Code:
/ Net / Net / 3.5.50727.3053 / DEVDIV / depot / DevDiv / releases / Orcas / SP / ndp / fx / src / DataEntity / System / Data / Query / InternalTrees / Nodes.cs / 3 / Nodes.cs
//---------------------------------------------------------------------- //// Copyright (c) Microsoft Corporation. All rights reserved. // // // @owner [....], [....] //--------------------------------------------------------------------- using System; using System.Collections.Generic; using System.Data.Metadata.Edm; using System.Globalization; using System.Diagnostics; namespace System.Data.Query.InternalTrees { ////// A Node describes a node in a query tree. Each node has an operator, and /// a list of zero or more children of that operator. /// internal class Node { #region private state private int m_id; private Listm_children; private Op m_op; private NodeInfo m_nodeInfo; #endregion #region constructors /// /// Basic constructor. /// /// NEVER call this routine directly - you should always use the Command.CreateNode /// factory methods. /// /// id for the node /// The operator /// List of child nodes internal Node(int nodeId, Op op, Listchildren) { m_id = nodeId; m_op = op; m_children = children; } /// /// This routine is only used for building up rule patterns. /// NEVER use this routine for building up nodes in a user command tree. /// /// /// internal Node(Op op, params Node[] children) : this(-1, op, new List(children)) { } #endregion #region public properties and methods #if DEBUG internal int Id { get { return m_id; } } #endif /// /// Get the list of children /// internal ListChildren { get { return m_children; } } /// /// Gets or sets the node's operator /// internal Op Op { get { return m_op; } set { m_op = value; } } ////// Simpler (?) getter/setter routines /// internal Node Child0 { get { return m_children[0]; } set { m_children[0] = value; } } ////// Do I have a zeroth child? /// internal bool HasChild0 { get { return m_children.Count > 0; } } ////// Get/set first child /// internal Node Child1 { get { return m_children[1]; } set { m_children[1] = value; } } ////// Do I have a child1? /// internal bool HasChild1 { get { return m_children.Count > 1; } } ////// get/set second child /// internal Node Child2 { get { return m_children[2]; } set { m_children[2] = value; } } ////// Do I have a child2 (third child really) /// internal bool HasChild2 { get { return m_children.Count > 2; } } #region equivalence functions ////// Is this subtree equivalent to another subtree /// /// ///internal bool IsEquivalent(Node other) { if (this.Children.Count != other.Children.Count) { return false; } bool? opEquivalent = this.Op.IsEquivalent(other.Op); if (opEquivalent != true) { return false; } for (int i = 0; i < this.Children.Count; i++) { if (!this.Children[i].IsEquivalent(other.Children[i])) { return false; } } return true; } #endregion #region NodeInfo functions /// /// Get the nodeInfo for a node. Initializes it, if it has not yet been initialized /// /// Current command object ///NodeInfo for this node internal NodeInfo GetNodeInfo(Command command) { if (m_nodeInfo == null) { InitializeNodeInfo(command); } return m_nodeInfo; } ////// Gets the "extended" nodeinfo for a node; if it has not yet been initialized, then it will be /// /// current command object ///extended nodeinfo for this node internal ExtendedNodeInfo GetExtendedNodeInfo(Command command) { if (m_nodeInfo == null) { InitializeNodeInfo(command); } ExtendedNodeInfo extendedNodeInfo = m_nodeInfo as ExtendedNodeInfo; Debug.Assert(extendedNodeInfo != null); return extendedNodeInfo; } private void InitializeNodeInfo(Command command) { if (this.Op.IsRelOp || this.Op.IsPhysicalOp) { m_nodeInfo = new ExtendedNodeInfo(command); } else { m_nodeInfo = new NodeInfo(command); } command.RecomputeNodeInfo(this); } #endregion #endregion } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007. //---------------------------------------------------------------------- //// Copyright (c) Microsoft Corporation. All rights reserved. // // // @owner [....], [....] //--------------------------------------------------------------------- using System; using System.Collections.Generic; using System.Data.Metadata.Edm; using System.Globalization; using System.Diagnostics; namespace System.Data.Query.InternalTrees { ////// A Node describes a node in a query tree. Each node has an operator, and /// a list of zero or more children of that operator. /// internal class Node { #region private state private int m_id; private Listm_children; private Op m_op; private NodeInfo m_nodeInfo; #endregion #region constructors /// /// Basic constructor. /// /// NEVER call this routine directly - you should always use the Command.CreateNode /// factory methods. /// /// id for the node /// The operator /// List of child nodes internal Node(int nodeId, Op op, Listchildren) { m_id = nodeId; m_op = op; m_children = children; } /// /// This routine is only used for building up rule patterns. /// NEVER use this routine for building up nodes in a user command tree. /// /// /// internal Node(Op op, params Node[] children) : this(-1, op, new List(children)) { } #endregion #region public properties and methods #if DEBUG internal int Id { get { return m_id; } } #endif /// /// Get the list of children /// internal ListChildren { get { return m_children; } } /// /// Gets or sets the node's operator /// internal Op Op { get { return m_op; } set { m_op = value; } } ////// Simpler (?) getter/setter routines /// internal Node Child0 { get { return m_children[0]; } set { m_children[0] = value; } } ////// Do I have a zeroth child? /// internal bool HasChild0 { get { return m_children.Count > 0; } } ////// Get/set first child /// internal Node Child1 { get { return m_children[1]; } set { m_children[1] = value; } } ////// Do I have a child1? /// internal bool HasChild1 { get { return m_children.Count > 1; } } ////// get/set second child /// internal Node Child2 { get { return m_children[2]; } set { m_children[2] = value; } } ////// Do I have a child2 (third child really) /// internal bool HasChild2 { get { return m_children.Count > 2; } } #region equivalence functions ////// Is this subtree equivalent to another subtree /// /// ///internal bool IsEquivalent(Node other) { if (this.Children.Count != other.Children.Count) { return false; } bool? opEquivalent = this.Op.IsEquivalent(other.Op); if (opEquivalent != true) { return false; } for (int i = 0; i < this.Children.Count; i++) { if (!this.Children[i].IsEquivalent(other.Children[i])) { return false; } } return true; } #endregion #region NodeInfo functions /// /// Get the nodeInfo for a node. Initializes it, if it has not yet been initialized /// /// Current command object ///NodeInfo for this node internal NodeInfo GetNodeInfo(Command command) { if (m_nodeInfo == null) { InitializeNodeInfo(command); } return m_nodeInfo; } ////// Gets the "extended" nodeinfo for a node; if it has not yet been initialized, then it will be /// /// current command object ///extended nodeinfo for this node internal ExtendedNodeInfo GetExtendedNodeInfo(Command command) { if (m_nodeInfo == null) { InitializeNodeInfo(command); } ExtendedNodeInfo extendedNodeInfo = m_nodeInfo as ExtendedNodeInfo; Debug.Assert(extendedNodeInfo != null); return extendedNodeInfo; } private void InitializeNodeInfo(Command command) { if (this.Op.IsRelOp || this.Op.IsPhysicalOp) { m_nodeInfo = new ExtendedNodeInfo(command); } else { m_nodeInfo = new NodeInfo(command); } command.RecomputeNodeInfo(this); } #endregion #endregion } } // File provided for Reference Use Only by Microsoft Corporation (c) 2007.
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