I am going to be rolling out the rest of my branch-and-bound algorithm in the next few posts.  To make that easier, in this post I introduce some common matrix, vector, and permutation methods.  It turns out that for technical computing applications, C#'s extension methods (introduced in 3.0) are awesome.  With vectors it's great because you retain the control of having direct array access, but you get the nice object-oriented notation.

I've left out comments and error-checking, and it's not super-optimized, but you get the idea.  None of these methods end up being the bottleneck.  Most of the methods are obvious, but I do want to comment on the permutation methods.  The goal of QAP is to find an optimal assignment of facilities to locations, represented as a permutation.  In the course of our branch-and-bound algorithm, we'll be making partial assignments - that is, only some of the entries in the permutation will be filled in.  By convention, p[i] == -1 will mean that facility i is unassigned.  An index where p[i] < 0 is called "unused".  When we branch, we'll want to pick an unused facility (or location), and try assigning all unused locations (or facilities) to it.   The use of C#'s iterator and yield concepts really help here.

That said, here's the code.

  public static class MatrixUtilities {
    #region Vector
    public static void ConstantFill(this T[] data, T val) {
      for (int i = 0; i < data.Length; i++) {
        data[i] = val;
      }
    }

    public static int ArgMin(this double[] data, out double best) {
      if (data.Length == 0) {
        best = Double.MinValue;
        return -1;
      }
      int iBest = 0;
      best = data[0];
      for (int i = 1; i < data.Length; i++) {
        if (best > data[i]) {
          best = data[i];
          iBest = i;
        }
      }
      return iBest;
    }

    public static int ArgMax(this double[] data, out double best) {
      if (data.Length == 0) {
        best = Double.MinValue;
        return -1;
      }
      int iBest = 0;
      best = data[0];
      for (int i = 1; i < data.Length; i++) {
        if (best < data[i]) {
          best = data[i];
          iBest = i;
        }
      }
      return iBest;
    }
    #endregion

    #region Permutation
    public static void Swap(this int[] p, int i, int j) {
      int temp = p[i];
      p[i] = p[j];
      p[j] = temp;
    }

    public static int FindUnused(this int[] data, int index) {
      foreach (int unused in data.UnusedIndices()) {
        if (index-- <= 0) {
          return unused;
        }
      }
      return -1;
    }

    public static IEnumerable UnusedIndices(this int[] data) {
      for (int i = 0; i < data.Length; i++) {
        if (data[i] < 0) {
          yield return i;
        }
      }
    }

    public static string PermutationToString(this int[] p, bool oneBased) {
      StringBuilder build = new StringBuilder(p.Length * 4);
      int width = ((int)Math.Log10(p.Length)) + 2;
      build.Append("[");
      for (int i = 0; i < p.Length; i++) {
        int index = oneBased ? p[i] + 1 : p[i];
        build.Append(index.ToString().PadLeft(width));
      }
      build.Append("]");
      return build.ToString();
    }
    #endregion

    #region Matrix

    public static string MatrixToString(this double[][] A) {
      if (A != null) {
        StringBuilder build = new StringBuilder(A.Length * A.Length * 3);
        for (int i = 0; i < A.Length; i++) {
          if (A[i] != null) {
            for (int j = 0; j < A[i].Length; j++) {
              build.AppendFormat("{0,4}", A[i][j]);
              build.Append(" ");
            }
            build.AppendLine();
          }
        }
        return build.ToString();
      }
      return null;
    }

    public static double[][] NewMatrix(int m, int n) {
      double[][] M = new double[m][];
      for (int i = 0; i < M.Length; i++) {
        M[i] = new double[n];
      }
      return M;
    }

    public static double[][] NewMatrix(int n) {
      return NewMatrix(n, n);
    }
    #endregion
  }