on the adjacencies of bfs_actor_id and add them to the queue for (int bfs_film_id : A[bfs_actor_id].film_indices) { for (int adj_actor_id : F[bfs_film_id].actor_indicies) { if (!enqueued[adj_actor_id]) { // The adjacent vertices have distance +1 with respect to the current vertex q.push(make_pair(adj_actor_id, distance+1)); enqueued[adj_actor_id] = true; } } } } if (skip) { cout << actor_id << " " << A[actor_id].name << " SKIPPED" << endl; continue; } // BFS is over, we compute the centrality double harmonic_centrality = sum_reverse_distances; if (!isfinite(harmonic_centrality)) continue; top_actors_mutex.lock(); // Acquire ownership of the mutex, wait if another thread already owns it // Insert the actor in top_actors, before the first element with farness >= than our actor's (i.e. sorted insertion) auto index = find_if(top_actors.begin(), top_actors.end(), [&harmonic_centrality](const pair& p) { return p.second < harmonic_centrality; }); top_actors.insert(index, make_pair(actor_id, harmonic_centrality)); if (top_actors.size() > k) top_actors.pop_back(); cout << actor_id << " " << A[actor_id].name << "\n\tHC: " << harmonic_centrality << endl; top_actors_mutex.unlock(); // Release the ownership } }, i)); } for (auto& thread : threads) thread.join(); ofstream output_file("visualization/top_actors_h.txt"); for (const auto& [actor_id, harmonic] : top_actors) { output_file << actor_id << "\t" << A[actor_id].name << "\t" << harmonic << endl; } return top_actors; } int main() { srand(time(NULL)); DataRead(); BuildGraph(); cout << "Numero film: " << F.size() << endl; cout << "Numero attori: " << A.size() << endl; PrintGraph(); // ------------------------------------------------------------- // // FUNZIONE CERCA FILM // cout << "Cerca film: "; // string titolo; // getline(cin, titolo); // int id_film = FindFilm(titolo); // cout << id_film << "(" << F[id_film].name << ")"; // if (!F[id_film].actor_indicies.empty()) { // cout << ":"; // for (int id_attore : F[id_film].actor_indicies) // cout << " " << id_attore << "(" << A[id_attore].name << ")"; // } // cout << endl; // // FUNZIONE CERCA ATTORE // cout << "Cerca attore: "; // string attore; // getline(cin, attore); // int id_attore = FindActor(attore); // cout << id_attore << "(" << A[id_attore].name << ")"; // if (!A[id_attore].film_indices.empty()) { // cout << ":"; // for (int id_attore : A[id_attore].film_indices) // cout << " " << id_attore << "(" << F[id_film].name << ")"; // Non worka ancora // } // cout << endl; // ------------------------------------------------------------- // cout << "Grafo, grafo delle mie brame... chi è il più centrale del reame?\n" <