public FactTypeChainer(FactTypeMappingDictionary predecidedManyToOneFactTypeMappings, FactTypeMappingDictionary predecidedOneToOneFactTypeMappings, FactTypeMappingListDictionary undecidedOneToOneFactTypeMappings) { myChains = new ChainList(); myPredecidedManyToOneFactTypeMappings = predecidedManyToOneFactTypeMappings; myPredecidedOneToOneFactTypeMappings = predecidedOneToOneFactTypeMappings; myUndecidedOneToOneFactTypeMappings = undecidedOneToOneFactTypeMappings; }
/// <summary> /// Determins wheather or not an object type has any possible (potential or decided) /// deep fact type mappings away from it. /// </summary> /// <param name="objectType">The object type to consider</param> /// <param name="excludedFactType">The fact type to ignore. This parameter may be null.</param> /// <param name="decidedFactTypeMappings">The decided <see cref="FactTypeMapping"/> objects.</param> /// <param name="undecidedFactTypeMappings">The undecided <see cref="FactTypeMapping"/> possibilities.</param> /// <returns>True if objectType has possible deep mappings away from it, otherwise false.</returns> private bool ObjectTypeHasPossibleDeepMappingsAway(ObjectType objectType, FactType excludedFactType, FactTypeMappingDictionary decidedFactTypeMappings, FactTypeMappingListDictionary undecidedFactTypeMappings) { LinkedElementCollection<Role> rolesPlayed = ObjectTypePlaysRole.GetPlayedRoleCollection(objectType); foreach (Role rolePlayed in rolesPlayed) { // NOTE: We don't need the ShouldIgnoreFactType filter here, because fact types that we want to ignore won't be in the dictionaries in the first place. FactType factType = rolePlayed.BinarizedFactType; if (factType == excludedFactType) { continue; } FactTypeMapping decidedFactTypeMapping; bool decidedFactTypeMappingExists = decidedFactTypeMappings.TryGetValue(factType, out decidedFactTypeMapping); FactTypeMappingList potentialFactTypeMappings; bool potentialFactTypeMappingsExist = undecidedFactTypeMappings.TryGetValue(factType, out potentialFactTypeMappings); // If there's a decided deep fact type mapping away from objectType... if (decidedFactTypeMappingExists && decidedFactTypeMapping.MappingDepth == MappingDepth.Deep && decidedFactTypeMapping.FromObjectType == objectType) { return true; } else if (potentialFactTypeMappingsExist) { foreach (FactTypeMapping potentialFactTypeMapping in potentialFactTypeMappings) { // If there's a potential deep fact type mapping away from objectType... if (potentialFactTypeMapping.MappingDepth == MappingDepth.Deep && potentialFactTypeMapping.FromObjectType == objectType) { return true; } } } } return false; }
/// <summary> /// Maps one-to-one fact types with two simple alethic mandatories away from the object type that has no possible /// (potential or decided) deep mappings away from it. If both role players meet this criteria then no action is /// taken. /// </summary> /// <param name="decidedOneToOneFactTypeMappings">The decided <see cref="FactTypeMapping"/> objects.</param> /// <param name="undecidedOneToOneFactTypeMappings">The undecided <see cref="FactTypeMapping"/> posibilities.</param> /// <returns>The number of previously potential one-to-one fact type mappings that are now decided.</returns> private int MapTrivialOneToOneFactTypesWithTwoMandatories(FactTypeMappingDictionary decidedOneToOneFactTypeMappings, FactTypeMappingListDictionary undecidedOneToOneFactTypeMappings) { List<FactType> factTypesPendingDeletion = new List<FactType>(); foreach (KeyValuePair<FactType, FactTypeMappingList> undecidedPair in undecidedOneToOneFactTypeMappings) { FactType factType = undecidedPair.Key; FactTypeMappingList potentialFactTypeMappings = undecidedPair.Value; LinkedElementCollection<RoleBase> roles = factType.RoleCollection; Debug.Assert(roles.Count == 2, "All fact type mappings should be for fact types with exactly two roles."); Role firstRole = roles[0].Role; Role secondRole = roles[1].Role; ObjectType firstRolePlayer = firstRole.RolePlayer; ObjectType secondRolePlayer = secondRole.RolePlayer; // If this is a one-to-one fact type with two simple alethic mandatories... if (firstRole.SingleRoleAlethicMandatoryConstraint != null && secondRole.SingleRoleAlethicMandatoryConstraint != null) { FactTypeMapping deepMappingTowardsFirstRole = null; FactTypeMapping deepMappingTowardsSecondRole = null; // Find our potential deep mappings. foreach (FactTypeMapping potentialFactTypeMapping in potentialFactTypeMappings) { if (potentialFactTypeMapping.MappingDepth == MappingDepth.Deep) { if (potentialFactTypeMapping.TowardsRole == firstRole) { deepMappingTowardsFirstRole = potentialFactTypeMapping; } else { Debug.Assert(potentialFactTypeMapping.TowardsRole == secondRole); deepMappingTowardsSecondRole = potentialFactTypeMapping; } } } bool firstRolePlayerHasPossibleDeepMappingsAway = ObjectTypeHasPossibleDeepMappingsAway(firstRolePlayer, factType, decidedOneToOneFactTypeMappings, undecidedOneToOneFactTypeMappings); bool secondRolePlayerHasPossibleDeepMappingsAway = ObjectTypeHasPossibleDeepMappingsAway(secondRolePlayer, factType, decidedOneToOneFactTypeMappings, undecidedOneToOneFactTypeMappings); // UNDONE: We need to do cycle checking at or before this point, since otherwise this can create a decided deep mapping cycle. // If secondRolePlayer has no possible deep mappings away from it, and firstRolePlayer does... if (firstRolePlayerHasPossibleDeepMappingsAway && !secondRolePlayerHasPossibleDeepMappingsAway) { // Make sure that this deep mapping was one of our potentials. if (deepMappingTowardsFirstRole != null) { Debug.Assert(firstRole.SingleRoleAlethicUniquenessConstraint != null); // Make sure we're not going towards a preferred identifier. Doing so is valid, and sometimes optimal, // but not always, hence the permuter needs to consider it. if (!firstRole.SingleRoleAlethicUniquenessConstraint.IsPreferred) { // Deep map toward firstRolePlayer decidedOneToOneFactTypeMappings.Add(factType, deepMappingTowardsFirstRole); factTypesPendingDeletion.Add(factType); } } } // ...and vice-versa... else if (!firstRolePlayerHasPossibleDeepMappingsAway && secondRolePlayerHasPossibleDeepMappingsAway) { // Make sure that this deep mapping was one of our potentials. if (deepMappingTowardsSecondRole != null) { Debug.Assert(secondRole.SingleRoleAlethicUniquenessConstraint != null); // Make sure we're not going towards a preferred identifier. Doing so is valid, and sometimes optimal, // but not always, hence the permuter needs to consider it. if (!secondRole.SingleRoleAlethicUniquenessConstraint.IsPreferred) { // Deep map toward secondRolePlayer decidedOneToOneFactTypeMappings.Add(factType, deepMappingTowardsSecondRole); factTypesPendingDeletion.Add(factType); } } } } } // Delete each undecided (now decided) fact type mapping marked for deletion. foreach (FactType key in factTypesPendingDeletion) { undecidedOneToOneFactTypeMappings.Remove(key); } return factTypesPendingDeletion.Count; }
/// <summary> /// Filters out deep potential mappings that are from an <see cref="ObjectType"/> that already has a decided deep /// mapping from it. /// </summary> /// <param name="decidedOneToOneFactTypeMappings">The decided <see cref="FactTypeMapping"/> objects.</param> /// <param name="undecidedOneToOneFactTypeMappings">The undecided <see cref="FactTypeMapping"/> possibilities.</param> private void RemoveImpossiblePotentialFactTypeMappings(FactTypeMappingDictionary decidedOneToOneFactTypeMappings, FactTypeMappingListDictionary undecidedOneToOneFactTypeMappings) { Dictionary<ObjectType, object> deeplyMappedObjectTypes = new Dictionary<ObjectType, object>(decidedOneToOneFactTypeMappings.Count + undecidedOneToOneFactTypeMappings.Count); // For each decided fact type mapping... foreach (FactTypeMapping factTypeMapping in decidedOneToOneFactTypeMappings.Values) { // If it's a deep mapping... if (factTypeMapping.MappingDepth == MappingDepth.Deep) { deeplyMappedObjectTypes[factTypeMapping.FromObjectType] = null; } } List<FactType> factsPendingDeletion = new List<FactType>(); foreach (KeyValuePair<FactType, FactTypeMappingList> undecidedFactTypeMapping in undecidedOneToOneFactTypeMappings) { FactType factType = undecidedFactTypeMapping.Key; FactTypeMappingList potentialFactTypeMappings = undecidedFactTypeMapping.Value; // For each potential fact type mapping... for (int i = potentialFactTypeMappings.Count - 1; i >= 0; --i) { FactTypeMapping potentialFactTypeMapping = potentialFactTypeMappings[i]; // If it is maped away from an ObjectType that is already determined to be mapped elsewhere... if (potentialFactTypeMapping.MappingDepth == MappingDepth.Deep && deeplyMappedObjectTypes.ContainsKey(potentialFactTypeMapping.FromObjectType)) { // Remove it as a possibility. potentialFactTypeMappings.RemoveAt(i); } } Debug.Assert(potentialFactTypeMappings.Count > 0); // If there is only one possibility left... if (potentialFactTypeMappings.Count == 1) { // Mark it decided. decidedOneToOneFactTypeMappings.Add(factType, potentialFactTypeMappings[0]); factsPendingDeletion.Add(factType); } } // Delete each undecided (now decided) fact type mapping marked for deletion. foreach (FactType key in factsPendingDeletion) { undecidedOneToOneFactTypeMappings.Remove(key); } }
/// <summary> /// Runs various algorithms on the undecided fact type mappings in an attempt to decide as many as possible. /// </summary> /// <param name="decidedManyToOneFactTypeMappings">The decided many-to-one <see cref="FactTypeMapping"/> objects.</param> /// <param name="decidedOneToOneFactTypeMappings">The decided one-to-one <see cref="FactTypeMapping"/> objects.</param> /// <param name="undecidedOneToOneFactTypeMappings">The undecided <see cref="FactTypeMapping"/> possibilities.</param> private void FilterFactTypeMappings(FactTypeMappingDictionary decidedManyToOneFactTypeMappings, FactTypeMappingDictionary decidedOneToOneFactTypeMappings, FactTypeMappingListDictionary undecidedOneToOneFactTypeMappings) { bool changed; do { RemoveImpossiblePotentialFactTypeMappings(decidedOneToOneFactTypeMappings, undecidedOneToOneFactTypeMappings); changed = MapTrivialOneToOneFactTypesWithTwoMandatories(decidedOneToOneFactTypeMappings, undecidedOneToOneFactTypeMappings) > 0; } while (changed); }
/// <summary> /// Determines the obvious fact type mappings, and all other potential mappings. /// </summary> /// <param name="modelFactTypes">The <see cref="FactType"/> objects of the model</param> /// <param name="decidedManyToOneFactTypeMappings">The decided many-to-one <see cref="FactTypeMapping"/> objects.</param> /// <param name="decidedOneToOneFactTypeMappings">The decided one-to-one <see cref="FactTypeMapping"/> objects.</param> /// <param name="undecidedOneToOneFactTypeMappings">The undecided <see cref="FactTypeMapping"/> possibilities.</param> private void PerformInitialFactTypeMappings(LinkedElementCollection<FactType> modelFactTypes, FactTypeMappingDictionary decidedManyToOneFactTypeMappings, FactTypeMappingDictionary decidedOneToOneFactTypeMappings, FactTypeMappingListDictionary undecidedOneToOneFactTypeMappings) { // For each fact type in the model... foreach (FactType factType in modelFactTypes) { if (ShouldIgnoreFactType(factType)) { continue; } SubtypeFact subtypeFact = factType as SubtypeFact; // If it's a subtype relation... MandatoryConstraint mandatory; if (subtypeFact != null) { Role subtypeRole = subtypeFact.SubtypeRole; Role supertypeRole = subtypeFact.SupertypeRole; mandatory = supertypeRole.SingleRoleAlethicMandatoryConstraint; // Note that the only way to get a mandatory on the supertype role is with an implied mandatory, verified explicitly below // Map deeply toward the supertype. FactTypeMapping factTypeMapping = new FactTypeMapping( subtypeFact, subtypeRole, supertypeRole, FactTypeMappingFlags.Subtype | FactTypeMappingFlags.DeepMapping | FactTypeMappingFlags.FromRoleMandatory | ((mandatory != null && mandatory.IsImplied) ? FactTypeMappingFlags.TowardsRoleMandatory | FactTypeMappingFlags.TowardsRoleImpliedMandatory : FactTypeMappingFlags.None) | (subtypeRole.RolePlayer.IsValueType ? FactTypeMappingFlags.FromValueType | FactTypeMappingFlags.TowardsValueType : FactTypeMappingFlags.None)); decidedOneToOneFactTypeMappings.Add(subtypeFact, factTypeMapping); } else { LinkedElementCollection<RoleBase> roles = factType.RoleCollection; Debug.Assert(roles.Count == 2 && (factType.Objectification == null || factType.UnaryRole != null), "Non-binarized fact types should have been filtered out already."); Role firstRole = roles[0].Role; Role secondRole = roles[1].Role; ObjectType firstRolePlayer = firstRole.RolePlayer; ObjectType secondRolePlayer = secondRole.RolePlayer; UniquenessConstraint firstRoleUniquenessConstraint = (UniquenessConstraint)firstRole.SingleRoleAlethicUniquenessConstraint; UniquenessConstraint secondRoleUniquenessConstraint = (UniquenessConstraint)secondRole.SingleRoleAlethicUniquenessConstraint; bool firstRolePlayerIsValueType = firstRolePlayer.IsValueType; bool secondRolePlayerIsValueType = secondRolePlayer.IsValueType; bool firstRoleIsUnique = (firstRoleUniquenessConstraint != null); bool secondRoleIsUnique = (secondRoleUniquenessConstraint != null); bool firstRoleIsMandatory = null != (mandatory = firstRole.SingleRoleAlethicMandatoryConstraint); bool firstRoleIsImplicitlyMandatory = firstRoleIsMandatory && mandatory.IsImplied; bool firstRoleIsExplicitlyMandatory = firstRoleIsMandatory && !firstRoleIsImplicitlyMandatory; bool secondRoleIsMandatory = null != (mandatory = secondRole.SingleRoleAlethicMandatoryConstraint); bool secondRoleIsImplicitlyMandatory = secondRoleIsMandatory && mandatory.IsImplied; bool secondRoleIsExplicitlyMandatory = secondRoleIsMandatory && !secondRoleIsImplicitlyMandatory; // We don't need to worry about shallow mappings towards preferred identifiers on many-to-ones, since the preferred // identifier pattern ensures that these cases will always map towards the object type being identified anyway. const int FIRST_SECOND_SHALLOW = 1; const int FIRST_SECOND_DEEP = 2; const int SECOND_FIRST_SHALLOW = 4; const int SECOND_FIRST_DEEP = 8; int possibilityBits = 0; bool manyToOne = false; // If only firstRole is unique... if (firstRoleIsUnique && !secondRoleIsUnique) { // Shallow map toward firstRolePlayer. possibilityBits |= SECOND_FIRST_SHALLOW; manyToOne = true; } else if (!firstRoleIsUnique && secondRoleIsUnique) // ...only secondRole is unique... { // Shallow map toward secondRolePlayer. possibilityBits |= FIRST_SECOND_SHALLOW; manyToOne = true; } else if (firstRoleIsUnique && secondRoleIsUnique) // ...both roles are unique... { // If this is a ring fact type... if (firstRolePlayer == secondRolePlayer) { // If only firstRole is mandatory... if (firstRoleIsExplicitlyMandatory && !secondRoleIsExplicitlyMandatory) { // Shallow map toward firstRolePlayer (mandatory role player). possibilityBits |= FIRST_SECOND_SHALLOW; } else if (!firstRoleIsExplicitlyMandatory && secondRoleIsExplicitlyMandatory) // ...only secondRole is mandatory... { // Shallow map toward secondRolePlayer (mandatory role player). possibilityBits |= SECOND_FIRST_SHALLOW; } else // ...otherwise... { // Shallow map toward firstRolePlayer. possibilityBits |= FIRST_SECOND_SHALLOW; } } else // ...not a ring fact type... { // These are used to make sure that we never shallowly map towards a preferred identifier. bool firstRoleIsUniqueAndPreferred = firstRoleIsUnique && firstRoleUniquenessConstraint.IsPreferred; bool secondRoleIsUniqueAndPreferred = secondRoleIsUnique && secondRoleUniquenessConstraint.IsPreferred; // If neither role is mandatory... if (!firstRoleIsExplicitlyMandatory && !secondRoleIsExplicitlyMandatory) { // If firstRole is not preferred... if (!firstRoleIsUniqueAndPreferred) { // Shallow map toward firstRolePlayer. possibilityBits |= SECOND_FIRST_SHALLOW; } // If secondRole is not preferred... if (!secondRoleIsUniqueAndPreferred) { // Shallow map toward secondRolePlayer. possibilityBits |= FIRST_SECOND_SHALLOW; } } else if (firstRoleIsExplicitlyMandatory && !secondRoleIsExplicitlyMandatory) // ...only firstRole is mandatory... { // Note that the first role cannot be be preferred if the second role is not mandatory // Shallow map toward firstRolePlayer. possibilityBits |= SECOND_FIRST_SHALLOW; #if FALSE // UNDONE: This is a much deeper check for 1-1 patterns off of mandatory constraints. Both this and // the current much quicker check are meant to limit permutation checks on patterns where numerous // 1-1 fact types reference the same optional role player. Both of these systems are extremely fragile // to one of the uses of the value being made mandatory, in which case this loop does not apply. // We need to find a quicker mechanism for determining when we should allow an absorption towards // a fully optional object type, or some other check to eliminate extremely long chains (these can // easily consume all memory on a machine). bool allowMappingTowardsOptionalRole = true; if (null != (mandatory = secondRolePlayer.ImpliedMandatoryConstraint)) { if (!(secondRoleIsUniqueAndPreferred && factType.ImpliedByObjectification != null)) { foreach (Role testRole in mandatory.RoleCollection) { if (testRole != secondRole && !ShouldIgnoreFactType((testRole.Proxy ?? (RoleBase)testRole).FactType)) { Role oppositeRole; if (testRole.SingleRoleAlethicUniquenessConstraint != null && null != (oppositeRole = testRole.OppositeRoleAlwaysResolveProxy as Role) && null != oppositeRole.SingleRoleAlethicUniquenessConstraint && null != (mandatory = oppositeRole.SingleRoleAlethicMandatoryConstraint) && !mandatory.IsImplied) { // If there are multiple 1-1 mappings towards an object type with // an implied mandatory, then don't consider any mappings towards // this entity. allowMappingTowardsOptionalRole = false; break; } } } } } if (allowMappingTowardsOptionalRole) #endif // FALSE if (null == secondRolePlayer.ImpliedMandatoryConstraint || ((secondRoleIsUniqueAndPreferred && !secondRolePlayerIsValueType) || factType.ImpliedByObjectification != null)) { // If secondRole is not preferred... if (!secondRoleIsUniqueAndPreferred) { // Shallow map toward secondRolePlayer. possibilityBits |= FIRST_SECOND_SHALLOW; } // Deep map toward secondRolePlayer. possibilityBits |= FIRST_SECOND_DEEP; } } else if (!firstRoleIsExplicitlyMandatory && secondRoleIsExplicitlyMandatory) // ...only secondRole is mandatory... { // Note that the second role cannot be preferred if the first role is not mandatory // Shallow map toward secondRolePlayer. possibilityBits |= FIRST_SECOND_SHALLOW; #if FALSE // UNDONE: See comments above, duplicate code switching first and second bool allowMappingTowardsOptionalRole = true; if (null != (mandatory = firstRolePlayer.ImpliedMandatoryConstraint)) { if (!(firstRoleIsUniqueAndPreferred && factType.ImpliedByObjectification != null)) { foreach (Role testRole in mandatory.RoleCollection) { if (testRole != firstRole && !ShouldIgnoreFactType((testRole.Proxy ?? (RoleBase)testRole).FactType)) { Role oppositeRole; if (testRole.SingleRoleAlethicUniquenessConstraint != null && null != (oppositeRole = testRole.OppositeRoleAlwaysResolveProxy as Role) && null != oppositeRole.SingleRoleAlethicUniquenessConstraint && null != (mandatory = oppositeRole.SingleRoleAlethicMandatoryConstraint) && !mandatory.IsImplied) { // If there are multiple 1-1 mappings towards an object type with // an implied mandatory, then don't consider any mappings towards // this entity. allowMappingTowardsOptionalRole = false; break; } } } } } if (allowMappingTowardsOptionalRole) #endif // FALSE if (null == firstRolePlayer.ImpliedMandatoryConstraint || ((firstRoleIsUniqueAndPreferred && !firstRolePlayerIsValueType) || factType.ImpliedByObjectification != null)) { // If firstRole is not preferred... if (!firstRoleIsUniqueAndPreferred) { // Shallow map toward firstRolePlayer. possibilityBits |= SECOND_FIRST_SHALLOW; } // Deep map toward firstRolePlayer. possibilityBits |= SECOND_FIRST_DEEP; } } else // ...both roles are mandatory... { // If firstRole is not preferred... if (!firstRoleIsUniqueAndPreferred) { // Shallow map toward firstRolePlayer. possibilityBits |= SECOND_FIRST_SHALLOW; } // If secondRole is not preferred... if (!secondRoleIsUniqueAndPreferred) { // Shallow map toward secondRolePlayer. possibilityBits |= FIRST_SECOND_SHALLOW; } // Possible deep map toward firstRolePlayer and toward secondRolePlayer possibilityBits |= FIRST_SECOND_DEEP | SECOND_FIRST_DEEP; } } } Debug.Assert(possibilityBits != 0); switch (possibilityBits) { case FIRST_SECOND_SHALLOW: (manyToOne ? decidedManyToOneFactTypeMappings : decidedOneToOneFactTypeMappings).Add(factType, new FactTypeMapping(factType, firstRole, secondRole, GetFlags(false, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory))); break; case SECOND_FIRST_SHALLOW: (manyToOne ? decidedManyToOneFactTypeMappings : decidedOneToOneFactTypeMappings).Add(factType, new FactTypeMapping(factType, secondRole, firstRole, GetFlags(false, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory))); break; case FIRST_SECOND_DEEP: (manyToOne ? decidedManyToOneFactTypeMappings : decidedOneToOneFactTypeMappings).Add(factType, new FactTypeMapping(factType, firstRole, secondRole, GetFlags(true, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory))); break; case SECOND_FIRST_DEEP: (manyToOne ? decidedManyToOneFactTypeMappings : decidedOneToOneFactTypeMappings).Add(factType, new FactTypeMapping(factType, secondRole, firstRole, GetFlags(true, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory))); break; default: { // UNDONE: I don't see any reason to use a heavy-weight list structure here. The // same information could be stored in an UndecidedFactTypeMapping structure that // uses a bit field mechanism similar to this block of code. This would allow us // to store the factType/firstRole/secondRole once and interpret the contents based // on a single bitfield. In the meantime, keep the list as small as possible. int countBits = possibilityBits; int count = 0; while (countBits != 0) { if (0 != (countBits & 1)) { ++count; } countBits >>= 1; } FactTypeMappingList potentialMappingList = new FactTypeMappingList(count); count = -1; if (0 != (possibilityBits & FIRST_SECOND_SHALLOW)) { potentialMappingList.Add(new FactTypeMapping(factType, firstRole, secondRole, GetFlags(false, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory))); } if (0 != (possibilityBits & SECOND_FIRST_SHALLOW)) { potentialMappingList.Add(new FactTypeMapping(factType, secondRole, firstRole, GetFlags(false, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory))); } if (0 != (possibilityBits & FIRST_SECOND_DEEP)) { potentialMappingList.Add(new FactTypeMapping(factType, firstRole, secondRole, GetFlags(true, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory))); } if (0 != (possibilityBits & SECOND_FIRST_DEEP)) { potentialMappingList.Add(new FactTypeMapping(factType, secondRole, firstRole, GetFlags(true, secondRolePlayerIsValueType, secondRoleIsMandatory, secondRoleIsImplicitlyMandatory, firstRolePlayerIsValueType, firstRoleIsMandatory, firstRoleIsImplicitlyMandatory))); } undecidedOneToOneFactTypeMappings.Add(factType, potentialMappingList); break; } } } } }
/// <summary> /// Transforms the data in <see cref="ORMModel"/> into this <see cref="AbstractionModel"/>. /// </summary> private void TransformORMtoOial() { ORMModel model = this.ORMModel; LinkedElementCollection<FactType> modelFactTypes = model.FactTypeCollection; FactTypeMappingDictionary decidedManyToOneFactTypeMappings = new FactTypeMappingDictionary(); FactTypeMappingDictionary decidedOneToOneFactTypeMappings = new FactTypeMappingDictionary(); FactTypeMappingListDictionary undecidedOneToOneFactTypeMappings = new FactTypeMappingListDictionary(); PerformInitialFactTypeMappings(modelFactTypes, decidedManyToOneFactTypeMappings, decidedOneToOneFactTypeMappings, undecidedOneToOneFactTypeMappings); FilterFactTypeMappings(decidedManyToOneFactTypeMappings, decidedOneToOneFactTypeMappings, undecidedOneToOneFactTypeMappings); FactTypeMappingPermuter permuter = new FactTypeMappingPermuter(decidedManyToOneFactTypeMappings, decidedOneToOneFactTypeMappings, undecidedOneToOneFactTypeMappings); FactTypeMappingDictionary decidedFactTypeMappings = permuter.Run(); GenerateOialModel(decidedFactTypeMappings); }
public FactTypeMappingPermuter(FactTypeMappingDictionary predecidedManyToOneFactTypeMappings, FactTypeMappingDictionary predecidedOneToOneFactTypeMappings, FactTypeMappingListDictionary undecidedOneToOneFactTypeMappings) { myPredecidedManyToOneFactTypeMappings = predecidedManyToOneFactTypeMappings; myPredecidedOneToOneFactTypeMappings = predecidedOneToOneFactTypeMappings; myUndecidedOneToOneFactTypeMappings = undecidedOneToOneFactTypeMappings; myDecidedFactTypeMappings = new FactTypeMappingDictionary(predecidedManyToOneFactTypeMappings.Count + predecidedOneToOneFactTypeMappings.Count + undecidedOneToOneFactTypeMappings.Count); foreach (KeyValuePair<FactType, FactTypeMapping> pair in predecidedManyToOneFactTypeMappings) { myDecidedFactTypeMappings.Add(pair.Key, pair.Value); } foreach (KeyValuePair<FactType, FactTypeMapping> pair in predecidedOneToOneFactTypeMappings) { myDecidedFactTypeMappings.Add(pair.Key, pair.Value); } }
/// <summary> /// If the number of undecided elements is unreasonably high, /// then apply incrementally more stringent requirements for /// deciding fact type mappings until we have a reasonable number. /// </summary> public void EnsureReasonablePermutations(FactTypeMappingListDictionary allUndecidedMappings, FactTypeMappingDictionary allPredecidedMappings, FactTypeMappingDictionary allDecidedMappings) { FactTypeMappingListList undecidedMappings = myUndecidedOneToOneFactTypeMappings; double maxPermutations = CalculateMaxNumberOfPermutations(undecidedMappings); if (maxPermutations > MaxReasonablePermutations) { int undecidedMappingCount = undecidedMappings.Count; Predicate <FactTypeMapping>[] reductionConditions = ReductionConditions; if (reductionConditions == null) { // Note that there is intentionally a lot of duplication in // these routines. An earlier design attempted to call previous // conditions along with later ones, but this resulted in a much // more complicated algorithm and multiple calls. The algorithm // was simplified in exchange for making these condition routines // more complicated. reductionConditions = new Predicate <FactTypeMapping>[] { delegate(FactTypeMapping mapping) { // If the fact type has a single non-mandatory value type // then do not map towards the value type. FactTypeMappingFlags mappingFlags = mapping.Flags; if ((mappingFlags & (FactTypeMappingFlags.TowardsValueType | FactTypeMappingFlags.FromValueType)) == (FactTypeMappingFlags.TowardsValueType)) { if (0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleMandatory)) { return(0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleImpliedMandatory)); } return(true); } return(false); }, delegate(FactTypeMapping mapping) { // If the fact type has an unbalanced mandatory and is not a subtype, // then map towards the mandatory. FactTypeMappingFlags mappingFlags = mapping.Flags; if (FactTypeMappingFlags.FromRoleMandatory == (mappingFlags & (FactTypeMappingFlags.FromRoleMandatory | FactTypeMappingFlags.FromRoleImpliedMandatory)) && 0 == (mappingFlags & FactTypeMappingFlags.Subtype) && FactTypeMappingFlags.TowardsRoleMandatory != (mappingFlags & (FactTypeMappingFlags.TowardsRoleMandatory | FactTypeMappingFlags.TowardsRoleImpliedMandatory))) { return(true); } // Duplicate previous ValueType check if ((mappingFlags & (FactTypeMappingFlags.TowardsValueType | FactTypeMappingFlags.FromValueType)) == (FactTypeMappingFlags.TowardsValueType)) { if (0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleMandatory)) { return(0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleImpliedMandatory)); } return(true); } return(false); }, delegate(FactTypeMapping mapping) { // Map away from a preferred identifier. This is not a cumulative test, and is ignored for later conditions. FactTypeMappingFlags mappingFlags = mapping.Flags; if (0 == (mappingFlags & FactTypeMappingFlags.FromPreferredIdentifier)) { return(true); } // Duplicate unbalanced ValueType and unbalanced mandatory checks if (FactTypeMappingFlags.FromRoleMandatory == (mappingFlags & (FactTypeMappingFlags.FromRoleMandatory | FactTypeMappingFlags.FromRoleImpliedMandatory)) && 0 == (mappingFlags & FactTypeMappingFlags.Subtype) && FactTypeMappingFlags.TowardsRoleMandatory != (mappingFlags & (FactTypeMappingFlags.TowardsRoleMandatory | FactTypeMappingFlags.TowardsRoleImpliedMandatory))) { return(true); } if ((mappingFlags & (FactTypeMappingFlags.TowardsValueType | FactTypeMappingFlags.FromValueType)) == (FactTypeMappingFlags.TowardsValueType)) { if (0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleMandatory)) { return(0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleImpliedMandatory)); } return(true); } return(false); }, delegate(FactTypeMapping mapping) { // Prefer a shallow mapping. FactTypeMappingFlags mappingFlags = mapping.Flags; if (0 != (mappingFlags & FactTypeMappingFlags.DeepMapping)) { return(true); } // Duplicate unbalanced ValueType and unbalanced mandatory checks if (FactTypeMappingFlags.FromRoleMandatory == (mappingFlags & (FactTypeMappingFlags.FromRoleMandatory | FactTypeMappingFlags.FromRoleImpliedMandatory)) && 0 == (mappingFlags & FactTypeMappingFlags.Subtype) && FactTypeMappingFlags.TowardsRoleMandatory != (mappingFlags & (FactTypeMappingFlags.TowardsRoleMandatory | FactTypeMappingFlags.TowardsRoleImpliedMandatory))) { return(true); } if ((mappingFlags & (FactTypeMappingFlags.TowardsValueType | FactTypeMappingFlags.FromValueType)) == (FactTypeMappingFlags.TowardsValueType)) { if (0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleMandatory)) { return(0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleImpliedMandatory)); } return(true); } return(false); }, delegate(FactTypeMapping mapping) { // If we have too many permutations then just map towards the first role. // Yes, this is completely arbitrary, but getting anywhere past item 2 on // this list will be extremely rarely and represents truly pathological cases. // Perform previous flag-based checks first. FactTypeMappingFlags mappingFlags = mapping.Flags; if (0 != (mappingFlags & FactTypeMappingFlags.DeepMapping)) { return(true); } if (FactTypeMappingFlags.FromRoleMandatory == (mappingFlags & (FactTypeMappingFlags.FromRoleMandatory | FactTypeMappingFlags.FromRoleImpliedMandatory)) && 0 == (mappingFlags & FactTypeMappingFlags.Subtype) && FactTypeMappingFlags.TowardsRoleMandatory != (mappingFlags & (FactTypeMappingFlags.TowardsRoleMandatory | FactTypeMappingFlags.TowardsRoleImpliedMandatory))) { return(true); } if ((mappingFlags & (FactTypeMappingFlags.TowardsValueType | FactTypeMappingFlags.FromValueType)) == (FactTypeMappingFlags.TowardsValueType)) { if (0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleMandatory)) { return(0 != (mappingFlags & FactTypeMappingFlags.TowardsRoleImpliedMandatory)); } return(true); } Role role = mapping.TowardsRole; return(0 != mapping.FactType.RoleCollection.IndexOf((RoleBase)role.Proxy ?? role)); }, }; ReductionConditions = reductionConditions; } FactTypeMappingList decidedMappings = myPredecidedOneToOneFactTypeMappings; for (int maxReduction = 0; maxReduction < reductionConditions.Length; ++maxReduction) { for (int undecidedMappingIndex = undecidedMappingCount - 1; undecidedMappingIndex >= 0; --undecidedMappingIndex) { FactTypeMappingList testMappings = undecidedMappings[undecidedMappingIndex]; int testMappingCount = testMappings.Count; // Note that the max length of this list is four (shallow and deep both directions) FactTypeMapping singleMapping = null; for (int i = 0; i < testMappingCount; ++i) { FactTypeMapping testMapping = testMappings[i]; if (!reductionConditions[maxReduction](testMapping)) { // This test mapping is not filtered, allow it if (singleMapping == null) { singleMapping = testMapping; } else { singleMapping = null; break; } } } if (singleMapping != null) { decidedMappings.Add(singleMapping); undecidedMappings.RemoveAt(undecidedMappingIndex); --undecidedMappingCount; maxPermutations /= testMappingCount; FactType factTypeKey = singleMapping.FactType; allUndecidedMappings.Remove(factTypeKey); allPredecidedMappings.Add(factTypeKey, singleMapping); allDecidedMappings.Add(factTypeKey, singleMapping); } } if (maxPermutations <= MaxReasonablePermutations) { break; } } } }