// this function fills the rest of the graph with random nodes private void fillNodesRecursively(NodeObject currentNode, List <int> currentPosition, int currentDepth, int maxDepth, List <PossibleNode> allPossibleNodes, ValidGraphPath[] validPaths) { // check if the maximal depth is reached if (currentDepth >= maxDepth) { return; } // fill all missing nodes of the current object with new random nodes for (int idx = 0; idx < currentNode.dimension; idx++) { // copy position list and add path index to the position List <int> tempCurrentPosition = new List <int>(currentPosition); tempCurrentPosition.Add(idx); if (currentNode.nodeObjects[idx] == null) { // get random possible node from list of all possible nodes int randElement = this.prng.Next(allPossibleNodes.Count); PossibleNode possibleNode = allPossibleNodes.ElementAt(randElement); NamespaceTypeDefinition classToUse = possibleNode.givenClass; MethodDefinition nodeConstructor = possibleNode.nodeConstructor; // generate path element from chosen interface PathElement pathElement = new PathElement(); // create new node object currentNode.nodeObjects[idx] = new NodeObject(this.graphDimension, this.graphValidPathCount, classToUse, nodeConstructor, pathElement, tempCurrentPosition); // search through every valid path if the new created filler node has the same attributes as the valid path node // => add it to the list of possible nodes that can be used for an exchange between valid node and filler node for (int validPathId = 0; validPathId < validPaths.Count(); validPathId++) { for (int depth = 0; depth < validPaths[validPathId].pathElements.Count(); depth++) { // check if the used class of the current filler node is in the list of possible classes of the valid path node if (validPaths[validPathId].pathElements.ElementAt(depth).linkGraphObject.possibleClasses.Contains(classToUse)) { // add current filler node to the list of possible exchange nodes if (!validPaths[validPathId].pathElements.ElementAt(depth).linkGraphObject.possibleExchangeObjects.Contains(currentNode.nodeObjects[idx])) { validPaths[validPathId].pathElements.ElementAt(depth).linkGraphObject.possibleExchangeObjects.Add(currentNode.nodeObjects[idx]); } } } } } this.fillNodesRecursively(currentNode.nodeObjects[idx], tempCurrentPosition, currentDepth + 1, maxDepth, allPossibleNodes, validPaths); } }
public ValidGraphPath[] generateValidPaths(int graphValidPathCount) { // initialize valid graph paths ValidGraphPath[] validPaths = new ValidGraphPath[graphValidPathCount]; for (int graphIdx = 0; graphIdx < graphValidPathCount; graphIdx++) { validPaths[graphIdx] = new ValidGraphPath(this.graphDepth); } List <ITypeReference> allInterfacesList = this.graphInterfaces.Keys.OfType <ITypeReference>().ToList <ITypeReference>(); PossibleNode[] currentRoundBasePossibleNodes = new PossibleNode[graphValidPathCount]; // generate valid paths for (int idx = 0; idx < this.graphDepth; idx++) { // initialize path element for (int validPathIdx = 0; validPathIdx < graphValidPathCount; validPathIdx++) { validPaths[validPathIdx].pathElements[idx] = new PathElement(); validPaths[validPathIdx].pathElements[idx].validPathId = validPathIdx; if (idx != 0) { validPaths[validPathIdx].pathIndices[idx] = this.prng.Next(this.graphDimension); } else { // mark path index of start node as -1 validPaths[validPathIdx].pathIndices[0] = -1; } } // check if it is the first element of the valid path // => always the root for each valid path if (idx == 0) { // get random base class that is used to generate the valid path element (use it for all first elements of the valid paths) ITypeReference baseInterface = allInterfacesList.ElementAt(this.prng.Next(allInterfacesList.Count())); List <PossibleNode> baseList = (List <PossibleNode>) this.graphInterfaces[baseInterface]; PossibleNode basePossibleNode = baseList.ElementAt(this.prng.Next(baseList.Count())); // for each valid path add a path element for (int validPathIdx = 0; validPathIdx < graphValidPathCount; validPathIdx++) { // get valid interface ITypeReference firstInterface = basePossibleNode.givenClass.Interfaces.ElementAt(this.prng.Next(basePossibleNode.givenClass.Interfaces.Count())); validPaths[validPathIdx].pathElements[idx].validInterfaces.Add(firstInterface); // add interface to mandatory list (if it is not already in it) if (!validPaths[0].pathElements[idx].mandatoryInterfaces.Contains(firstInterface)) { validPaths[0].pathElements[idx].mandatoryInterfaces.Add(firstInterface); } // add valid interfaces to the path element bool addAnotherInterface = true; int addInterfaceWeight = 3; while (addAnotherInterface) { // decide wether to add another valid interface or not switch (this.prng.Next(addInterfaceWeight)) { // add another interface to the list of valid interfaces case 0: case 1: { // check if there exists more interfaces that could be added to the list of valid interfaces if (basePossibleNode.givenClass.Interfaces.Count() == validPaths[validPathIdx].pathElements[idx].validInterfaces.Count()) { addAnotherInterface = false; break; } // add a random interface that is implemented by the base possible node int nextInterfaceIdx = this.prng.Next(basePossibleNode.givenClass.Interfaces.Count()); while (true) { ITypeReference tempInterface = basePossibleNode.givenClass.Interfaces.ElementAt(nextInterfaceIdx); // check if chosen interface is already added to the list of valid interfaces // => try next interface implemented by the base possible node if (validPaths[validPathIdx].pathElements[idx].validInterfaces.Contains(tempInterface)) { nextInterfaceIdx = (nextInterfaceIdx + 1) % basePossibleNode.givenClass.Interfaces.Count(); } // => add interface to list of valid interfaces else { validPaths[validPathIdx].pathElements[idx].validInterfaces.Add(tempInterface); // add interface to mandatory list (if it is not already in it) if (!validPaths[0].pathElements[idx].mandatoryInterfaces.Contains(tempInterface)) { validPaths[0].pathElements[idx].mandatoryInterfaces.Add(tempInterface); } break; } } break; } //do not add any more interfaces default: { addAnotherInterface = false; break; } } // make adding another invalid interface more unlikely addInterfaceWeight++; } // add invalid interfaces to the path element addAnotherInterface = true; addInterfaceWeight = 2; while (addAnotherInterface) { // decide wether to add another valid interface or not switch (this.prng.Next(addInterfaceWeight)) { // add another interface to the list of invalid interfaces case 0: case 1: { // check if there exists anymore interfaces that could be added to the list of invalid interfaces if (allInterfacesList.Count() <= (validPaths[validPathIdx].pathElements[idx].invalidInterfaces.Count() + validPaths[validPathIdx].pathElements[idx].validInterfaces.Count())) { if (allInterfacesList.Count() == (validPaths[validPathIdx].pathElements[idx].invalidInterfaces.Count() + validPaths[validPathIdx].pathElements[idx].validInterfaces.Count())) { addAnotherInterface = false; break; } throw new ArgumentException("The sum of valid and invalid interfaces should never be greater than the count of all interfaces."); } // check if there exists anymore interfaces that could be added to the list of invalid interfaces if (allInterfacesList.Count() <= (validPaths[validPathIdx].pathElements[idx].invalidInterfaces.Count() + basePossibleNode.givenClass.Interfaces.Count())) { if (allInterfacesList.Count() == (validPaths[validPathIdx].pathElements[idx].invalidInterfaces.Count() + basePossibleNode.givenClass.Interfaces.Count())) { addAnotherInterface = false; break; } throw new ArgumentException("The sum of implemented and invalid interfaces should never be greater than the count of all interfaces."); } // add a random interface that is NOT implemented by the base possible node int nextInterfaceIdx = this.prng.Next(allInterfacesList.Count()); while (true) { ITypeReference tempInterface = allInterfacesList.ElementAt(nextInterfaceIdx); // check if chosen interface is NOT added to the list of invalid interfaces // and NOT implemented by the base possible node // => if it is try next interface of all interfaces if (validPaths[validPathIdx].pathElements[idx].invalidInterfaces.Contains(tempInterface) || basePossibleNode.givenClass.Interfaces.Contains(tempInterface)) { nextInterfaceIdx = (nextInterfaceIdx + 1) % allInterfacesList.Count(); } // => add interface to list of invalid interfaces else { validPaths[validPathIdx].pathElements[idx].invalidInterfaces.Add(tempInterface); // add interface to forbidden list (if it is not already in it) if (!validPaths[0].pathElements[idx].forbiddenInterfaces.Contains(tempInterface)) { validPaths[0].pathElements[idx].forbiddenInterfaces.Add(tempInterface); } break; } } break; } //do not add any more interfaces default: { addAnotherInterface = false; break; } } // make adding another invalid interface more unlikely addInterfaceWeight++; } } } // => not the first element of the valid paths else { // for each valid path add a path element for (int validPathIdx = 0; validPathIdx < graphValidPathCount; validPathIdx++) { // if the valid path id is not the first // => search through all already chosen valid paths if the current path is the same until now // and get the idx of this valid path (the first occurring is all that is needed) int samePathIdx = -1; if (validPathIdx != 0) { for (int tempPathIdx = 0; tempPathIdx < validPathIdx; tempPathIdx++) { bool samePath = true; for (int depth = 0; depth <= idx; depth++) { if (validPaths[tempPathIdx].pathIndices[depth] != validPaths[validPathIdx].pathIndices[depth]) { samePath = false; break; } } if (samePath) { samePathIdx = tempPathIdx; break; } } } // if there does not exist a path that is the same up to this point // => chose a random base possible node PossibleNode basePossibleNode; if (samePathIdx == -1) { // get random base class that is used to generate the valid path element ITypeReference baseInterface = allInterfacesList.ElementAt(this.prng.Next(allInterfacesList.Count())); validPaths[validPathIdx].pathElements[idx].validInterfaces.Add(baseInterface); List <PossibleNode> baseList = (List <PossibleNode>) this.graphInterfaces[baseInterface]; basePossibleNode = baseList.ElementAt(this.prng.Next(baseList.Count())); // add interface to mandatory list (if it is not already in it) if (!validPaths[validPathIdx].pathElements[idx].mandatoryInterfaces.Contains(baseInterface)) { validPaths[validPathIdx].pathElements[idx].mandatoryInterfaces.Add(baseInterface); } } // if there already exists a path // => use the same base possible node else { basePossibleNode = currentRoundBasePossibleNodes[samePathIdx]; ITypeReference baseInterface = basePossibleNode.givenClass.Interfaces.ElementAt(this.prng.Next(basePossibleNode.givenClass.Interfaces.Count())); validPaths[validPathIdx].pathElements[idx].validInterfaces.Add(baseInterface); // add interface to mandatory list (if it is not already in it) if (!validPaths[samePathIdx].pathElements[idx].mandatoryInterfaces.Contains(baseInterface)) { validPaths[samePathIdx].pathElements[idx].mandatoryInterfaces.Add(baseInterface); } } // add valid interfaces to the path element bool addAnotherInterface = true; int addInterfaceWeight = 3; while (addAnotherInterface) { // decide wether to add another valid interface or not switch (this.prng.Next(addInterfaceWeight)) { // add another interface to the list of valid interfaces case 0: case 1: { // check if there exists more interfaces that could be added to the list of valid interfaces if (basePossibleNode.givenClass.Interfaces.Count() == validPaths[validPathIdx].pathElements[idx].validInterfaces.Count()) { addAnotherInterface = false; break; } // add a random interface that is implemented by the base possible node int nextInterfaceIdx = this.prng.Next(basePossibleNode.givenClass.Interfaces.Count()); while (true) { ITypeReference tempInterface = basePossibleNode.givenClass.Interfaces.ElementAt(nextInterfaceIdx); // check if chosen interface is already added to the list of valid interfaces // => try next interface implemented by the base possible node if (validPaths[validPathIdx].pathElements[idx].validInterfaces.Contains(tempInterface)) { nextInterfaceIdx = (nextInterfaceIdx + 1) % basePossibleNode.givenClass.Interfaces.Count(); } // => add interface to list of valid interfaces else { validPaths[validPathIdx].pathElements[idx].validInterfaces.Add(tempInterface); // check if there exist a prior path that has an element at the same position // => if not, add interface to list of mandatory interfaces of this path if (samePathIdx == -1) { if (!validPaths[validPathIdx].pathElements[idx].mandatoryInterfaces.Contains(tempInterface)) { validPaths[validPathIdx].pathElements[idx].mandatoryInterfaces.Add(tempInterface); } } // => if there is, add interface to list of mandatory interfaces of the prior path else { if (!validPaths[samePathIdx].pathElements[idx].mandatoryInterfaces.Contains(tempInterface)) { validPaths[samePathIdx].pathElements[idx].mandatoryInterfaces.Add(tempInterface); } } break; } } break; } //do not add any more interfaces default: { addAnotherInterface = false; break; } } // make adding another invalid interface more unlikely addInterfaceWeight++; } // add invalid interfaces to the path element addAnotherInterface = true; addInterfaceWeight = 2; while (addAnotherInterface) { // decide wether to add another valid interface or not switch (this.prng.Next(addInterfaceWeight)) { // add another interface to the list of invalid interfaces case 0: case 1: { // check if there exists anymore interfaces that could be added to the list of invalid interfaces if (allInterfacesList.Count() <= (validPaths[validPathIdx].pathElements[idx].invalidInterfaces.Count() + validPaths[validPathIdx].pathElements[idx].validInterfaces.Count())) { if (allInterfacesList.Count() == (validPaths[validPathIdx].pathElements[idx].invalidInterfaces.Count() + validPaths[validPathIdx].pathElements[idx].validInterfaces.Count())) { addAnotherInterface = false; break; } throw new ArgumentException("The sum of valid and invalid interfaces should never be greater than the count of all interfaces."); } // check if there exists anymore interfaces that could be added to the list of invalid interfaces if (allInterfacesList.Count() <= (validPaths[validPathIdx].pathElements[idx].invalidInterfaces.Count() + basePossibleNode.givenClass.Interfaces.Count())) { if (allInterfacesList.Count() == (validPaths[validPathIdx].pathElements[idx].invalidInterfaces.Count() + basePossibleNode.givenClass.Interfaces.Count())) { addAnotherInterface = false; break; } throw new ArgumentException("The sum of implemented and invalid interfaces should never be greater than the count of all interfaces."); } // add a random interface that is NOT implemented by the base possible node int nextInterfaceIdx = this.prng.Next(allInterfacesList.Count()); while (true) { ITypeReference tempInterface = allInterfacesList.ElementAt(nextInterfaceIdx); // check if chosen interface is NOT added to the list of invalid interfaces // and NOT implemented by the base possible node // => if it is try next interface of all interfaces if (validPaths[validPathIdx].pathElements[idx].invalidInterfaces.Contains(tempInterface) || basePossibleNode.givenClass.Interfaces.Contains(tempInterface)) { nextInterfaceIdx = (nextInterfaceIdx + 1) % allInterfacesList.Count(); } // => add interface to list of invalid interfaces else { validPaths[validPathIdx].pathElements[idx].invalidInterfaces.Add(tempInterface); // check if there exist a prior path that has an element at the same position // => if not, add interface to list of forbidden interfaces of this path if (samePathIdx == -1) { if (!validPaths[validPathIdx].pathElements[idx].forbiddenInterfaces.Contains(tempInterface)) { validPaths[validPathIdx].pathElements[idx].forbiddenInterfaces.Add(tempInterface); } } // => if there is, add interface to list of forbidden interfaces of the prior path else { if (!validPaths[samePathIdx].pathElements[idx].forbiddenInterfaces.Contains(tempInterface)) { validPaths[samePathIdx].pathElements[idx].forbiddenInterfaces.Add(tempInterface); } } break; } } break; } //do not add any more interfaces default: { addAnotherInterface = false; break; } } // make adding another invalid interface more unlikely addInterfaceWeight++; } // add current base possible node to the current round base possible nodes currentRoundBasePossibleNodes[validPathIdx] = basePossibleNode; } } } // set all mandatory and forbidden interfaces lists of all nodes that lie on the same path for (int idx = 0; idx < this.graphDepth; idx++) { for (int validPathIdx = 1; validPathIdx < graphValidPathCount; validPathIdx++) { // search through all prior valid paths if the current path is the same until now // and get the idx of this valid path (the first occurring is all that is needed) int samePathIdx = -1; for (int tempPathIdx = 0; tempPathIdx < validPathIdx; tempPathIdx++) { bool samePath = true; for (int depth = 0; depth <= idx; depth++) { if (validPaths[tempPathIdx].pathIndices[depth] != validPaths[validPathIdx].pathIndices[depth]) { samePath = false; break; } } if (samePath) { samePathIdx = tempPathIdx; break; } } // if a path was found which is the same up to the current point // => set the mandatory and forbidden list to the lists of the found path if (samePathIdx != -1) { validPaths[validPathIdx].pathElements[idx].mandatoryInterfaces = validPaths[samePathIdx].pathElements[idx].mandatoryInterfaces; validPaths[validPathIdx].pathElements[idx].forbiddenInterfaces = validPaths[samePathIdx].pathElements[idx].forbiddenInterfaces; } } } return(validPaths); }