RuleProcessor.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 / RuleProcessor.cs / 1305376 / RuleProcessor.cs

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

using System; 
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Globalization;
using System.Diagnostics; 

namespace System.Data.Query.InternalTrees 
{ 
    #region RuleProcessor
    ///  
    /// The RuleProcessor helps apply a set of rules to a query tree
    /// 
    internal class RuleProcessor
    { 
        #region private state
        ///  
        /// A lookup table for rules. 
        /// The lookup table is an array indexed by OpType and each entry has a list of rules.
        ///  
        private Dictionary m_processedNodeMap;
        #endregion

        #region constructors 
        /// 
        /// Initializes a new RuleProcessor 
        ///  
        internal RuleProcessor()
        { 
            // Build up the accelerator tables
            m_processedNodeMap = new Dictionary();
        }
        #endregion 

        #region private methods 
 
        private static bool ApplyRulesToNode(RuleProcessingContext context, ReadOnlyCollection> rules, Node currentNode, out Node newNode)
        { 
            newNode = currentNode;

            // Apply any pre-rule delegates
            context.PreProcess(currentNode); 

            foreach (Rule r in rules[(int)currentNode.Op.OpType]) 
            { 
                if (!r.Match(currentNode))
                { 
                    continue;
                }

                // Did the rule modify the subtree? 
                if (r.Apply(context, currentNode, out newNode))
                { 
                    // The node has changed; don't try to apply any more rules 
                    context.PostProcess(newNode, r);
                    return true; 
                }
                else
                {
                    Debug.Assert(newNode == currentNode, "Liar! This rule should have returned 'true'"); 
                }
            } 
 
            context.PostProcess(currentNode, null);
            return false; 
        }

        /// 
        /// Apply rules to the current subtree in a bottom-up fashion. 
        /// 
        /// Current rule processing context 
        /// The look-up table with the rules to be applied 
        /// Current subtree
        /// Parent node 
        /// Index of this child within the parent
        /// the result of the transformation
        private Node ApplyRulesToSubtree(RuleProcessingContext context,
            ReadOnlyCollection> rules, 
            Node subTreeRoot, Node parent, int childIndexInParent)
        { 
            int loopCount = 0; 
            Dictionary localProcessedMap = new Dictionary();
            SubTreeId subTreeId; 

            while (true)
            {
                // Am I looping forever 
                Debug.Assert(loopCount < 12, "endless loops?");
                loopCount++; 
 
                //
                // We may need to update state regardless of whether this subTree has 
                // changed after it has been processed last. For example, it may be
                // affected by transformation in its siblings due to external references.
                //
                context.PreProcessSubTree(subTreeRoot); 
                subTreeId = new SubTreeId(context, subTreeRoot, parent, childIndexInParent);
 
                // Have I seen this subtree already? Just return, if so 
                if (m_processedNodeMap.ContainsKey(subTreeId))
                { 
                    break;
                }

                // Avoid endless loops here - avoid cycles of 2 or more 
                if (localProcessedMap.ContainsKey(subTreeId))
                { 
                    // mark this subtree as processed 
                    m_processedNodeMap[subTreeId] = subTreeId;
                    break; 
                }
                // Keep track of this one
                localProcessedMap[subTreeId] = subTreeId;
 
                // Walk my children
                for (int i = 0; i < subTreeRoot.Children.Count; i++) 
                { 
                    subTreeRoot.Children[i] = ApplyRulesToSubtree(context, rules, subTreeRoot.Children[i], subTreeRoot, i);
                } 

                // Apply rules to myself. If no transformations were performed,
                // then mark this subtree as processed, and break out
                Node newSubTreeRoot; 
                if (!ApplyRulesToNode(context, rules, subTreeRoot, out newSubTreeRoot))
                { 
                    Debug.Assert(subTreeRoot == newSubTreeRoot); 
                    // mark this subtree as processed
                    m_processedNodeMap[subTreeId] = subTreeId; 
                    break;
                }
                context.PostProcessSubTree(subTreeRoot);
                subTreeRoot = newSubTreeRoot; 
            }
 
            context.PostProcessSubTree(subTreeRoot); 
            return subTreeRoot;
        } 
        #endregion

        #region public methods
        ///  
        /// Apply a set of rules to the subtree
        ///  
        /// Rule processing context 
        /// current subtree
        /// transformed subtree 
        internal Node ApplyRulesToSubtree(RuleProcessingContext context, ReadOnlyCollection> rules, Node subTreeRoot)
        {
            return ApplyRulesToSubtree(context, rules, subTreeRoot, null, 0);
        } 

        #endregion 
    } 
    #endregion
 
    #region SubTreeId
    internal class SubTreeId
    {
        #region private state 
        public Node m_subTreeRoot;
        private int m_hashCode; 
        private Node m_parent; 
        private int m_parentHashCode;
        private int m_childIndex; 
        #endregion

        #region constructors
        internal SubTreeId(RuleProcessingContext context, Node node, Node parent, int childIndex) 
        {
            m_subTreeRoot = node; 
            m_parent = parent; 
            m_childIndex = childIndex;
            m_hashCode = context.GetHashCode(node); 
            m_parentHashCode = parent == null ? 0 : context.GetHashCode(parent);
        }
        #endregion
 
        #region public surface
        public override int GetHashCode() 
        { 
            return m_hashCode;
        } 
        public override bool Equals(object obj)
        {
            SubTreeId other = obj as SubTreeId;
            return ((other != null) && (m_hashCode == other.m_hashCode) && 
                ((other.m_subTreeRoot == this.m_subTreeRoot) ||
                  ((other.m_parent == this.m_parent) && (other.m_childIndex == this.m_childIndex)))); 
        } 
        #endregion
    } 
    #endregion

    #region RuleProcessingContext
 
    /// 
    /// Delegate that describes the processing 
    ///  
    /// RuleProcessing context
    /// Node to process 
    internal delegate void OpDelegate(RuleProcessingContext context, Node node);

    /// 
    /// A RuleProcessingContext encapsulates information needed by various rules to process 
    /// the query tree.
    ///  
    internal abstract class RuleProcessingContext 
    {
        #region public surface 
        internal Command Command
        {
            get { return m_command; }
        } 

        ///  
        /// Callback function to be applied to a node before any rules are applied 
        /// 
        /// the node 
        internal virtual void PreProcess(Node node)
        {

        } 

        ///  
        /// Callback function to be applied to the subtree rooted at the given 
        /// node before any rules are applied
        ///  
        /// the node that is the root of the subtree
        internal virtual void PreProcessSubTree(Node node)
        {
        } 

        ///  
        /// Callback function to be applied on a node after a rule has been applied 
        /// that has modified the node
        ///  
        /// current node
        /// the rule that modified the node
        internal virtual void PostProcess(Node node, Rule rule)
        { 
        }
 
        ///  
        /// Callback function to be applied to the subtree rooted at the given
        /// node after any rules are applied 
        /// 
        /// the node that is the root of the subtree
        internal virtual void PostProcessSubTree(Node node)
        { 
        }
 
        ///  
        /// Get the hashcode for this node - to ensure that we don't loop forever
        ///  
        /// current node
        /// int hashcode
        internal virtual int GetHashCode(Node node)
        { 
            return node.GetHashCode();
        } 
        #endregion 

        #region constructors 
        internal RuleProcessingContext(Command command)
        {
            m_command = command;
        } 
        #endregion
 
        #region private state 
        private Command m_command;
        #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.Collections.ObjectModel;
using System.Globalization;
using System.Diagnostics; 

namespace System.Data.Query.InternalTrees 
{ 
    #region RuleProcessor
    ///  
    /// The RuleProcessor helps apply a set of rules to a query tree
    /// 
    internal class RuleProcessor
    { 
        #region private state
        ///  
        /// A lookup table for rules. 
        /// The lookup table is an array indexed by OpType and each entry has a list of rules.
        ///  
        private Dictionary m_processedNodeMap;
        #endregion

        #region constructors 
        /// 
        /// Initializes a new RuleProcessor 
        ///  
        internal RuleProcessor()
        { 
            // Build up the accelerator tables
            m_processedNodeMap = new Dictionary();
        }
        #endregion 

        #region private methods 
 
        private static bool ApplyRulesToNode(RuleProcessingContext context, ReadOnlyCollection> rules, Node currentNode, out Node newNode)
        { 
            newNode = currentNode;

            // Apply any pre-rule delegates
            context.PreProcess(currentNode); 

            foreach (Rule r in rules[(int)currentNode.Op.OpType]) 
            { 
                if (!r.Match(currentNode))
                { 
                    continue;
                }

                // Did the rule modify the subtree? 
                if (r.Apply(context, currentNode, out newNode))
                { 
                    // The node has changed; don't try to apply any more rules 
                    context.PostProcess(newNode, r);
                    return true; 
                }
                else
                {
                    Debug.Assert(newNode == currentNode, "Liar! This rule should have returned 'true'"); 
                }
            } 
 
            context.PostProcess(currentNode, null);
            return false; 
        }

        /// 
        /// Apply rules to the current subtree in a bottom-up fashion. 
        /// 
        /// Current rule processing context 
        /// The look-up table with the rules to be applied 
        /// Current subtree
        /// Parent node 
        /// Index of this child within the parent
        /// the result of the transformation
        private Node ApplyRulesToSubtree(RuleProcessingContext context,
            ReadOnlyCollection> rules, 
            Node subTreeRoot, Node parent, int childIndexInParent)
        { 
            int loopCount = 0; 
            Dictionary localProcessedMap = new Dictionary();
            SubTreeId subTreeId; 

            while (true)
            {
                // Am I looping forever 
                Debug.Assert(loopCount < 12, "endless loops?");
                loopCount++; 
 
                //
                // We may need to update state regardless of whether this subTree has 
                // changed after it has been processed last. For example, it may be
                // affected by transformation in its siblings due to external references.
                //
                context.PreProcessSubTree(subTreeRoot); 
                subTreeId = new SubTreeId(context, subTreeRoot, parent, childIndexInParent);
 
                // Have I seen this subtree already? Just return, if so 
                if (m_processedNodeMap.ContainsKey(subTreeId))
                { 
                    break;
                }

                // Avoid endless loops here - avoid cycles of 2 or more 
                if (localProcessedMap.ContainsKey(subTreeId))
                { 
                    // mark this subtree as processed 
                    m_processedNodeMap[subTreeId] = subTreeId;
                    break; 
                }
                // Keep track of this one
                localProcessedMap[subTreeId] = subTreeId;
 
                // Walk my children
                for (int i = 0; i < subTreeRoot.Children.Count; i++) 
                { 
                    subTreeRoot.Children[i] = ApplyRulesToSubtree(context, rules, subTreeRoot.Children[i], subTreeRoot, i);
                } 

                // Apply rules to myself. If no transformations were performed,
                // then mark this subtree as processed, and break out
                Node newSubTreeRoot; 
                if (!ApplyRulesToNode(context, rules, subTreeRoot, out newSubTreeRoot))
                { 
                    Debug.Assert(subTreeRoot == newSubTreeRoot); 
                    // mark this subtree as processed
                    m_processedNodeMap[subTreeId] = subTreeId; 
                    break;
                }
                context.PostProcessSubTree(subTreeRoot);
                subTreeRoot = newSubTreeRoot; 
            }
 
            context.PostProcessSubTree(subTreeRoot); 
            return subTreeRoot;
        } 
        #endregion

        #region public methods
        ///  
        /// Apply a set of rules to the subtree
        ///  
        /// Rule processing context 
        /// current subtree
        /// transformed subtree 
        internal Node ApplyRulesToSubtree(RuleProcessingContext context, ReadOnlyCollection> rules, Node subTreeRoot)
        {
            return ApplyRulesToSubtree(context, rules, subTreeRoot, null, 0);
        } 

        #endregion 
    } 
    #endregion
 
    #region SubTreeId
    internal class SubTreeId
    {
        #region private state 
        public Node m_subTreeRoot;
        private int m_hashCode; 
        private Node m_parent; 
        private int m_parentHashCode;
        private int m_childIndex; 
        #endregion

        #region constructors
        internal SubTreeId(RuleProcessingContext context, Node node, Node parent, int childIndex) 
        {
            m_subTreeRoot = node; 
            m_parent = parent; 
            m_childIndex = childIndex;
            m_hashCode = context.GetHashCode(node); 
            m_parentHashCode = parent == null ? 0 : context.GetHashCode(parent);
        }
        #endregion
 
        #region public surface
        public override int GetHashCode() 
        { 
            return m_hashCode;
        } 
        public override bool Equals(object obj)
        {
            SubTreeId other = obj as SubTreeId;
            return ((other != null) && (m_hashCode == other.m_hashCode) && 
                ((other.m_subTreeRoot == this.m_subTreeRoot) ||
                  ((other.m_parent == this.m_parent) && (other.m_childIndex == this.m_childIndex)))); 
        } 
        #endregion
    } 
    #endregion

    #region RuleProcessingContext
 
    /// 
    /// Delegate that describes the processing 
    ///  
    /// RuleProcessing context
    /// Node to process 
    internal delegate void OpDelegate(RuleProcessingContext context, Node node);

    /// 
    /// A RuleProcessingContext encapsulates information needed by various rules to process 
    /// the query tree.
    ///  
    internal abstract class RuleProcessingContext 
    {
        #region public surface 
        internal Command Command
        {
            get { return m_command; }
        } 

        ///  
        /// Callback function to be applied to a node before any rules are applied 
        /// 
        /// the node 
        internal virtual void PreProcess(Node node)
        {

        } 

        ///  
        /// Callback function to be applied to the subtree rooted at the given 
        /// node before any rules are applied
        ///  
        /// the node that is the root of the subtree
        internal virtual void PreProcessSubTree(Node node)
        {
        } 

        ///  
        /// Callback function to be applied on a node after a rule has been applied 
        /// that has modified the node
        ///  
        /// current node
        /// the rule that modified the node
        internal virtual void PostProcess(Node node, Rule rule)
        { 
        }
 
        ///  
        /// Callback function to be applied to the subtree rooted at the given
        /// node after any rules are applied 
        /// 
        /// the node that is the root of the subtree
        internal virtual void PostProcessSubTree(Node node)
        { 
        }
 
        ///  
        /// Get the hashcode for this node - to ensure that we don't loop forever
        ///  
        /// current node
        /// int hashcode
        internal virtual int GetHashCode(Node node)
        { 
            return node.GetHashCode();
        } 
        #endregion 

        #region constructors 
        internal RuleProcessingContext(Command command)
        {
            m_command = command;
        } 
        #endregion
 
        #region private state 
        private Command m_command;
        #endregion 
    }
    #endregion
}

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

                        

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