vg
tools for working with variation graphs
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#include "extract_containing_graph.hpp"
#include "../gbwt_extender.hpp"
#include "../snarl_seed_clusterer.hpp"
#include "../handle.hpp"
#include "../explainer.hpp"
#include "../utility.hpp"
#include <bdsg/hash_graph.hpp>
Classes | |
class | vg::algorithms::Anchor |
class | vg::algorithms::TracedScore |
Namespaces | |
vg | |
vg::algorithms | |
std | |
Hash functor to hash NodeSide s using std::hash. | |
Functions | |
ostream & | vg::algorithms::operator<< (ostream &out, const Anchor &anchor) |
Explain an Anchor to the given stream. More... | |
vg::algorithms::TracedScore | std::max (const vg::algorithms::TracedScore &a, const vg::algorithms::TracedScore &b) |
Allow maxing TracedScore. More... | |
ostream & | vg::algorithms::operator<< (ostream &out, const TracedScore &value) |
Print operator. More... | |
void | vg::algorithms::sort_and_shadow (const std::vector< Anchor > &items, std::vector< size_t > &indexes) |
void | vg::algorithms::sort_and_shadow (std::vector< Anchor > &items) |
TracedScore | vg::algorithms::chain_items_dp (vector< TracedScore > &best_chain_score, const VectorView< Anchor > &to_chain, const SnarlDistanceIndex &distance_index, const HandleGraph &graph, int gap_open, int gap_extension, size_t max_lookback_bases, size_t min_lookback_items, size_t lookback_item_hard_cap, size_t initial_lookback_threshold, double lookback_scale_factor, double min_good_transition_score_per_base, int item_bonus, size_t max_indel_bases) |
vector< size_t > | vg::algorithms::chain_items_traceback (const vector< TracedScore > &best_chain_score, const VectorView< Anchor > &to_chain, const TracedScore &best_past_ending_score_ever) |
pair< int, vector< size_t > > | vg::algorithms::find_best_chain (const VectorView< Anchor > &to_chain, const SnarlDistanceIndex &distance_index, const HandleGraph &graph, int gap_open, int gap_extension, size_t max_lookback_bases, size_t min_lookback_items, size_t lookback_item_hard_cap, size_t initial_lookback_threshold, double lookback_scale_factor, double min_good_transition_score_per_base, int item_bonus, size_t max_indel_bases) |
int | vg::algorithms::score_best_chain (const VectorView< Anchor > &to_chain, const SnarlDistanceIndex &distance_index, const HandleGraph &graph, int gap_open, int gap_extension) |
size_t | vg::algorithms::get_graph_distance (const Anchor &from, const Anchor &to, const SnarlDistanceIndex &distance_index, const HandleGraph &graph) |
Get distance in the graph, or std::numeric_limits<size_t>::max() if unreachable. More... | |
size_t | vg::algorithms::get_read_distance (const Anchor &from, const Anchor &to) |
Get distance in the read, or std::numeric_limits<size_t>::max() if unreachable. More... | |
Algorithms for chaining subalignments into larger alignments.
To use these algorithms, decide on the type (Anchor) you want to chain up.
Then, make a ChainingSpace<Anchor>, or a ChainingSpace<Anchor, Source> if your Items need to be interpreted in the context of some source object (like a seed hit needs to be interpreted in the context of its source minimizer).
Then, make a dynamic programming table: vector<TracedScore>.
Then, call chain_items_dp() to fill in the dynamic programming table and get the score of the best chain.
You can use chain_items_traceback() to get a traceback of the chain's items in order.
Helper entry points are find_best_chain() and score_best_chain() which set up the DP for you and do the traceback if appropriate.