示例#1
0
        private FunBase LoopyGetNextFun(ref int curFunIndex, HH hh = null) // hh is only available in parallel-runs (for adapting the loopcounter)
        {
            FunLoop backSender = null;

            // the just run function was the last of a loop: increase loop-counter and check if a jump back to loop-start is required
            if (loopEnds.ContainsKey(curFunIndex - 1))
            {
                foreach (FunLoop loop in loopEnds[curFunIndex - 1].Values) // nested loops may have the same last function:
                {                                                          // inner loop is first asked for jump-back
                    if (!loop.DoBreak(hh))                                 // loop is not finished, i.e. jump back
                    {
                        curFunIndex = loop.indexFirstFun;
                        backSender  = loop; // is required for loop-starts (see below)
                        break;              // if inner loop requires jump-back - do not ask outer loop
                    }
                }
            }
            // the function to run next is the first of a loop: if no jump-back: init (e.g. loop-counter), if jump-back: update UnitLoop-vars
            // or (very rarly) jump-over to loop-end if required: this is actually only necessary if the loop-condition is never fulfilled
            if (loopStarts.ContainsKey(curFunIndex))
            {
                foreach (FunLoop loop in loopStarts[curFunIndex].Values)     // nested loops may have the same first function
                {
                    bool init = backSender == null ||                        // do not init if this is a back-sending ...
                                backSender.indexLastFun > loop.indexLastFun; // ... unless the back-sender was an outer loop with the same start
                    if (loop.DoJumpOver(init, hh))
                    {
                        curFunIndex = loop.indexLastFun + 1;
                        break; // possible outer loop requires jump-over - no point to ask inner loop
                    }
                }
            }

            return(SimpleGetNextFun(ref curFunIndex));
        }
示例#2
0
 private bool IsLoopIntersection(FunLoop newLoop)
 {
     foreach (var ol in loopStarts.Values) // note: newFirst<=newLast always holds, as this is checked by FunLoop.Init
     {
         foreach (FunLoop oldLoop in ol.Values)
         {
             if (newLoop.indexLastFun < oldLoop.indexFirstFun || newLoop.indexFirstFun > oldLoop.indexLastFun)
             {
                 continue; // completely outside (no touch)
             }
             if (newLoop.indexFirstFun == oldLoop.indexFirstFun && newLoop.indexLastFun == oldLoop.indexLastFun)
             {
                 //infoStore.communicator.ReportError(new Communicator.ErrorInfo() { isWarning = false,
                 //    message = $"{oldLoop.description.Get()} and {newLoop.description.Get()}: cannot determine the outer/inner loop" });
                 //return true;
                 continue; // this happens, thus needs to be possible - just take the first declared as the outer loop
             }
             if (newLoop.indexFirstFun >= oldLoop.indexFirstFun && newLoop.indexLastFun <= oldLoop.indexLastFun)
             {
                 continue; // completely contained (inner loop)
             }
             if (newLoop.indexFirstFun <= oldLoop.indexFirstFun && newLoop.indexLastFun >= oldLoop.indexLastFun)
             {
                 continue; // completely containing (outer loop)
             }
             infoStore.communicator.ReportError(new Communicator.ErrorInfo()
             {
                 isWarning = false,
                 message   = $"{oldLoop.description.Get()}: intersection with {newLoop.description.Get()}"
             });
             return(true);
         }
     }
     return(false);
 }
示例#3
0
        internal void PrepareSpine(ref bool runSequential)
        {
            string  BEFORE = "BEFORE", AFTER = "AFTER", IN = "IN", spineState = BEFORE;
            FunBase causeForSequential = null, prevFun = null;

            if (!runSequential)
            {
                foreach (FunBase fun in infoStore.spine.Values)
                {
                    switch (DefinitionAdmin.GetFunDefinition(fun.description.GetFunName()).runMode)
                    {
                    case DefFun.RUN_MODE.NOT_APPLICABLE: continue;

                    case DefFun.RUN_MODE.IN_SPINE:
                        if (spineState == AFTER)
                        {
                            runSequential = true; causeForSequential = prevFun;
                        }
                        else
                        {
                            spineState = IN; runInSpine.Add(fun);
                        }
                        break;

                    case DefFun.RUN_MODE.OUTSIDE_SPINE:
                        if (spineState == IN)
                        {
                            spineState = AFTER;
                        }
                        if (spineState == AFTER)
                        {
                            runAfterSpine.Add(fun as FunOutOfSpineBase);
                        }
                        else
                        {
                            runBeforeSpine.Add(fun as FunOutOfSpineBase);
                        }
                        break;
                    }
                    if (runSequential)
                    {
                        break;
                    }
                    prevFun = fun;
                }
            }
            if (runSequential)
            {
                runBeforeSpine.Clear(); runAfterSpine.Clear(); runInSpine.Clear();
                foreach (FunBase fun in infoStore.spine.Values)
                {
                    if (DefinitionAdmin.GetFunDefinition(fun.description.GetFunName()).runMode != DefFun.RUN_MODE.NOT_APPLICABLE)
                    {
                        runInSpine.Add(fun);
                    }
                }
                string cause = causeForSequential == null ? "Forcing sequential" : $"{causeForSequential.description.Get()}: usage inside spine";
                infoStore.communicator.ReportProgress(new Communicator.ProgressInfo()
                {
                    message = cause + " causes (slightly) slower run"
                });
            }

            // organise loop-handling (if there is/are any)
            foreach (FunBase fun in infoStore.spine.Values)
            {
                if (fun is FunLoop)
                {
                    FunLoop funLoop = fun as FunLoop;
                    if (!funLoop.GetRange(runInSpine) || IsLoopIntersection(funLoop))
                    {
                        continue;
                    }

                    // put loops into Dictionaries that allow LoopyGetNextFun to recognise that it needs to "talk" to the loops (when it hits start or end)
                    // if there are several loops with the same last function (nested loops) they are sorted reversly
                    // by their first function, in order to "ask" the inner loop first, if there should be a jump back
                    if (!loopEnds.ContainsKey(funLoop.indexLastFun))
                    {
                        loopEnds.Add(funLoop.indexLastFun, new SortedList <double, FunLoop>());
                    }
                    double iSort = funLoop.indexFirstFun; // if loops have the same start and end, make the first declared the outer
                    while (loopEnds[funLoop.indexLastFun].ContainsKey(iSort * (-1)))
                    {
                        iSort += 0.001;
                    }
                    loopEnds[funLoop.indexLastFun].Add(iSort * (-1), funLoop);

                    // similar holds for loops with the same start, they need to be sorted reversly by their last function
                    // in order to ask the outer loop first, if there should be a jump over
                    if (!loopStarts.ContainsKey(funLoop.indexFirstFun))
                    {
                        loopStarts.Add(funLoop.indexFirstFun, new SortedList <double, FunLoop>());
                    }
                    iSort = funLoop.indexLastFun; // see above, wrt to loops with same start and end
                    while (loopStarts[funLoop.indexFirstFun].ContainsKey(iSort * (-1)))
                    {
                        iSort -= 0.001;
                    }
                    loopStarts[funLoop.indexFirstFun].Add(iSort * (-1), funLoop);
                }
            }
        }