模拟退火的SAW板材开料优化C#代码
时间: 2023-10-19 11:09:36 浏览: 42
以下是一个基于模拟退火算法的板材开料优化的C#代码实现,适用于SAW (Simulated Annealing Woodwork)。
```
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SAW
{
class Program
{
static void Main(string[] args)
{
// 设置板材尺寸和待切割的零件数量
int boardWidth = 1200;
int boardHeight = 2400;
int numParts = 20;
// 随机生成零件尺寸
Random rand = new Random();
List<Part> parts = new List<Part>();
for (int i = 0; i < numParts; i++)
{
int width = rand.Next(100, 1000);
int height = rand.Next(100, 1000);
parts.Add(new Part(width, height));
}
// 初始化模拟退火算法
double initialTemp = 10000;
double coolingRate = 0.003;
double currentTemp = initialTemp;
BoardLayout currentLayout = new BoardLayout(boardWidth, boardHeight, parts);
BoardLayout bestLayout = currentLayout;
// 开始模拟退火
while (currentTemp > 1)
{
// 生成一个新的布局
BoardLayout newLayout = currentLayout.GenerateNeighborLayout();
// 计算能量差
double energyDiff = newLayout.GetEnergy() - currentLayout.GetEnergy();
// 根据概率接受或拒绝新布局
if (energyDiff < 0 || Math.Exp(-energyDiff / currentTemp) > rand.NextDouble())
{
currentLayout = newLayout;
}
// 更新最优解
if (currentLayout.GetEnergy() < bestLayout.GetEnergy())
{
bestLayout = currentLayout;
}
// 降温
currentTemp *= 1 - coolingRate;
}
// 输出最终结果
Console.WriteLine("Best Layout: ");
Console.WriteLine(bestLayout);
Console.ReadLine();
}
}
// 零件类
class Part
{
public int Width { get; set; }
public int Height { get; set; }
public Part(int width, int height)
{
Width = width;
Height = height;
}
}
// 布局类
class BoardLayout
{
private int boardWidth;
private int boardHeight;
private List<Part> parts;
private List<Rectangle> rectangles;
public BoardLayout(int boardWidth, int boardHeight, List<Part> parts)
{
this.boardWidth = boardWidth;
this.boardHeight = boardHeight;
this.parts = parts;
rectangles = new List<Rectangle>();
for (int i = 0; i < parts.Count; i++)
{
rectangles.Add(new Rectangle(0, 0, parts[i].Width, parts[i].Height));
}
}
// 生成邻居布局
public BoardLayout GenerateNeighborLayout()
{
Random rand = new Random();
BoardLayout newLayout = new BoardLayout(boardWidth, boardHeight, parts);
int index = rand.Next(parts.Count);
Rectangle rect = newLayout.rectangles[index];
int dx = rand.Next(-rect.X, boardWidth - rect.X - rect.Width);
int dy = rand.Next(-rect.Y, boardHeight - rect.Y - rect.Height);
rect.X += dx;
rect.Y += dy;
return newLayout;
}
// 计算能量
public double GetEnergy()
{
double energy = 0;
for (int i = 0; i < rectangles.Count; i++)
{
Rectangle rect1 = rectangles[i];
for (int j = i + 1; j < rectangles.Count; j++)
{
Rectangle rect2 = rectangles[j];
energy += rect1.GetOverlapArea(rect2);
}
energy += rect1.GetOutOfBoundsArea(boardWidth, boardHeight);
}
return energy;
}
// 输出布局信息
public override string ToString()
{
StringBuilder sb = new StringBuilder();
for (int i = 0; i < rectangles.Count; i++)
{
sb.Append("Part " + i + ": (" + rectangles[i].X + ", " + rectangles[i].Y + ")\n");
}
return sb.ToString();
}
}
// 矩形类
class Rectangle
{
public int X { get; set; }
public int Y { get; set; }
public int Width { get; set; }
public int Height { get; set; }
public Rectangle(int x, int y, int width, int height)
{
X = x;
Y = y;
Width = width;
Height = height;
}
// 计算重叠面积
public int GetOverlapArea(Rectangle other)
{
int x1 = Math.Max(X, other.X);
int y1 = Math.Max(Y, other.Y);
int x2 = Math.Min(X + Width, other.X + other.Width);
int y2 = Math.Min(Y + Height, other.Y + other.Height);
return Math.Max(0, (x2 - x1) * (y2 - y1));
}
// 计算越界面积
public int GetOutOfBoundsArea(int boardWidth, int boardHeight)
{
int outOfBoundsArea = 0;
if (X < 0)
{
outOfBoundsArea += (0 - X) * Height;
}
if (X + Width > boardWidth)
{
outOfBoundsArea += (X + Width - boardWidth) * Height;
}
if (Y < 0)
{
outOfBoundsArea += (0 - Y) * Width;
}
if (Y + Height > boardHeight)
{
outOfBoundsArea += (Y + Height - boardHeight) * Width;
}
return outOfBoundsArea;
}
}
}
```
请注意,这只是一个基本的实现示例,可以根据具体需要进行修改和优化。
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