コード例 #1
0
        private void Cleanup()
        {
            _traversalStack.Clear();
            _visitedNodes.Clear();

            #if DEBUG
            // Reset reentrancy test flag.
            Interlocked.Exchange(ref _reentranceFlag, 0);
            #endif
        }
コード例 #2
0
        /// <summary>
        /// Resolves conflicts either by bending bonds or stretching bonds in the
        /// shortest path between an overlapping pair. Bending and stretch are tried
        /// for each pair and the best resolution is used.
        /// </summary>
        /// <param name="pairs">pairs</param>
        private void BendOrStretch(IEnumerable <AtomPair> pairs)
        {
            // without checking which bonds have been bent/stretch already we
            // could end up repeating a lot of repeated work to no avail
            var bendVisit    = new Dictionary <IBond, AtomPair>();
            var stretchVisit = new Dictionary <IBond, AtomPair>();

            var bendStack    = new IntStack(atoms.Length);
            var stretchStack = new IntStack(atoms.Length);

            foreach (var pair in pairs)
            {
                double score = congestion.Score();

                // each attempt will be more aggressive/distorting
                for (pair.attempt = 1; pair.attempt <= 3; pair.attempt++)
                {
                    bendStack.Clear();
                    stretchStack.Clear();

                    // attempt both bending and stretching storing the
                    // best result in the provided buffer
                    var bendScore    = Bend(pair, bendStack, buffer1, bendVisit);
                    var stretchScore = Stretch(pair, stretchStack, buffer2, stretchVisit);

                    // bending is better than stretching
                    if (bendScore < stretchScore && bendScore < score)
                    {
                        RestoreCoords(bendStack, buffer1);
                        congestion.Update(bendStack.xs, bendStack.len);
                        break;
                    }
                    // stretching is better than bending
                    else if (bendScore > stretchScore && stretchScore < score)
                    {
                        RestoreCoords(stretchStack, buffer2);
                        congestion.Update(stretchStack.xs, stretchStack.len);
                        break;
                    }
                }
            }
        }