コード例 #1
0
 public Chain()
 {
     myObjectTypes = new List <ObjectType>();
     myPredecidedManyToOneFactTypeMappings = new FactTypeMappingList();
     myPredecidedOneToOneFactTypeMappings  = new FactTypeMappingList();
     myUndecidedOneToOneFactTypeMappings   = new FactTypeMappingListList();
     myPossiblePermutations = new List <Permutation>();
     mySmallestPermutationsInTermsOfConceptTypes = new List <Permutation>();
 }
コード例 #2
0
		/// <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;
							}
					}
				}
			}
		}
コード例 #3
0
			/// <summary>
			/// Permutes the <see cref="FactTypeMapping"/>s, recursively.
			/// </summary>
			/// <param name="permutations">The collection containing <see cref="Permutation"/>s that have already been calculated, and to which newly calculated <see cref="Permutation"/>s are added.</param>
			/// <param name="undecidedMappings">The list of potential <see cref="FactTypeMapping"/>s for each <see cref="FactType"/> that need to be permuted.</param>
			/// <param name="decidedMappings">The <see cref="FactTypeMapping"/>s that have already been decided for this branch of the permutation. Should initially be empty.</param>
			/// <param name="deeplyMappedObjectTypes"><see cref="ObjectType"/>s that already have some deep <see cref="FactTypeMapping"/> away from them.</param>
			/// <param name="currentPosition">The index into <paramref name="undecidedMappings"/> that should be processed.</param>
			private static void PermuteFactTypeMappings(IList<Permutation> permutations, FactTypeMappingListList undecidedMappings, FactTypeMappingList decidedMappings, Dictionary<ObjectType, object> deeplyMappedObjectTypes, int currentPosition)
			{
				int nextPosition = currentPosition + 1;
				bool isLastUndecided = (nextPosition == undecidedMappings.Count);
				foreach (FactTypeMapping potentialMapping in undecidedMappings[currentPosition])
				{
					if (potentialMapping.MappingDepth == MappingDepth.Deep && deeplyMappedObjectTypes.ContainsKey(potentialMapping.FromObjectType))
					{
						// We already have a deep mapping away from this object type, so we can skip this potential mapping (which would result in an illegal permutation).
						continue;
					}

					// Put this potential mapping onto the stack of decided mappings.
					decidedMappings.Add(potentialMapping);

					if (isLastUndecided)
					{
						// This is the end of the list of undecided fact types, so we can create a permutation.
						permutations.Add(new Permutation(new FactTypeMappingList(decidedMappings)));
					}
					else
					{
						if (potentialMapping.MappingDepth == MappingDepth.Deep)
						{
							// This is a deep mapping, so add the from object type to the set of deeply mapped object types.
							deeplyMappedObjectTypes[potentialMapping.FromObjectType] = null;
						}

						// Go on to the potential mappings for the next undecided fact type.
						PermuteFactTypeMappings(permutations, undecidedMappings, decidedMappings, deeplyMappedObjectTypes, nextPosition);

						if (potentialMapping.MappingDepth == MappingDepth.Deep)
						{
							// Remove the from object type from the set of deeply mapped object types.
							deeplyMappedObjectTypes.Remove(potentialMapping.FromObjectType);
						}
					}

					// Pop this potential mapping off the stack of decided mappings so that we can go on to the next potential mapping.
					decidedMappings.RemoveAt(decidedMappings.Count - 1);
				}
			}
コード例 #4
0
			private static FactTypeMapping FindDeepMappingAwayFromObjectType(ObjectType objectType, FactTypeMappingList predecidedOneToOneFactTypeMappings, FactTypeMappingList permutationFactTypeMappings)
			{
				// UNDONE: Figure out a way we can do this off of PlayedRoles instead, which should be faster.
				foreach (FactTypeMapping mapping in predecidedOneToOneFactTypeMappings)
				{
					if (mapping.MappingDepth == MappingDepth.Deep && mapping.FromObjectType == objectType)
					{
						return mapping;
					}
				}
				foreach (FactTypeMapping mapping in permutationFactTypeMappings)
				{
					if (mapping.MappingDepth == MappingDepth.Deep && mapping.FromObjectType == objectType)
					{
						return mapping;
					}
				}
				return null;
			}
コード例 #5
0
			private void PermuteFactTypeMappings()
			{
				// UNDONE: We should consider whether we can determine what object types will collapse earlier in the process, which would allow us to
				// potentially eliminate multiple permutations that have the same result. (Rationale: When an object type is collapsed, it doesn't matter
				// whether the mappings away from it are shallow or deep; they both result in the same output.)

				int largestChainCount;
				FactTypeMappingDictionary allDecidedMappings = myDecidedFactTypeMappings;
				// Break up the chains of contiguous one-to-one fact types
				FactTypeChainer chainer = new FactTypeChainer(myPredecidedManyToOneFactTypeMappings, myPredecidedOneToOneFactTypeMappings, myUndecidedOneToOneFactTypeMappings);

				// If some chains end up at a size we cannot process, then running
				// the chainer can move some mappings from undecided to predecided.
				// We pass in the decided mappings so that we do not lose track
				// of these entries.
				largestChainCount = chainer.Run(allDecidedMappings);

				// Perform one-time pass of top-level types for the decided mappings
				//PrecalculateDecidedConceptTypes();

				// This is used in PermuteFactTypeMappings(). We allocate it once, here, for permformance reasons.
				FactTypeMappingList newlyDecidedFactTypeMappings = new FactTypeMappingList(largestChainCount);

				// This is used to prevent deep mappings of an object type in two directions.
				Dictionary<ObjectType, object> deeplyMappedObjectTypes = new Dictionary<ObjectType, object>(largestChainCount);
				ChainPermutationState permutationStateHelper = new ChainPermutationState();
				// Used to eliminate deep mappings towards simple identifiers
				Dictionary<ObjectType, bool> nonPreferredFunctionalObjectTypesCache = new Dictionary<ObjectType, bool>();

				// Loop through each chain, calculating the permutations.
				foreach (Chain chain in chainer.Chains)
				{
					// Find the object types that we already know have deep mappings away from them.
					foreach (FactTypeMapping decidedMapping in chain.PredecidedOneToOneFactTypeMappings)
					{
						if (decidedMapping.MappingDepth == MappingDepth.Deep)
						{
							deeplyMappedObjectTypes[decidedMapping.FromObjectType] = null;
						}
					}

					PermuteFactTypeMappings(chain.PossiblePermutations, chain.UndecidedOneToOneFactTypeMappings, newlyDecidedFactTypeMappings, deeplyMappedObjectTypes, 0);
					EliminateInvalidPermutations(chain, nonPreferredFunctionalObjectTypesCache);
					FindSmallestPermutationsInTermsOfConceptTypes(chain, permutationStateHelper);
#if FALSE
					// UNDONE: See notes on EliminatePermutationsWithIdenticalResults
					EliminatePermutationsWithIdenticalResults(chain);
#endif // FALSE

					// Add each mapping from the optimal permutation to the "global" set of decided mappings.
					foreach (FactTypeMapping optimalMapping in ChooseOptimalPermutation(chain).Mappings)
					{
						allDecidedMappings.Add(optimalMapping.FactType, optimalMapping);
					}

					// Clear the set of object types that have some deep mapping away from them (they will be different for the next chain).
					deeplyMappedObjectTypes.Clear();
				}
			}
コード例 #6
0
			private static bool IsBlockedDeepMapping(FactTypeMappingList mappings, int currentMappingIndex, Dictionary<ObjectType, bool> nonPreferredFuntionalObjectTypes)
			{
				FactTypeMapping mapping = mappings[currentMappingIndex];
				ObjectType towards;
				if (mapping.MappingDepth == MappingDepth.Deep && !ObjectTypePlaysNonIdentifierFunctionalRoles((towards = mapping.TowardsObjectType), nonPreferredFuntionalObjectTypes))
				{
					int mappingsCount = mappings.Count;
					int j = 1;
					for (; j < mappingsCount; ++j)
					{
						int testIndex = (j + currentMappingIndex) % mappingsCount;
						FactTypeMapping testMapping = mappings[testIndex];
						if (testMapping.MappingDepth == MappingDepth.Deep && testMapping.FromObjectType == towards && !IsBlockedDeepMapping(mappings, testIndex, nonPreferredFuntionalObjectTypes))
						{
							break;
						}
					}
					if (j == mappingsCount)
					{
						return true;
					}
				}
				return false;
			}
コード例 #7
0
                /// <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;
                            }
                        }
                    }
                }
コード例 #8
0
 public Permutation(FactTypeMappingList mappings)
 {
     myMappings = mappings;
 }