Solver.cs source code in C# .NET

Source code for the .NET framework in C#

                        

Code:

/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / DEVDIV / depot / DevDiv / releases / Orcas / NetFXw7 / ndp / fx / src / DataEntity / System / Data / Common / Utils / Boolean / Solver.cs / 1 / Solver.cs

                            //---------------------------------------------------------------------- 
// 
//      Copyright (c) Microsoft Corporation.  All rights reserved.
// 
// 
// @owner [....]
// @backupOwner [....] 
//--------------------------------------------------------------------- 

using System; 
using System.Collections.Generic;
using System.Linq;

namespace System.Data.Common.Utils.Boolean 
{
    using IfThenElseKey = Triple; 
    using System.Diagnostics; 

    ///  
    /// Supports construction of canonical Boolean expressions as Reduced Ordered
    /// Boolean Decision Diagrams (ROBDD). As a side effect, supports simplification and SAT:
    ///
    /// - The canonical form of a valid expression is Solver.One 
    /// - The canonical form of an unsatisfiable expression is Solver.Zero
    /// - The lack of redundancy in the trees allows us to produce compact representations 
    /// of expressions 
    ///
    /// Any method taking a Vertex argument requires that the argument is either 
    /// a 'sink' (Solver.One or Solver.Zero) or generated by this Solver instance.
    /// 
    internal sealed class Solver
    { 
        #region Fields
        readonly Dictionary _computedIfThenElseValues = 
            new Dictionary(); 
        readonly Dictionary _knownVertices =
            new Dictionary(VertexValueComparer.Instance); 
        int _variableCount;
        // a standard Boolean variable has children '1' and '0'
        internal readonly static Vertex[] BooleanVariableChildren = new Vertex[] { Vertex.One, Vertex.Zero };
        #endregion 

        #region Expression factory methods 
        internal int CreateVariable() 
        {
            return ++_variableCount; 
        }

        internal Vertex Not(Vertex vertex)
        { 
            // Not(v) iff. 'if v then 0 else 1'
            return IfThenElse(vertex, Vertex.Zero, Vertex.One); 
        } 

        internal Vertex And(IEnumerable children) 
        {
            // assuming input vertices v1, v2, ..., vn:
            //
            //  v1 
            //  0|\1
            //   |  v2 
            //   |/0  \1 
            //   |    ...
            //   |  /0  \1 
            //   |        vn
            //   |     /0   \1
            //   FALSE       TRUE
            // 
            // order the children to minimize churn when building tree bottom up
            return children 
                .OrderByDescending(child => child.Variable) 
                .Aggregate(Vertex.One, (left, right) => IfThenElse(left, right, Vertex.Zero));
        } 

        internal Vertex And(Vertex left, Vertex right)
        {
            // left AND right iff. if 'left' then 'right' else '0' 
            return IfThenElse(left, right, Vertex.Zero);
        } 
 
        internal Vertex Or(IEnumerable children)
        { 
            // assuming input vertices v1, v2, ..., vn:
            //
            //  v1
            //  1|\0 
            //   |  v2
            //   |/1  \0 
            //   |    ... 
            //   |  /1  \0
            //   |        vn 
            //   |     /1   \0
            //   TRUE       FALSE
            //
            // order the children to minimize churn when building tree bottom up 
            return children
                .OrderByDescending(child => child.Variable) 
                .Aggregate(Vertex.Zero, (left, right) => IfThenElse(left, Vertex.One, right)); 
        }
 
        /// 
        /// Creates a leaf vertex; all children must be sinks
        /// 
        internal Vertex CreateLeafVertex(int variable, Vertex[] children) 
        {
            Debug.Assert(null != children, "children must be specified"); 
            Debug.Assert(2 <= children.Length, "must be at least 2 children"); 
            Debug.Assert(children.All(child => child != null), "children must not be null");
            Debug.Assert(children.All(child => child.IsSink()), "children must be sinks"); 
            Debug.Assert(variable <= _variableCount, "variable out of range");

            return GetUniqueVertex(variable, children);
        } 
        #endregion
 
        #region Private helper methods 
        /// 
        /// Returns a Vertex with the given configuration. If this configuration 
        /// is known, returns the existing vertex. Otherwise, a new
        /// vertex is created. This ensures the vertex is unique in the context
        /// of this solver.
        ///  
        private Vertex GetUniqueVertex(int variable, Vertex[] children)
        { 
            AssertVerticesValid(children); 

            Vertex result = new Vertex(variable, children); 

            // see if we know this vertex already
            Vertex canonicalResult;
            if (_knownVertices.TryGetValue(result, out canonicalResult)) 
            {
                return canonicalResult; 
            } 

            // remember the vertex (because it came first, it's canonical) 
            _knownVertices.Add(result, result);

            return result;
        } 

        ///  
        /// Composes the given vertices to produce a new ROBDD. 
        /// 
        private Vertex IfThenElse(Vertex condition, Vertex then, Vertex @else) 
        {
            AssertVertexValid(condition);
            AssertVertexValid(then);
            AssertVertexValid(@else); 

            // check for terminal conditions in the recursion 
            if (condition.IsOne()) 
            {
                // if '1' then 'then' else '@else' iff. 'then' 
                return then;
            }
            if (condition.IsZero())
            { 
                // if '0' then 'then' else '@else' iff. '@else'
                return @else; 
            } 
            if (then.IsOne() && @else.IsZero())
            { 
                // if 'condition' then '1' else '0' iff. condition
                return condition;
            }
            if (then.Equals(@else)) 
            {
                // if 'condition' then 'x' else 'x' iff. x 
                return then; 
            }
 
            Vertex result;
            IfThenElseKey key = new IfThenElseKey(condition, then, @else);

            // check if we've already computed this result 
            if (_computedIfThenElseValues.TryGetValue(key, out result))
            { 
                return result; 
            }
 
            int topVariableDomainCount;
            int topVariable = DetermineTopVariable(condition, then, @else, out topVariableDomainCount);

            // Recursively compute the new BDD node 
            // Note that we preserve the 'ordered' invariant since the child nodes
            // cannot contain references to variables < topVariable, and 
            // the topVariable is eliminated from the children through 
            // the call to EvaluateFor.
            Vertex[] resultCases = new Vertex[topVariableDomainCount]; 
            bool allResultsEqual = true;
            for (int i = 0; i < topVariableDomainCount; i++)
            {
                resultCases[i] = IfThenElse( 
                    EvaluateFor(condition, topVariable, i),
                    EvaluateFor(then, topVariable, i), 
                    EvaluateFor(@else, topVariable, i)); 

                if (i > 0 && // first vertex is equivalent to itself 
                    allResultsEqual && // we've already found a mismatch
                    !resultCases[i].Equals(resultCases[0]))
                {
                    allResultsEqual = false; 
                }
            } 
 
            // if the results are identical, any may be returned
            if (allResultsEqual) 
            {
                return resultCases[0];
            }
 
            // create new vertex
            result = GetUniqueVertex(topVariable, resultCases); 
 
            // remember result so that we don't try to compute this if-then-else pattern again
            _computedIfThenElseValues.Add(key, result); 

            return result;
        }
 
        /// 
        /// Given parts of an if-then-else statement, determines the top variable (nearest 
        /// root). Used to determine which variable forms the root of a composed Vertex. 
        /// 
        private static int DetermineTopVariable(Vertex condition, Vertex then, Vertex @else, out int topVariableDomainCount) 
        {
            int topVariable;
            if (condition.Variable < then.Variable)
            { 
                topVariable = condition.Variable;
                topVariableDomainCount = condition.Children.Length; 
            } 
            else
            { 
                topVariable = then.Variable;
                topVariableDomainCount = then.Children.Length;
            }
            if (@else.Variable < topVariable) 
            {
                topVariable = @else.Variable; 
                topVariableDomainCount = @else.Children.Length; 
            }
            return topVariable; 
        }

        /// 
        /// Returns 'vertex' evaluated for the given value of 'variable'. Requires that 
        /// the variable is less than or equal to vertex.Variable.
        ///  
        private static Vertex EvaluateFor(Vertex vertex, int variable, int variable----igment) 
        {
            if (variable < vertex.Variable) 
            {
                // If the variable we're setting is less than the vertex variable, the
                // the Vertex 'ordered' invariant ensures that the vertex contains no reference
                // to that variable. Binding the variable is therefore a no-op. 
                return vertex;
            } 
            Debug.Assert(variable == vertex.Variable, 
                "variable must be less than or equal to vertex.Variable");
 
            // If the 'vertex' is conditioned on the given 'variable', the children
            // represent the decompositions of the function for various assignments
            // to that variable.
            Debug.Assert(variable----igment < vertex.Children.Length, "variable assignment out of range"); 
            return vertex.Children[variable----igment];
        } 
 
        /// 
        /// Checks requirements for vertices. 
        /// 
        [Conditional("DEBUG")]
        private void AssertVerticesValid(IEnumerable vertices)
        { 
            Debug.Assert(null != vertices);
            foreach (Vertex vertex in vertices) 
            { 
                AssertVertexValid(vertex);
            } 
        }

        /// 
        /// Checks requirements for a vertex argument (must not be null, and must be in scope 
        /// for this solver)
        ///  
        [Conditional("DEBUG")] 
        private void AssertVertexValid(Vertex vertex)
        { 
            Debug.Assert(vertex != null, "vertex must not be null");

            // sinks are ok
            if (!vertex.IsSink()) 
            {
                // so are vertices created by this solver 
                Vertex comparisonVertex; 
                Debug.Assert(_knownVertices.TryGetValue(vertex, out comparisonVertex) &&
                    comparisonVertex.Equals(vertex), "vertex not created by this solver"); 
            }
        }
        #endregion
 
        /// 
        /// Supports value comparison of vertices. In general, we use reference comparison 
        /// since the Solver ensures a single instance of each canonical Vertex. The Solver 
        /// needs this comparer to ensure a single instance of each canonical Vertex though...
        ///  
        private class VertexValueComparer : IEqualityComparer
        {
            private VertexValueComparer() { }
 
            internal static readonly VertexValueComparer Instance = new VertexValueComparer();
 
            public bool Equals(Vertex x, Vertex y) 
            {
                if (x.IsSink()) 
                {
                    // [....] nodes '1' and '0' each have one static instance; use reference
                    return x.Equals(y);
                } 

                if (x.Variable != y.Variable || 
                    x.Children.Length != y.Children.Length) 
                {
                    return false; 
                }
                for (int i = 0; i < x.Children.Length; i++)
                {
                    // use reference comparison for the children (they must be 
                    // canonical already)
                    if (!x.Children[i].Equals(y.Children[i])) 
                    { 
                        return false;
                    } 
                }
                return true;
            }
 
            public int GetHashCode(Vertex vertex)
            { 
                // [....] nodes '1' and '0' each have one static instance; use reference 
                if (vertex.IsSink())
                { 
                    return vertex.GetHashCode();
                }

                Debug.Assert(2 <= vertex.Children.Length, "internal vertices must have at least 2 children"); 
                unchecked
                { 
                    return ((vertex.Children[0].GetHashCode() << 5) + 1) + vertex.Children[1].GetHashCode(); 
                }
            } 
        }
    }

    ///  
    /// Record structure containing three values.
    ///  
    struct Triple : IEquatable> 
        where T1 : IEquatable
        where T2 : IEquatable 
        where T3 : IEquatable
    {
        readonly T1 _value1;
        readonly T2 _value2; 
        readonly T3 _value3;
 
        internal Triple(T1 value1, T2 value2, T3 value3) 
        {
            Debug.Assert(null != (object)value1, "null key element"); 
            Debug.Assert(null != (object)value2, "null key element");
            Debug.Assert(null != (object)value3, "null key element");
            _value1 = value1;
            _value2 = value2; 
            _value3 = value3;
        } 
 
        public bool Equals(Triple other)
        { 
            return _value1.Equals(other._value1) &&
                _value2.Equals(other._value2) &&
                _value3.Equals(other._value3);
        } 

        public override bool Equals(object obj) 
        { 
            Debug.Fail("used typed Equals");
            return base.Equals(obj); 
        }

        public override int GetHashCode()
        { 
            return _value1.GetHashCode() ^
                _value2.GetHashCode() ^ 
                _value3.GetHashCode(); 
        }
    } 
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
//---------------------------------------------------------------------- 
// 
//      Copyright (c) Microsoft Corporation.  All rights reserved.
// 
// 
// @owner [....]
// @backupOwner [....] 
//--------------------------------------------------------------------- 

using System; 
using System.Collections.Generic;
using System.Linq;

namespace System.Data.Common.Utils.Boolean 
{
    using IfThenElseKey = Triple; 
    using System.Diagnostics; 

    ///  
    /// Supports construction of canonical Boolean expressions as Reduced Ordered
    /// Boolean Decision Diagrams (ROBDD). As a side effect, supports simplification and SAT:
    ///
    /// - The canonical form of a valid expression is Solver.One 
    /// - The canonical form of an unsatisfiable expression is Solver.Zero
    /// - The lack of redundancy in the trees allows us to produce compact representations 
    /// of expressions 
    ///
    /// Any method taking a Vertex argument requires that the argument is either 
    /// a 'sink' (Solver.One or Solver.Zero) or generated by this Solver instance.
    /// 
    internal sealed class Solver
    { 
        #region Fields
        readonly Dictionary _computedIfThenElseValues = 
            new Dictionary(); 
        readonly Dictionary _knownVertices =
            new Dictionary(VertexValueComparer.Instance); 
        int _variableCount;
        // a standard Boolean variable has children '1' and '0'
        internal readonly static Vertex[] BooleanVariableChildren = new Vertex[] { Vertex.One, Vertex.Zero };
        #endregion 

        #region Expression factory methods 
        internal int CreateVariable() 
        {
            return ++_variableCount; 
        }

        internal Vertex Not(Vertex vertex)
        { 
            // Not(v) iff. 'if v then 0 else 1'
            return IfThenElse(vertex, Vertex.Zero, Vertex.One); 
        } 

        internal Vertex And(IEnumerable children) 
        {
            // assuming input vertices v1, v2, ..., vn:
            //
            //  v1 
            //  0|\1
            //   |  v2 
            //   |/0  \1 
            //   |    ...
            //   |  /0  \1 
            //   |        vn
            //   |     /0   \1
            //   FALSE       TRUE
            // 
            // order the children to minimize churn when building tree bottom up
            return children 
                .OrderByDescending(child => child.Variable) 
                .Aggregate(Vertex.One, (left, right) => IfThenElse(left, right, Vertex.Zero));
        } 

        internal Vertex And(Vertex left, Vertex right)
        {
            // left AND right iff. if 'left' then 'right' else '0' 
            return IfThenElse(left, right, Vertex.Zero);
        } 
 
        internal Vertex Or(IEnumerable children)
        { 
            // assuming input vertices v1, v2, ..., vn:
            //
            //  v1
            //  1|\0 
            //   |  v2
            //   |/1  \0 
            //   |    ... 
            //   |  /1  \0
            //   |        vn 
            //   |     /1   \0
            //   TRUE       FALSE
            //
            // order the children to minimize churn when building tree bottom up 
            return children
                .OrderByDescending(child => child.Variable) 
                .Aggregate(Vertex.Zero, (left, right) => IfThenElse(left, Vertex.One, right)); 
        }
 
        /// 
        /// Creates a leaf vertex; all children must be sinks
        /// 
        internal Vertex CreateLeafVertex(int variable, Vertex[] children) 
        {
            Debug.Assert(null != children, "children must be specified"); 
            Debug.Assert(2 <= children.Length, "must be at least 2 children"); 
            Debug.Assert(children.All(child => child != null), "children must not be null");
            Debug.Assert(children.All(child => child.IsSink()), "children must be sinks"); 
            Debug.Assert(variable <= _variableCount, "variable out of range");

            return GetUniqueVertex(variable, children);
        } 
        #endregion
 
        #region Private helper methods 
        /// 
        /// Returns a Vertex with the given configuration. If this configuration 
        /// is known, returns the existing vertex. Otherwise, a new
        /// vertex is created. This ensures the vertex is unique in the context
        /// of this solver.
        ///  
        private Vertex GetUniqueVertex(int variable, Vertex[] children)
        { 
            AssertVerticesValid(children); 

            Vertex result = new Vertex(variable, children); 

            // see if we know this vertex already
            Vertex canonicalResult;
            if (_knownVertices.TryGetValue(result, out canonicalResult)) 
            {
                return canonicalResult; 
            } 

            // remember the vertex (because it came first, it's canonical) 
            _knownVertices.Add(result, result);

            return result;
        } 

        ///  
        /// Composes the given vertices to produce a new ROBDD. 
        /// 
        private Vertex IfThenElse(Vertex condition, Vertex then, Vertex @else) 
        {
            AssertVertexValid(condition);
            AssertVertexValid(then);
            AssertVertexValid(@else); 

            // check for terminal conditions in the recursion 
            if (condition.IsOne()) 
            {
                // if '1' then 'then' else '@else' iff. 'then' 
                return then;
            }
            if (condition.IsZero())
            { 
                // if '0' then 'then' else '@else' iff. '@else'
                return @else; 
            } 
            if (then.IsOne() && @else.IsZero())
            { 
                // if 'condition' then '1' else '0' iff. condition
                return condition;
            }
            if (then.Equals(@else)) 
            {
                // if 'condition' then 'x' else 'x' iff. x 
                return then; 
            }
 
            Vertex result;
            IfThenElseKey key = new IfThenElseKey(condition, then, @else);

            // check if we've already computed this result 
            if (_computedIfThenElseValues.TryGetValue(key, out result))
            { 
                return result; 
            }
 
            int topVariableDomainCount;
            int topVariable = DetermineTopVariable(condition, then, @else, out topVariableDomainCount);

            // Recursively compute the new BDD node 
            // Note that we preserve the 'ordered' invariant since the child nodes
            // cannot contain references to variables < topVariable, and 
            // the topVariable is eliminated from the children through 
            // the call to EvaluateFor.
            Vertex[] resultCases = new Vertex[topVariableDomainCount]; 
            bool allResultsEqual = true;
            for (int i = 0; i < topVariableDomainCount; i++)
            {
                resultCases[i] = IfThenElse( 
                    EvaluateFor(condition, topVariable, i),
                    EvaluateFor(then, topVariable, i), 
                    EvaluateFor(@else, topVariable, i)); 

                if (i > 0 && // first vertex is equivalent to itself 
                    allResultsEqual && // we've already found a mismatch
                    !resultCases[i].Equals(resultCases[0]))
                {
                    allResultsEqual = false; 
                }
            } 
 
            // if the results are identical, any may be returned
            if (allResultsEqual) 
            {
                return resultCases[0];
            }
 
            // create new vertex
            result = GetUniqueVertex(topVariable, resultCases); 
 
            // remember result so that we don't try to compute this if-then-else pattern again
            _computedIfThenElseValues.Add(key, result); 

            return result;
        }
 
        /// 
        /// Given parts of an if-then-else statement, determines the top variable (nearest 
        /// root). Used to determine which variable forms the root of a composed Vertex. 
        /// 
        private static int DetermineTopVariable(Vertex condition, Vertex then, Vertex @else, out int topVariableDomainCount) 
        {
            int topVariable;
            if (condition.Variable < then.Variable)
            { 
                topVariable = condition.Variable;
                topVariableDomainCount = condition.Children.Length; 
            } 
            else
            { 
                topVariable = then.Variable;
                topVariableDomainCount = then.Children.Length;
            }
            if (@else.Variable < topVariable) 
            {
                topVariable = @else.Variable; 
                topVariableDomainCount = @else.Children.Length; 
            }
            return topVariable; 
        }

        /// 
        /// Returns 'vertex' evaluated for the given value of 'variable'. Requires that 
        /// the variable is less than or equal to vertex.Variable.
        ///  
        private static Vertex EvaluateFor(Vertex vertex, int variable, int variable----igment) 
        {
            if (variable < vertex.Variable) 
            {
                // If the variable we're setting is less than the vertex variable, the
                // the Vertex 'ordered' invariant ensures that the vertex contains no reference
                // to that variable. Binding the variable is therefore a no-op. 
                return vertex;
            } 
            Debug.Assert(variable == vertex.Variable, 
                "variable must be less than or equal to vertex.Variable");
 
            // If the 'vertex' is conditioned on the given 'variable', the children
            // represent the decompositions of the function for various assignments
            // to that variable.
            Debug.Assert(variable----igment < vertex.Children.Length, "variable assignment out of range"); 
            return vertex.Children[variable----igment];
        } 
 
        /// 
        /// Checks requirements for vertices. 
        /// 
        [Conditional("DEBUG")]
        private void AssertVerticesValid(IEnumerable vertices)
        { 
            Debug.Assert(null != vertices);
            foreach (Vertex vertex in vertices) 
            { 
                AssertVertexValid(vertex);
            } 
        }

        /// 
        /// Checks requirements for a vertex argument (must not be null, and must be in scope 
        /// for this solver)
        ///  
        [Conditional("DEBUG")] 
        private void AssertVertexValid(Vertex vertex)
        { 
            Debug.Assert(vertex != null, "vertex must not be null");

            // sinks are ok
            if (!vertex.IsSink()) 
            {
                // so are vertices created by this solver 
                Vertex comparisonVertex; 
                Debug.Assert(_knownVertices.TryGetValue(vertex, out comparisonVertex) &&
                    comparisonVertex.Equals(vertex), "vertex not created by this solver"); 
            }
        }
        #endregion
 
        /// 
        /// Supports value comparison of vertices. In general, we use reference comparison 
        /// since the Solver ensures a single instance of each canonical Vertex. The Solver 
        /// needs this comparer to ensure a single instance of each canonical Vertex though...
        ///  
        private class VertexValueComparer : IEqualityComparer
        {
            private VertexValueComparer() { }
 
            internal static readonly VertexValueComparer Instance = new VertexValueComparer();
 
            public bool Equals(Vertex x, Vertex y) 
            {
                if (x.IsSink()) 
                {
                    // [....] nodes '1' and '0' each have one static instance; use reference
                    return x.Equals(y);
                } 

                if (x.Variable != y.Variable || 
                    x.Children.Length != y.Children.Length) 
                {
                    return false; 
                }
                for (int i = 0; i < x.Children.Length; i++)
                {
                    // use reference comparison for the children (they must be 
                    // canonical already)
                    if (!x.Children[i].Equals(y.Children[i])) 
                    { 
                        return false;
                    } 
                }
                return true;
            }
 
            public int GetHashCode(Vertex vertex)
            { 
                // [....] nodes '1' and '0' each have one static instance; use reference 
                if (vertex.IsSink())
                { 
                    return vertex.GetHashCode();
                }

                Debug.Assert(2 <= vertex.Children.Length, "internal vertices must have at least 2 children"); 
                unchecked
                { 
                    return ((vertex.Children[0].GetHashCode() << 5) + 1) + vertex.Children[1].GetHashCode(); 
                }
            } 
        }
    }

    ///  
    /// Record structure containing three values.
    ///  
    struct Triple : IEquatable> 
        where T1 : IEquatable
        where T2 : IEquatable 
        where T3 : IEquatable
    {
        readonly T1 _value1;
        readonly T2 _value2; 
        readonly T3 _value3;
 
        internal Triple(T1 value1, T2 value2, T3 value3) 
        {
            Debug.Assert(null != (object)value1, "null key element"); 
            Debug.Assert(null != (object)value2, "null key element");
            Debug.Assert(null != (object)value3, "null key element");
            _value1 = value1;
            _value2 = value2; 
            _value3 = value3;
        } 
 
        public bool Equals(Triple other)
        { 
            return _value1.Equals(other._value1) &&
                _value2.Equals(other._value2) &&
                _value3.Equals(other._value3);
        } 

        public override bool Equals(object obj) 
        { 
            Debug.Fail("used typed Equals");
            return base.Equals(obj); 
        }

        public override int GetHashCode()
        { 
            return _value1.GetHashCode() ^
                _value2.GetHashCode() ^ 
                _value3.GetHashCode(); 
        }
    } 
}

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.

                        

Link Menu

Network programming in C#, Network Programming in VB.NET, Network Programming in .NET
This book is available now!
Buy at Amazon US or
Buy at Amazon UK