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Calculating the Critical Path |
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The critical path calculation is the same as that performed in the previous chapter. However, both the N1NHood
and the new neighborhood (see Creating the Relocate Neighborhood) require the critical path to be calculated in order to generate moves. With our previous implementation, we would unnecessarily calculate the critical path twice, once for each neighborhood. To avoid this we add a _needsRecomputing
flag to the CriticalPath
object. This flag can be set using a public method:
void needsRecomputing() { _needsRecomputing = IloTrue; } |
The CriticalPath::computeCP
method is modified to check this flag and only recompute if it is IloTrue
.
The CriticalPath
implementation is otherwise identical to that used in the previous two chapters.
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