Nodes.cs source code in C# .NET

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Code:

/ Dotnetfx_Vista_SP2 / Dotnetfx_Vista_SP2 / 8.0.50727.4016 / DEVDIV / depot / DevDiv / releases / Orcas / QFE / ndp / fx / src / DataEntity / System / Data / Query / InternalTrees / Nodes.cs / 2 / 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 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; } }
        ///  
        /// 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 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; } }
        ///  
        /// 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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