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Shortest path algorithms assume that vertex only have one edge between them #67

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gregnwosu opened this issue Jun 28, 2017 · 2 comments
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@gregnwosu
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In the case of vertices representing cities and edges representing roads. There are multiple edges between cities representing different route possibilities. Shortest path just gives me a list of nodes and there's no way to discover which edges are involved in the route from a list of nodes.

@ivan-m ivan-m added this to the 5.6.0.0 milestone Jun 28, 2017
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ivan-m commented Jun 28, 2017

Yes, a lot of FGL was written assuming no multiple edges.

Unless you want to duplicate the function space, we can't change this until the next major version bump.

@gregnwosu
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Understood, I think duplicating the function space is okay until the next major version. Another function could return a list of edges (lets call it an "EdgePath"). I naively think this would be a relatively simple fix. In the next version we can make Path = [LEdge] .

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