Exemplo n.º 1
0
        public override IDecorationOf <IStore> ApplyThisDecorationTo(IStore store)
        {
            var returnValue = new IndexingDecoration(store);

            return(returnValue);
        }
Exemplo n.º 2
0
        public override IDecorationOf<IStore> ApplyThisDecorationTo(IStore store)
        {
            var returnValue = new IndexingDecoration(store);

            return returnValue;
        }
Exemplo n.º 3
0
        public Test()
            : base(LogicOf <IStore> .New((x) =>
        {
            x.Clear();

            //add a bunch of decorations and then search for them
            IndexingDecoration store = x.WithIndex();

            //bit 0- IHasContext
            //since we're not supplying an index, it assumes it's the next one
            store.StoreOfIndices.IndexFactory.SetBitLogic("hascontext", (o) => { return(o is IHasContext); });
            //bit 1 - IHasNameValue
            store.StoreOfIndices.IndexFactory.SetBitLogic("hasnamevalue", (o) => { return(o is IHasNameValue); });
            //bit 2 - IHasName
            store.StoreOfIndices.IndexFactory.SetBitLogic("hasname", (o) => { return(o is IHasName); });

            for (int i = 0; i < 20; i++)
            {
                //bit 3 + i - IHasNameValue - name of i
                store.StoreOfIndices.IndexFactory.SetBitLogic("hasnamevalue" + i, (o) => { return(o is IHasNameValue && (o as IHasNameValue).Name == i.ToString()); });
            }

            //this gives us a few decorations to search thru. now generate mock data
            int numRecords = 1;
            Random rnd     = new Random();

            Parallel.For(0, numRecords, (i) =>
            {
                IHasId obj = i.BuildAsId();

                //using a suddendeath iteration for each record, flip a coin and add a random namevalue
                //try to get lucky 10 times.
                //this will create discernable groupings in the distribution and predictability
                //eg. probability of an item to have N NameValue pair decorations is = .5 ^ (n -1).
                //because we're randomizing which namevalue pair decoration should also give us
                //a flat bias at each quanta of grouping
                for (int j = 0; j < 10; j++)
                {
                    //coin flip
                    //if (rnd.Next(2) == 0)
                    //    continue;

                    //pick a decoration from 0 to 22
                    var decNum = rnd.Next(20);
                    obj        = obj.HasNameValue(decNum.ToString(), decNum);//decorate
                }

                //then add name on a coin flip
                if (rnd.Next(2) == 0)
                    obj = obj.HasName(i.ToString());

                store.SaveItem(obj);
            });

            //add a needle to look for
            var needleObj = int.MaxValue.BuildAsId().HasName("root").HasNameValue("0", 0).HasNameValue("1", 1).HasNameValue("2", 2).HasNameValue("3", 3).HasNameValue("4", 4).HasNameValue("5", 5);
            store.SaveItem(needleObj);

            //use this as a mask
            var mask     = store.StoreOfIndices.IndexFactory.GenerateIndex(needleObj);
            var maskFunc = mask.BuildANDLogic();
            //now search for stuff
            var equalsFunc        = mask.BuildIsEquivalentToLogic();
            var findNeedleMatches = store.SearchIndex(equalsFunc);
            var matches           = store.SearchIndex(maskFunc);

            store.Dispose();
        }))
        {
        }