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Tree::DAG_Node(3pm)   User Contributed Perl Documentation  Tree::DAG_Node(3pm)

NAME
       Tree::DAG_Node - (super)class for representing nodes in a tree

SYNOPSIS
       Using as a base class:

	 package Game::Tree::Node; # or whatever you're doing
	 use Tree::DAG_Node;
	 @ISA = qw(Tree::DAG_Node);
	 ...your own methods overriding/extending
	   the methods in Tree::DAG_Node...

       Using as a class of its own:

	 use Tree::DAG_Node;
	 my $root = Tree::DAG_Node->new();
	 $root->name("I'm the tops");
	 my $new_daughter = $root->new_daughter;
	 $new_daughter->name("More");
	 ...

DESCRIPTION
       This class encapsulates/makes/manipulates objects that represent nodes
       in a tree structure. The tree structure is not an object itself, but is
       emergent from the linkages you create between nodes.  This class
       provides the methods for making linkages that can be used to build up a
       tree, while preventing you from ever making any kinds of linkages which
       are not allowed in a tree (such as having a node be its own mother or
       ancestor, or having a node have two mothers).

       This is what I mean by a "tree structure", a bit redundantly stated:

       * A tree is a special case of an acyclic directed graph.

       * A tree is a network of nodes where there's exactly one root node
       (i.e., 'the top'), and the only primary relationship between nodes is
       the mother-daugher relationship.

       * No node can be its own mother, or its mother's mother, etc.

       * Each node in the tree has exactly one "parent" (node in the "up"
       direction) -- except the root, which is parentless.

       * Each node can have any number (0 to any finite number) of daughter
       nodes.  A given node's daughter nodes constitute an ordered list.
       (However, you are free to consider this ordering irrelevant.  Some
       applications do need daughters to be ordered, so I chose to consider
       this the general case.)

       * A node can appear in only one tree, and only once in that tree.
       Notably (notable because it doesn't follow from the two above points),
       a node cannot appear twice in its mother's daughter list.

       * In other words, there's an idea of up (toward the root) versus down
       (away from the root), and left (i.e., toward the start (index 0) of a
       given node's daughter list) versus right (toward the end of a given
       node's daughter list).

       Trees as described above have various applications, among them:
       representing syntactic constituency, in formal linguistics;
       representing contingencies in a game tree; representing abstract syntax
       in the parsing of any computer language -- whether in expression trees
       for programming languages, or constituency in the parse of a markup
       language document.  (Some of these might not use the fact that
       daughters are ordered.)

       (Note: B-Trees are a very special case of the above kinds of trees, and
       are best treated with their own class.  Check CPAN for modules
       encapsulating B-Trees; or if you actually want a database, and for some
       reason ended up looking here, go look at AnyDBM_File.)

       Many base classes are not usable except as such -- but Tree::DAG_Node
       can be used as a normal class.  You can go ahead and say:

	 use Tree::DAG_Node;
	 my $root = Tree::DAG_Node->new();
	 $root->name("I'm the tops");
	 $new_daughter = Tree::DAG_Node->new();
	 $new_daughter->name("More");
	 $root->add_daughter($new_daughter);

       and so on, constructing and linking objects from Tree::DAG_Node and
       making useful tree structures out of them.

A NOTE TO THE READER
       This class is big and provides lots of methods.	If your problem is
       simple (say, just representing a simple parse tree), this class might
       seem like using an atomic sledgehammer to swat a fly.  But the
       complexity of this module's bells and whistles shouldn't detract from
       the efficiency of using this class for a simple purpose.	 In fact, I'd
       be very surprised if any one user ever had use for more that even a
       third of the methods in this class.  And remember: an atomic
       sledgehammer will kill that fly.

OBJECT CONTENTS
       Implementationally, each node in a tree is an object, in the sense of
       being an arbitrarily complex data structure that belongs to a class
       (presumably Tree::DAG_Node, or ones derived from it) that provides
       methods.

       The attributes of a node-object are:

       mother -- this node's mother.  undef if this is a root.
       daughters -- the (possibly empty) list of daughters of this node.
       name -- the name for this node.
	   Need not be unique, or even printable.  This is printed in some of
	   the various dumper methods, but it's up to you if you don't put
	   anything meaningful or printable here.

       attributes -- whatever the user wants to use it for.
	   Presumably a hashref to whatever other attributes the user wants to
	   store without risk of colliding with the object's real attributes.
	   (Example usage: attributes to an SGML tag -- you definitely
	   wouldn't want the existence of a "mother=foo" pair in such a tag to
	   collide with a node object's 'mother' attribute.)

	   Aside from (by default) initializing it to {}, and having the
	   access method called "attributes" (described a ways below), I don't
	   do anything with the "attributes" in this module.  I basically
	   intended this so that users who don't want/need to bother deriving
	   a class from Tree::DAG_Node, could still attach whatever data they
	   wanted in a node.

       "mother" and "daughters" are attributes that relate to linkage -- they
       are never written to directly, but are changed as appropriate by the
       "linkage methods", discussed below.

       The other two (and whatever others you may add in derived classes) are
       simply accessed thru the same-named methods, discussed further below.

   ABOUT THE DOCUMENTED INTERFACE
       Stick to the documented interface (and comments in the source --
       especially ones saying "undocumented!" and/or "disfavored!" -- do not
       count as documentation!), and don't rely on any behavior that's not in
       the documented interface.

       Specifically, unless the documentation for a particular method says
       "this method returns thus-and-such a value", then you should not rely
       on it returning anything meaningful.

       A passing acquintance with at least the broader details of the source
       code for this class is assumed for anyone using this class as a base
       class -- especially if you're overriding existing methods, and
       definitely if you're overriding linkage methods.

MAIN CONSTRUCTOR, AND INITIALIZER
       the constructor CLASS->new() or CLASS->new({...options...})
	   This creates a new node object, calls
	   $object->_init({...options...}) to provide it sane defaults (like:
	   undef name, undef mother, no daughters, 'attributes' setting of a
	   new empty hashref), and returns the object created.	(If you just
	   said "CLASS->new()" or "CLASS->new", then it pretends you called
	   "CLASS->new({})".)

	   Currently no options for putting in {...options...} are part of the
	   documented interface, but the options is here in case you want to
	   add such behavior in a derived class.

	   Read on if you plan on using Tree::DAG_New as a base class.
	   (Otherwise feel free to skip to the description of _init.)

	   There are, in my mind, two ways to do object construction:

	   Way 1: create an object, knowing that it'll have certain
	   uninteresting sane default values, and then call methods to change
	   those values to what you want.  Example:

	       $node = Tree::DAG_Node->new;
	       $node->name('Supahnode!');
	       $root->add_daughter($node);
	       $node->add_daughters(@some_others)

	   Way 2: be able to specify some/most/all the object's attributes in
	   the call to the constructor.	 Something like:

	       $node = Tree::DAG_Node->new({
		 name => 'Supahnode!',
		 mother => $root,
		 daughters => \@some_others
	       });

	   After some deliberation, I've decided that the second way is a Bad
	   Thing.  First off, it is not markedly more concise than the first
	   way.	 Second off, it often requires subtly different syntax (e.g.,
	   \@some_others vs @some_others).  It just complicates things for the
	   programmer and the user, without making either appreciably happier.

	   (This is not to say that options in general for a constructor are
	   bad -- "random_network", discussed far below, necessarily takes
	   options.  But note that those are not options for the default
	   values of attributes.)

	   Anyway, if you use Tree::DAG_Node as a superclass, and you add
	   attributes that need to be initialized, what you need to do is
	   provide an _init method that calls $this->SUPER::_init($options) to
	   use its superclass's _init method, and then initializes the new
	   attributes:

	     sub _init {
	       my($this, $options) = @_[0,1];
	       $this->SUPER::_init($options); # call my superclass's _init to
		 # init all the attributes I'm inheriting

	       # Now init /my/ new attributes:
	       $this->{'amigos'} = []; # for example
	     }

	   ...or, as I prefer when I'm being a neat freak:

	     sub _init {
	       my($this, $options) = @_[0,1];
	       $this->SUPER::_init($options);

	       $this->_init_amigos($options);
	     }

	     sub _init_amigos {
	       my $this = $_[0];
	       # Or my($this,$options) = @_[0,1]; if I'm using $options
	       $this->{'amigos'} = [];
	     }

	   In other words, I like to have each attribute initialized thru a
	   method named _init_[attribute], which should expect the object as
	   $_[0] and the the options hashref (or {} if none was given) as
	   $_[1].  If you insist on having your _init recognize options for
	   setting attributes, you might as well have them dealt with by the
	   appropriate _init_[attribute] method, like this:

	     sub _init {
	       my($this, $options) = @_[0,1];
	       $this->SUPER::_init($options);

	       $this->_init_amigos($options);
	     }

	     sub _init_amigos {
	       my($this,$options) = @_[0,1]; # I need options this time
	       $this->{'amigos'} = [];
	       $this->amigos(@{$options->{'amigos'}}) if $options->{'amigos'};
	     }

	   All this bookkeeping looks silly with just one new attribute in a
	   class derived straight from Tree::DAG_Node, but if there's lots of
	   new attributes running around, and if you're deriving from a class
	   derived from a class derived from Tree::DAG_Node, then tidy
	   stratification/modularization like this can keep you sane.

       the constructor $obj->new() or $obj->new({...options...})
	   Just another way to get at the "new" method. This does not copy
	   $obj, but merely constructs a new object of the same class as it.
	   Saves you the bother of going $class = ref $obj; $obj2 =
	   $class->new;

       the method $node->_init({...options...})
	   Initialize the object's attribute values.  See the discussion
	   above.  Presumably this should be called only by the guts of the
	   "new" constructor -- never by the end user.

	   Currently there are no documented options for putting in
	   {...options...}, but (in case you want to disregard the above rant)
	   the option exists for you to use {...options...} for something
	   useful in a derived class.

	   Please see the source for more information.

       see also (below) the constructors "new_daughter" and
       "new_daughter_left"

LINKAGE-RELATED METHODS
       $node->daughters
	   This returns the (possibly empty) list of daughters for $node.

       $node->mother
	   This returns what node is $node's mother.  This is undef if $node
	   has no mother -- i.e., if it is a root.

       $mother->add_daughters( LIST )
	   This method adds the node objects in LIST to the (right) end of
	   $mother's "daughter" list.  Making a node N1 the daughter of
	   another node N2 also means that N1's "mother" attribute is
	   "automatically" set to N2; it also means that N1 stops being
	   anything else's daughter as it becomes N2's daughter.

	   If you try to make a node its own mother, a fatal error results.
	   If you try to take one of a a node N1's ancestors and make it also
	   a daughter of N1, a fatal error results.  A fatal error results if
	   anything in LIST isn't a node object.

	   If you try to make N1 a daughter of N2, but it's already a daughter
	   of N2, then this is a no-operation -- it won't move such nodes to
	   the end of the list or anything; it just skips doing anything with
	   them.

       $node->add_daughter( LIST )
	   An exact synonym for $node->add_daughters(LIST)

       $mother->add_daughters_left( LIST )
	   This method is just like "add_daughters", except that it adds the
	   node objects in LIST to the (left) beginning of $mother's daughter
	   list, instead of the (right) end of it.

       $node->add_daughter_left( LIST )
	   An exact synonym for $node->add_daughters_left( LIST )

       Note:
	   The above link-making methods perform basically an "unshift" or
	   "push" on the mother node's daughter list.  To get the full range
	   of list-handling functionality, copy the daughter list, and change
	   it, and then call "set_daughters" on the result:

		     @them = $mother->daughters;
		     @removed = splice(@them, 0,2, @new_nodes);
		     $mother->set_daughters(@them);

	   Or consider a structure like:

		     $mother->set_daughters(
					    grep($_->name =~ /NP/ ,
						 $mother->daughters
						)
					   );

       the constructor $daughter = $mother->new_daughter, or
       the constructor $daughter = $mother->new_daughter({...options...})
	   This constructs a new node (of the same class as $mother), and adds
	   it to the (right) end of the daughter list of $mother. This is
	   essentially the same as going

		 $daughter = $mother->new;
		 $mother->add_daughter($daughter);

	   but is rather more efficient because (since $daughter is guaranteed
	   new and isn't linked to/from anything), it doesn't have to check
	   that $daughter isn't an ancestor of $mother, isn't already daughter
	   to a mother it needs to be unlinked from, isn't already in
	   $mother's daughter list, etc.

	   As you'd expect for a constructor, it returns the node-object
	   created.

       the constructor $mother->new_daughter_left, or
       $mother->new_daughter_left({...options...})
	   This is just like $mother->new_daughter, but adds the new daughter
	   to the left (start) of $mother's daughter list.

       $mother->remove_daughters( LIST )
	   This removes the nodes listed in LIST from $mother's daughter list.
	   This is a no-operation if LIST is empty.  If there are things in
	   LIST that aren't a current daughter of $mother, they are ignored.

	   Not to be confused with $mother->clear_daughters.

       $node->remove_daughter( LIST )
	   An exact synonym for $node->remove_daughters( LIST )

       $node->unlink_from_mother
	   This removes node from the daughter list of its mother.  If it has
	   no mother, this is a no-operation.

	   Returns the mother unlinked from (if any).

       $mother->clear_daughters
	   This unlinks all $mother's daughters.  Returns the the list of what
	   used to be $mother's daughters.

	   Not to be confused with $mother->remove_daughters( LIST ).

       $mother->set_daughters( LIST )
	   This unlinks all $mother's daughters, and replaces them with the
	   daughters in LIST.

	   Currently implemented as just $mother->clear_daughters followed by
	   $mother->add_daughters( LIST ).

       $node->replace_with( LIST )
	   This replaces $node in its mother's daughter list, by unlinking
	   $node and replacing it with the items in LIST.  This returns a list
	   consisting of $node followed by LIST, i.e., the nodes that replaced
	   it.

	   LIST can include $node itself (presumably at most once).  LIST can
	   also be empty-list.	However, if any items in LIST are sisters to
	   $node, they are ignored, and are not in the copy of LIST passed as
	   the return value.

	   As you might expect for any linking operation, the items in LIST
	   cannot be $node's mother, or any ancestor to it; and items in LIST
	   are, of course, unlinked from their mothers (if they have any) as
	   they're linked to $node's mother.

	   (In the special (and bizarre) case where $node is root, this simply
	   calls $this->unlink_from_mother on all the items in LIST, making
	   them roots of their own trees.)

	   Note that the daughter-list of $node is not necessarily affected;
	   nor are the daughter-lists of the items in LIST.  I mention this in
	   case you think replace_with switches one node for another, with
	   respect to its mother list and its daughter list, leaving the rest
	   of the tree unchanged. If that's what you want, replacing $Old with
	   $New, then you want:

	     $New->set_daughters($Old->clear_daughters);
	     $Old->replace_with($New);

	   (I can't say $node's and LIST-items' daughter lists are never
	   affected my replace_with -- they can be affected in this case:

	     $N1 = ($node->daughters)[0]; # first daughter of $node
	     $N2 = ($N1->daughters)[0];	  # first daughter of $N1;
	     $N3 = Tree::DAG_Node->random_network; # or whatever
	     $node->replace_with($N1, $N2, $N3);

	   As a side affect of attaching $N1 and $N2 to $node's mother,
	   they're unlinked from their parents ($node, and $N1, replectively).
	   But N3's daughter list is unaffected.

	   In other words, this method does what it has to, as you'd expect it
	   to.

       $node->replace_with_daughters
	   This replaces $node in its mother's daughter list, by unlinking
	   $node and replacing it with its daughters.  In other words, $node
	   becomes motherless and daughterless as its daughters move up and
	   take its place.  This returns a list consisting of $node followed
	   by the nodes that were its daughters.

	   In the special (and bizarre) case where $node is root, this simply
	   unlinks its daughters from it, making them roots of their own
	   trees.

	   Effectively the same as $node->replace_with($node->daughters), but
	   more efficient, since less checking has to be done.	(And I also
	   think $node->replace_with_daughters is a more common operation in
	   tree-wrangling than $node->replace_with(LIST), so deserves a named
	   method of its own, but that's just me.)

       $node->add_left_sisters( LIST )
	   This adds the elements in LIST (in that order) as immediate left
	   sisters of $node.  In other words, given that B's mother's
	   daughter-list is (A,B,C,D), calling B->add_left_sisters(X,Y) makes
	   B's mother's daughter-list (A,X,Y,B,C,D).

	   If LIST is empty, this is a no-op, and returns empty-list.

	   This is basically implemented as a call to
	   $node->replace_with(LIST, $node), and so all replace_with's
	   limitations and caveats apply.

	   The return value of $node->add_left_sisters( LIST ) is the elements
	   of LIST that got added, as returned by replace_with -- minus the
	   copies of $node you'd get from a straight call to
	   $node->replace_with(LIST, $node).

       $node->add_left_sister( LIST )
	   An exact synonym for $node->add_left_sisters(LIST)

       $node->add_right_sisters( LIST )
	   Just like add_left_sisters (which see), except that the the
	   elements in LIST (in that order) as immediate right sisters of
	   $node;

	   In other words, given that B's mother's daughter-list is (A,B,C,D),
	   calling B->add_right_sisters(X,Y) makes B's mother's daughter-list
	   (A,B,X,Y,C,D).

       $node->add_right_sister( LIST )
	   An exact synonym for $node->add_right_sisters(LIST)

OTHER ATTRIBUTE METHODS
       $node->name or $node->name(SCALAR)
	   In the first form, returns the value of the node object's "name"
	   attribute.  In the second form, sets it to the value of SCALAR.

       $node->attributes or $node->attributes(SCALAR)
	   In the first form, returns the value of the node object's
	   "attributes" attribute.  In the second form, sets it to the value
	   of SCALAR.  I intend this to be used to store a reference to a
	   (presumably anonymous) hash the user can use to store whatever
	   attributes he doesn't want to have to store as object attributes.
	   In this case, you needn't ever set the value of this.  (_init has
	   already initialized it to {}.)  Instead you can just do...

	     $node->attributes->{'foo'} = 'bar';

	   ...to write foo => bar.

       $node->attribute or $node->attribute(SCALAR)
	   An exact synonym for $node->attributes or $node->attributes(SCALAR)

OTHER METHODS TO DO WITH RELATIONSHIPS
       $node->is_node
	   This always returns true.  More pertinently,
	   $object->can('is_node') is true (regardless of what "is_node" would
	   do if called) for objects belonging to this class or for any class
	   derived from it.

       $node->ancestors
	   Returns the list of this node's ancestors, starting with its
	   mother, then grandmother, and ending at the root.  It does this by
	   simply following the 'mother' attributes up as far as it can.  So
	   if $item IS the root, this returns an empty list.

	   Consider that scalar($node->ancestors) returns the ply of this node
	   within the tree -- 2 for a granddaughter of the root, etc., and 0
	   for root itself.

       $node->root
	   Returns the root of whatever tree $node is a member of.  If $node
	   is the root, then the result is $node itself.

       $node->is_daughter_of($node2)
	   Returns true iff $node is a daughter of $node2.  Currently
	   implemented as just a test of ($it->mother eq $node2).

       $node->self_and_descendants
	   Returns a list consisting of itself (as element 0) and all the
	   descendants of $node.  Returns just itself if $node is a
	   terminal_node.

	   (Note that it's spelled "descendants", not "descendents".)

       $node->descendants
	   Returns a list consisting of all the descendants of $node.  Returns
	   empty-list if $node is a terminal_node.

	   (Note that it's spelled "descendants", not "descendents".)

       $node->leaves_under
	   Returns a list (going left-to-right) of all the leaf nodes under
	   $node.  ("Leaf nodes" are also called "terminal nodes" -- i.e.,
	   nodes that have no daughters.)  Returns $node in the degenerate
	   case of $node being a leaf itself.

       $node->depth_under
	   Returns an integer representing the number of branches between this
	   $node and the most distant leaf under it.  (In other words, this
	   returns the ply of subtree starting of $node.  Consider
	   scalar($it->ancestors) if you want the ply of a node within the
	   whole tree.)

       $node->generation
	   Returns a list of all nodes (going left-to-right) that are in
	   $node's generation -- i.e., that are the some number of nodes down
	   from the root.  $root->generation is just $root.

	   Of course, $node is always in its own generation.

       $node->generation_under(NODE2)
	   Like $node->generation, but returns only the nodes in $node's
	   generation that are also descendants of NODE2 -- in other words,

	       @us = $node->generation_under( $node->mother->mother );

	   is all $node's first cousins (to borrow yet more kinship
	   terminology) -- assuming $node does indeed have a grandmother.
	   Actually "cousins" isn't quite an apt word, because @us ends up
	   including $node's siblings and $node.

	   Actually, "generation_under" is just an alias to "generation", but
	   I figure that this:

	      @us = $node->generation_under($way_upline);

	   is a bit more readable than this:

	      @us = $node->generation($way_upline);

	   But it's up to you.

	   $node->generation_under($node) returns just $node.

	   If you call $node->generation_under($node) but NODE2 is not $node
	   or an ancestor of $node, it behaves as if you called just
	   $node->generation().

       $node->self_and_sisters
	   Returns a list of all nodes (going left-to-right) that have the
	   same mother as $node -- including $node itself. This is just like
	   $node->mother->daughters, except that that fails where $node is
	   root, whereas $root->self_and_siblings, as a special case, returns
	   $root.

	   (Contrary to how you may interpret how this method is named, "self"
	   is not (necessarily) the first element of what's returned.)

       $node->sisters
	   Returns a list of all nodes (going left-to-right) that have the
	   same mother as $node -- not including $node itself.	If $node is
	   root, this returns empty-list.

       $node->left_sister
	   Returns the node that's the immediate left sister of $node.	If
	   $node is the leftmost (or only) daughter of its mother (or has no
	   mother), then this returns undef.

	   (See also $node->add_left_sisters(LIST).)

       $node->left_sisters
	   Returns a list of nodes that're sisters to the left of $node.  If
	   $node is the leftmost (or only) daughter of its mother (or has no
	   mother), then this returns an empty list.

	   (See also $node->add_left_sisters(LIST).)

       $node->right_sister
	   Returns the node that's the immediate right sister of $node.	 If
	   $node is the rightmost (or only) daughter of its mother (or has no
	   mother), then this returns undef.

	   (See also $node->add_right_sisters(LIST).)

       $node->right_sisters
	   Returns a list of nodes that're sisters to the right of $node. If
	   $node is the rightmost (or only) daughter of its mother (or has no
	   mother), then this returns an empty list.

	   (See also $node->add_right_sisters(LIST).)

       $node->my_daughter_index
	   Returns what index this daughter is, in its mother's "daughter"
	   list.  In other words, if $node is ($node->mother->daughters)[3],
	   then $node->my_daughter_index returns 3.

	   As a special case, returns 0 if $node has no mother.

       $node->address or $anynode->address(ADDRESS)
	   With the first syntax, returns the address of $node within its
	   tree, based on its position within the tree.	 An address is formed
	   by noting the path between the root and $node, and concatenating
	   the daughter-indices of the nodes this passes thru (starting with 0
	   for the root, and ending with $node).

	   For example, if to get from node ROOT to node $node, you pass thru
	   ROOT, A, B, and $node, then the address is determined as:

	   * ROOT's my_daughter_index is 0.

	   * A's my_daughter_index is, suppose, 2. (A is index 2 in ROOT's
	   daughter list.)

	   * B's my_daughter_index is, suppose, 0. (B is index 0 in A's
	   daughter list.)

	   * $node's my_daughter_index is, suppose, 4. ($node is index 4 in
	   B's daughter list.)

	   The address of the above-described $node is, therefore, "0:2:0:4".

	   (As a somewhat special case, the address of the root is always "0";
	   and since addresses start from the root, all addresses start with a
	   "0".)

	   The second syntax, where you provide an address, starts from the
	   root of the tree $anynode belongs to, and returns the node
	   corresponding to that address.  Returns undef if no node
	   corresponds to that address.	 Note that this routine may be
	   somewhat liberal in its interpretation of what can constitute an
	   address; i.e., it accepts "0.2.0.4", besides "0:2:0:4".

	   Also note that the address of a node in a tree is meaningful only
	   in that tree as currently structured.

	   (Consider how ($address1 cmp $address2) may be magically meaningful
	   to you, if you mant to figure out what nodes are to the right of
	   what other nodes.)

       $node->common(LIST)
	   Returns the lowest node in the tree that is ancestor-or-self to the
	   nodes $node and LIST.

	   If the nodes are far enough apart in the tree, the answer is just
	   the root.

	   If the nodes aren't all in the same tree, the answer is undef.

	   As a degenerate case, if LIST is empty, returns $node.

       $node->common_ancestor(LIST)
	   Returns the lowest node that is ancestor to all the nodes given (in
	   nodes $node and LIST).  In other words, it answers the question:
	   "What node in the tree, as low as possible, is ancestor to the
	   nodes given ($node and LIST)?"

	   If the nodes are far enough apart, the answer is just the root --
	   except if any of the nodes are the root itself, in which case the
	   answer is undef (since the root has no ancestor).

	   If the nodes aren't all in the same tree, the answer is undef.

	   As a degenerate case, if LIST is empty, returns $node's mother;
	   that'll be undef if $node is root.

YET MORE METHODS
       $node->walk_down({ callback => \&foo, callbackback => \&foo, ... })
	   Performs a depth-first traversal of the structure at and under
	   $node.  What it does at each node depends on the value of the
	   options hashref, which you must provide.  There are three options,
	   "callback" and "callbackback" (at least one of which must be
	   defined, as a sub reference), and "_depth".	This is what
	   "walk_down" does, in pseudocode form:

	   * Start at the $node given.

	   * If there's a "callback", call it with $node as the first
	   argument, and the options hashref as the second argument (which
	   contains the potentially useful "_depth", remember).	 This function
	   must return true or false -- if false, it will block the next step:

	   * If $node has any daughter nodes, increment "_depth", and call
	   $daughter->walk_down(options_hashref) for each daughter (in order,
	   of course), where options_hashref is the same hashref it was called
	   with.  When this returns, decrements "_depth".

	   * If there's a "callbackback", call just it as with "callback" (but
	   tossing out the return value).  Note that "callback" returning
	   false blocks traversal below $node, but doesn't block calling
	   callbackback for $node.  (Incidentally, in the unlikely case that
	   $node has stopped being a node object, "callbackback" won't get
	   called.)

	   * Return.

	   $node->walk_down is the way to recursively do things to a tree (if
	   you start at the root) or part of a tree; if what you're doing is
	   best done via pre-pre order traversal, use "callback"; if what
	   you're doing is best done with post-order traversal, use
	   "callbackback".  "walk_down" is even the basis for plenty of the
	   methods in this class.  See the source code for examples both
	   simple and horrific.

	   Note that if you don't specify "_depth", it effectively defaults to
	   0.  You should set it to scalar($node->ancestors) if you want
	   "_depth" to reflect the true depth-in-the-tree for the nodes
	   called, instead of just the depth below $node.  (If $node is the
	   root, there's difference, of course.)

	   And by the way, it's a bad idea to modify the tree from the
	   callback.  Unpredictable things may happen.	I instead suggest
	   having your callback add to a stack of things that need changing,
	   and then, once "walk_down" is all finished, changing those nodes
	   from that stack.

	   Note that the existence of "walk_down" doesn't mean you can't write
	   you own special-use traversers.

       @lines = $node->dump_names({ ...options... });
	   Dumps, as an indented list, the names of the nodes starting at
	   $node, and continuing under it.  Options are:

	   * _depth -- A nonnegative number.  Indicating the depth to consider
	   $node as being at (and so the generation under that is that plus
	   one, etc.).	Defaults to 0.	You may choose to use set _depth =>
	   scalar($node->ancestors).

	   * tick -- a string to preface each entry with, between the
	   indenting-spacing and the node's name.  Defaults to empty-string.
	   You may prefer "*" or "-> " or someting.

	   * indent -- the string used to indent with.	Defaults to "  " (two
	   spaces).  Another sane value might be ". " (period, space).
	   Setting it to empty-string suppresses indenting.

	   The dump is not printed, but is returned as a list, where each item
	   is a line, with a "\n" at the end.

       the constructor CLASS->random_network({...options...})
       the method $node->random_network({...options...})
	   In the first case, constructs a randomly arranged network under a
	   new node, and returns the root node of that tree.  In the latter
	   case, constructs the network under $node.

	   Currently, this is implemented a bit half-heartedly, and half-
	   wittedly.  I basically needed to make up random-looking networks to
	   stress-test the various tree-dumper methods, and so wrote this.  If
	   you actually want to rely on this for any application more serious
	   than that, I suggest examining the source code and seeing if this
	   does really what you need (say, in reliability of randomness); and
	   feel totally free to suggest changes to me (especially in the form
	   of "I rewrote "random_network", here's the code...")

	   It takes four options:

	   * max_node_count -- maximum number of nodes this tree will be
	   allowed to have (counting the root).	 Defaults to 25.

	   * min_depth -- minimum depth for the tree.  Defaults to 2.  Leaves
	   can be generated only after this depth is reached, so the tree will
	   be at least this deep -- unless max_node_count is hit first.

	   * max_depth -- maximum depth for the tree.  Defaults to 3 plus
	   min_depth.  The tree will not be deeper than this.

	   * max_children -- maximum number of children any mother in the tree
	   can have.  Defaults to 4.

       the constructor CLASS->lol_to_tree($lol);
	   Converts something like bracket-notation for "Chomsky trees" (or
	   rather, the closest you can come with Perl
	   list-of-lists(-of-lists(-of-lists))) into a tree structure.
	   Returns the root of the tree converted.

	   The conversion rules are that:  1) if the last (possibly the only)
	   item in a given list is a scalar, then that is used as the "name"
	   attribute for the node based on this list.  2) All other items in
	   the list represent daughter nodes of the current node --
	   recursively so, if they are list references; otherwise, (non-
	   terminal) scalars are considered to denote nodes with that name.
	   So ['Foo', 'Bar', 'N'] is an alternate way to represent [['Foo'],
	   ['Bar'], 'N'].

	   An example will illustrate:

	     use Tree::DAG_Node;
	     $lol =
	       [
		 [
		   [ [ 'Det:The' ],
		     [ [ 'dog' ], 'N'], 'NP'],
		   [ '/with rabies\\', 'PP'],
		   'NP'
		 ],
		 [ 'died', 'VP'],
		 'S'
	       ];
	      $tree = Tree::DAG_Node->lol_to_tree($lol);
	      $diagram = $tree->draw_ascii_tree;
	      print map "$_\n", @$diagram;

	   ...returns this tree:

			      |
			     <S>
			      |
			   /------------------\
			   |		      |
			 <NP>		     <VP>
			   |		      |
		   /---------------\	    <died>
		   |		   |
		 <NP>		 <PP>
		   |		   |
		/-------\   </with rabies\>
		|	|
	    <Det:The>  <N>
			|
		      <dog>

	   By the way (and this rather follows from the above rules), when
	   denoting a LoL tree consisting of just one node, this:

	     $tree = Tree::DAG_Node->lol_to_tree( 'Lonely' );

	   is okay, although it'd probably occur to you to denote it only as:

	     $tree = Tree::DAG_Node->lol_to_tree( ['Lonely'] );

	   which is of course fine, too.

       $node->tree_to_lol_notation({...options...})
	   Dumps a tree (starting at $node) as the sort of LoL-like bracket
	   notation you see in the above example code.	Returns just one big
	   block of text.  The only option is "multiline" -- if true, it dumps
	   the text as the sort of indented structure as seen above; if false
	   (and it defaults to false), dumps it all on one line (with no
	   indenting, of course).

	   For example, starting with the tree from the above example, this:

	     print $tree->tree_to_lol_notation, "\n";

	   prints the following (which I've broken over two lines for sake of
	   printablitity of documentation):

	     [[[['Det:The'], [['dog'], 'N'], 'NP'], [["/with rabies\x5c"],
	     'PP'], 'NP'], [['died'], 'VP'], 'S'],

	   Doing this:

	     print $tree->tree_to_lol_notation({ multiline => 1 });

	   prints the same content, just spread over many lines, and prettily
	   indented.

       $node->tree_to_lol
	   Returns that tree (starting at $node) represented as a LoL, like
	   what $lol, above, holds.  (This is as opposed to
	   "tree_to_lol_notation", which returns the viewable code like what
	   gets evaluated and stored in $lol, above.)

	   Lord only knows what you use this for -- maybe for feeding to
	   Data::Dumper, in case "tree_to_lol_notation" doesn't do just what
	   you want?

       the constructor CLASS->simple_lol_to_tree($simple_lol);
	   This is like lol_to_tree, except that rule 1 doesn't apply -- i.e.,
	   all scalars (or really, anything not a listref) in the LoL-
	   structure end up as named terminal nodes, and only terminal nodes
	   get names (and, of course, that name comes from that scalar value).
	   This method is useful for making things like expression trees, or
	   at least starting them off.	Consider that this:

	       $tree = Tree::DAG_Node->simple_lol_to_tree(
		 [ 'foo', ['bar', ['baz'], 'quux'], 'zaz', 'pati' ]
	       );

	   converts from something like a Lispish or Iconish tree, if you
	   pretend the brackets are parentheses.

	   Note that there is a (possibly surprising) degenerate case of what
	   I'm calling a "simple-LoL", and it's like this:

	     $tree = Tree::DAG_Node->simple_lol_to_tree('Lonely');

	   This is the (only) way you can specify a tree consisting of only a
	   single node, which here gets the name 'Lonely'.

       $node->tree_to_simple_lol
	   Returns that tree (starting at $node) represented as a simple-LoL
	   -- i.e., one where non-terminal nodes are represented as listrefs,
	   and terminal nodes are gotten from the contents of those nodes'
	   "name' attributes.

	   Note that in the case of $node being terminal, what you get back is
	   the same as $node->name.

	   Compare to tree_to_simple_lol_notation.

       $node->tree_to_simple_lol_notation({...options...})
	   A simple-LoL version of tree_to_lol_notation (which see); takes the
	   same options.

       $list_r = $node->draw_ascii_tree({ ... options ... })
	   Draws a nice ASCII-art representation of the tree structure at-and-
	   under $node, with $node at the top.	Returns a reference to the
	   list of lines (with no "\n"s or anything at the end of them) that
	   make up the picture.

	   Example usage:

	     print map("$_\n", @{$tree->draw_ascii_tree});

	   draw_ascii_tree takes parameters you set in the options hashref:

	   * "no_name" -- if true, "draw_ascii_tree" doesn't print the name of
	   the node; simply prints a "*".  Defaults to 0 (i.e., print the node
	   name.)

	   * "h_spacing" -- number 0 or greater.  Sets the number of spaces
	   inserted horizontally between nodes (and groups of nodes) in a
	   tree.  Defaults to 1.

	   * "h_compact" -- number 0 or 1.  Sets the extent to which
	   "draw_ascii_tree" tries to save horizontal space.  Defaults to 1.
	   If I think of a better scrunching algorithm, there'll be a "2"
	   setting for this.

	   * "v_compact" -- number 0, 1, or 2.	Sets the degree to which
	   "draw_ascii_tree" tries to save vertical space.  Defaults to 1.

	   This occasionally returns trees that are a bit cock-eyed in parts;
	   if anyone can suggest a better drawing algorithm, I'd be
	   appreciative.

       $node->copy_tree or $node->copy_tree({...options...})
	   This returns the root of a copy of the tree that $node is a member
	   of.	If you pass no options, copy_tree pretends you've passed {}.

	   This method is currently implemented as just a call to
	   $this->root->copy_at_and_under({...options...}), but magic may be
	   added in the future.

	   Options you specify are passed down to calls to $node->copy.

       $node->copy_at_and_under or $node->copy_at_and_under({...options...})
	   This returns a copy of the subtree consisting of $node and
	   everything under it.

	   If you pass no options, copy_at_and_under pretends you've passed
	   {}.

	   This works by recursively building up the new tree from the leaves,
	   duplicating nodes using $orig_node->copy($options_ref) and then
	   linking them up into a new tree of the same shape.

	   Options you specify are passed down to calls to $node->copy.

       the constructor $node->copy or $node->copy({...options...})
	   Returns a copy of $node, minus its daughter or mother attributes
	   (which are set back to default values).

	   If you pass no options, "copy" pretends you've passed {}.

	   Magic happens with the 'attributes' attribute: if it's a hashref
	   (and it usually is), the new node doesn't end up with the same
	   hashref, but with ref to a hash with the content duplicated from
	   the original's hashref.  If 'attributes' is not a hashref, but
	   instead an object that belongs to a class that provides a method
	   called "copy", then that method is called, and the result saved in
	   the clone's 'attribute' attribute.  Both of these kinds of magic
	   are disabled if the options you pass to "copy" (maybe via
	   "copy_tree", or "copy_at_and_under") includes ("no_attribute_copy"
	   => 1).

	   The options hashref you pass to "copy" (derictly or indirectly)
	   gets changed slightly after you call "copy" -- it gets an entry
	   called "from_to" added to it.  Chances are you would never know nor
	   care, but this is reserved for possible future use.	See the source
	   if you are wildly curious.

	   Note that if you are using $node->copy (whether directly or via
	   $node->copy_tree or $node->copy_at_or_under), and it's not properly
	   copying object attributes containing references, you probably
	   shouldn't fight it or try to fix it -- simply override copy_tree
	   with:

	     sub copy_tree {
	       use Storable qw(dclone);
	       my $this = $_[0];
	       return dclone($this->root);
		# d for "deep"
	     }

	   or

	     sub copy_tree {
	       use Data::Dumper;
	       my $this = $_[0];
	       $Data::Dumper::Purity = 1;
	       return eval(Dumper($this->root));
	     }

	   Both of these avoid you having to reinvent the wheel.

	   How to override copy_at_or_under with something that uses Storable
	   or Data::Dumper is left as an exercise to the reader.

	   Consider that if in a derived class, you add attributes with really
	   bizarre contents (like a unique-for-all-time-ID), you may need to
	   override "copy".  Consider:

	     sub copy {
	       my($it, @etc) = @_;
	       $it->SUPER::copy(@etc);
	       $it->{'UID'} = &get_new_UID;
	     }

	   ...or the like.  See the source of Tree::DAG_Node::copy for
	   inspiration.

       $node->delete_tree
	   Destroys the entire tree that $node is a member of (starting at the
	   root), by nulling out each node-object's attributes (including,
	   most importantly, its linkage attributes -- hopefully this is more
	   than sufficient to eliminate all circularity in the data
	   structure), and then moving it into the class DEADNODE.

	   Use this when you're finished with the tree in question, and want
	   to free up its memory.  (If you don't do this, it'll get freed up
	   anyway when your program ends.)

	   If you try calling any methods on any of the node objects in the
	   tree you've destroyed, you'll get an error like:

	     Can't locate object method "leaves_under"
	       via package "DEADNODE".

	   So if you see that, that's what you've done wrong.  (Actually, the
	   class DEADNODE does provide one method: a no-op method
	   "delete_tree".  So if you want to delete a tree, but think you may
	   have deleted it already, it's safe to call $node->delete_tree on it
	   (again).)

	   The "delete_tree" method is needed because Perl's garbage collector
	   would never (as currently implemented) see that it was time to de-
	   allocate the memory the tree uses -- until either you call
	   $node->delete_tree, or until the program stops (at "global
	   destruction" time, when everything is unallocated).

	   Incidentally, there are better ways to do garbage-collecting on a
	   tree, ways which don't require the user to explicitly call a method
	   like "delete_tree" -- they involve dummy classes, as explained at
	   "http://mox.perl.com/misc/circle-destroy.pod"

	   However, introducing a dummy class concept into Tree::DAG_Node
	   would be rather a distraction.  If you want to do this with your
	   derived classes, via a DESTROY in a dummy class (or in a tree-
	   metainformation class, maybe), then feel free to.

	   The only case where I can imagine "delete_tree" failing to totally
	   void the tree, is if you use the hashref in the "attributes"
	   attribute to store (presumably among other things) references to
	   other nodes' "attributes" hashrefs -- which 1) is maybe a bit odd,
	   and 2) is your problem, because it's your hash structure that's
	   circular, not the tree's.  Anyway, consider:

		 # null out all my "attributes" hashes
		 $anywhere->root->walk_down({
		   'callback' => sub {
		     $hr = $_[0]->attributes; %$hr = (); return 1;
		   }
		 });
		 # And then:
		 $anywhere->delete_tree;

	   (I suppose "delete_tree" is a "destructor", or as close as you can
	   meaningfully come for a circularity-rich data structure in Perl.)

   When and How to Destroy
       It should be clear to you that if you've built a big parse tree or
       something, and then you're finished with it, you should call
       $some_node->delete_tree on it if you want the memory back.

       But consider this case:	you've got this tree:

	     A
	   / | \
	  B  C	D
	  |	| \
	  E	X  Y

       Let's say you decide you don't want D or any of its descendants in the
       tree, so you call D->unlink_from_mother.	 This does NOT automagically
       destroy the tree D-X-Y.	Instead it merely splits the tree into two:

	    A			     D
	   / \			    / \
	  B   C			   X   Y
	  |
	  E

       To destroy D and its little tree, you have to explicitly call
       delete_tree on it.

       Note, however, that if you call C->unlink_from_mother, and if you don't
       have a link to C anywhere, then it does magically go away.  This is
       because nothing links to C -- whereas with the D-X-Y tree, D links to X
       and Y, and X and Y each link back to D. Note that calling
       C->delete_tree is harmless -- after all, a tree of only one node is
       still a tree.

       So, this is a surefire way of getting rid of all $node's children and
       freeing up the memory associated with them and their descendants:

	 foreach my $it ($node->clear_daughters) { $it->delete_tree }

       Just be sure not to do this:

	 foreach my $it ($node->daughters) { $it->delete_tree }
	 $node->clear_daughters;

       That's bad; the first call to $_->delete_tree will climb to the root of
       $node's tree, and nuke the whole tree, not just the bits under $node.
       You might as well have just called $node->delete_tree.  (Moreavor, once
       $node is dead, you can't call clear_daughters on it, so you'll get an
       error there.)

BUG REPORTS
       If you find a bug in this library, report it to me as soon as possible,
       at the address listed in the MAINTAINER section, below.	Please try to
       be as specific as possible about how you got the bug to occur.

HELP!
       If you develop a given routine for dealing with trees in some way, and
       use it a lot, then if you think it'd be of use to anyone else, do email
       me about it; it might be helpful to others to include that routine, or
       something based on it, in a later version of this module.

       It's occurred to me that you might like to (and might yourself develop
       routines to) draw trees in something other than ASCII art.  If you do
       so -- say, for PostScript output, or for output interpretable by some
       external plotting program --  I'd be most interested in the results.

RAMBLINGS
       This module uses "strict", but I never wrote it with -w warnings in
       mind -- so if you use -w, do not be surprised if you see complaints
       from the guts of DAG_Node.  As long as there is no way to turn off -w
       for a given module (instead of having to do it in every single
       subroutine with a "local $^W"), I'm not going to change this. However,
       I do, at points, get bursts of ambition, and I try to fix code in
       DAG_Node that generates warnings, as I come across them -- which is
       only occasionally.  Feel free to email me any patches for any such
       fixes you come up with, tho.

       Currently I don't assume (or enforce) anything about the class
       membership of nodes being manipulated, other than by testing whether
       each one provides a method "is_node", a la:

	 die "Not a node!!!" unless UNIVERSAL::can($node, "is_node");

       So, as far as I'm concerned, a given tree's nodes are free to belong to
       different classes, just so long as they provide/inherit "is_node", the
       few methods that this class relies on to navigate the tree, and have
       the same internal object structure, or a superset of it. Presumably
       this would be the case for any object belonging to a class derived from
       "Tree::DAG_Node", or belonging to "Tree::DAG_Node" itself.

       When routines in this class access a node's "mother" attribute, or its
       "daughters" attribute, they (generally) do so directly (via
       $node->{'mother'}, etc.), for sake of efficiency.  But classes derived
       from this class should probably do this instead thru a method (via
       $node->mother, etc.), for sake of portability, abstraction, and general
       goodness.

       However, no routines in this class (aside from, necessarily, "_init",
       "_init_name", and "name") access the "name" attribute directly;
       routines (like the various tree draw/dump methods) get the "name" value
       thru a call to $obj->name().  So if you want the object's name to not
       be a real attribute, but instead have it derived dynamically from some
       feature of the object (say, based on some of its other attributes, or
       based on its address), you can to override the "name" method, without
       causing problems.  (Be sure to consider the case of $obj->name as a
       write method, as it's used in "lol_to_tree" and "random_network".)

SEE ALSO
       HTML::Element

       Wirth, Niklaus.	1976.  Algorithms + Data Structures = Programs
       Prentice-Hall, Englewood Cliffs, NJ.

       Knuth, Donald Ervin.  1997.  Art of Computer Programming, Volume 1,
       Third Edition: Fundamental Algorithms.  Addison-Wesley,	Reading, MA.

       Wirth's classic, currently and lamentably out of print, has a good
       section on trees.  I find it clearer than Knuth's (if not quite as
       encyclopedic), probably because Wirth's example code is in a block-
       structured high-level language (basically Pascal), instead of in
       assembler (MIX).

       Until some kind publisher brings out a new printing of Wirth's book,
       try poking around used bookstores (or "www.abebooks.com") for a copy.
       I think it was also republished in the 1980s under the title Algorithms
       and Data Structures, and in a German edition called Algorithmen und
       Datenstrukturen.	 (That is, I'm sure books by Knuth were published
       under those titles, but I'm assuming that they're just later
       printings/editions of Algorithms + Data Structures = Programs.)

MAINTAINER
       David Hand, "<cogent@cpan.org>"

AUTHOR
       Sean M. Burke, "<sburke@cpan.org>"

COPYRIGHT, LICENSE, AND DISCLAIMER
       Copyright 1998-2001, 2004, 2007 by Sean M. Burke and David Hand.

       This program is free software; you can redistribute it and/or modify it
       under the same terms as Perl itself.

       This program is distributed in the hope that it will be useful, but
       without any warranty; without even the implied warranty of
       merchantability or fitness for a particular purpose.

perl v5.10.1			  2007-12-09		   Tree::DAG_Node(3pm)
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