Nodes.cs source code in C# .NET

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Code:

/ 4.0 / 4.0 / DEVDIV_TFS / Dev10 / Releases / RTMRel / ndp / fx / src / DataEntity / System / Data / Query / InternalTrees / Nodes.cs / 1305376 / Nodes.cs

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

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 List m_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, List children) 
        {
            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 List Children { 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; } } 
        ///  
        /// get/set second child
        ///  
        internal Node Child3 { get { return m_children[3]; } /* commented out because of fxcop - there are no upstream callers -- set { m_children[3] = value; }*/ }
        /// 
        /// Do I have a child2 (third child really)
        ///  
        internal bool HasChild2 { get { return m_children.Count > 2; } }
        ///  
        /// Do I have a child3 (fourth child really) 
        /// 
        internal bool HasChild3 { get { return m_children.Count > 3; } } 

        #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 methods and properties
        ///  
        /// Has the node info been initialized, i.e. previously computed
        ///  
        internal bool IsNodeInfoInitialized { get { return (m_nodeInfo != null);  } } 

        ///  
        /// 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  [....]
// @backupOwner [....] 
//--------------------------------------------------------------------- 

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 List m_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, List children) 
        {
            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 List Children { 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; } } 
        ///  
        /// get/set second child
        ///  
        internal Node Child3 { get { return m_children[3]; } /* commented out because of fxcop - there are no upstream callers -- set { m_children[3] = value; }*/ }
        /// 
        /// Do I have a child2 (third child really)
        ///  
        internal bool HasChild2 { get { return m_children.Count > 2; } }
        ///  
        /// Do I have a child3 (fourth child really) 
        /// 
        internal bool HasChild3 { get { return m_children.Count > 3; } } 

        #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 methods and properties
        ///  
        /// Has the node info been initialized, i.e. previously computed
        ///  
        internal bool IsNodeInfoInitialized { get { return (m_nodeInfo != null);  } } 

        ///  
        /// 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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