Example #1
0
        // There is no default constructor, because these parameters are needed for most subclasses
        public DoomDetectionStrategy(Implementation imp, Block unifiedexit, List <Block> unreach)
        {
            m_BlockH        = new BlockHierachy(imp, unifiedexit);
            __DEBUG_EQCLeaf = m_BlockH.Leaves.Count;

            //foreach (BlockHierachyNode bhn in m_BlockH.Leaves)
            //{
            //    if (bhn.Content.Count > 0) __DEBUG_minelements.Add(bhn.Content[0]);
            //}
            //if (imp.Blocks.Count>0) m_GatherInfo(imp.Blocks[0], 0, 0,0);


            if (__DEBUGOUT)
            {
                Console.WriteLine("MaBranchingDepth {0}  MaxMinPP {1} ", m_MaxBranchingDepth, m_MaxK);

                Console.WriteLine("AvgLeaverPerPath {0} AvgPLen {1}", 0, 0);
            }

            MaxBlocks           = imp.Blocks.Count;
            MinBlocks           = imp.Blocks.Count;
            HACK_NewCheck       = false;
            __DEBUG_BlocksTotal = imp.Blocks.Count;
        }
Example #2
0
        // There is no default constructor, because these parameters are needed for most subclasses
        public DoomDetectionStrategy(Implementation imp, Block unifiedexit, List<Block> unreach) 
        {
            m_BlockH = new BlockHierachy(imp, unifiedexit);
            __DEBUG_EQCLeaf = m_BlockH.Leaves.Count;
            
            //foreach (BlockHierachyNode bhn in m_BlockH.Leaves)
            //{
            //    if (bhn.Content.Count > 0) __DEBUG_minelements.Add(bhn.Content[0]);
            //}
            //if (imp.Blocks.Count>0) m_GatherInfo(imp.Blocks[0], 0, 0,0);


            if (__DEBUGOUT)
            {
                Console.WriteLine("MaBranchingDepth {0}  MaxMinPP {1} ", m_MaxBranchingDepth, m_MaxK);

                Console.WriteLine("AvgLeaverPerPath {0} AvgPLen {1}", 0, 0);
            }

            MaxBlocks = imp.Blocks.Count;
            MinBlocks = imp.Blocks.Count;
            HACK_NewCheck = false;
            __DEBUG_BlocksTotal = imp.Blocks.Count;
        }