Item.cs source code in C# .NET

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Code:

/ Dotnetfx_Win7_3.5.1 / Dotnetfx_Win7_3.5.1 / 3.5.1 / WIN_WINDOWS / lh_tools_devdiv_wpf / Windows / wcp / Speech / Src / Internal / SrgsCompiler / Item.cs / 1 / Item.cs

                            //------------------------------------------------------------------ 
// 
//     Copyright (c) Microsoft Corporation.  All rights reserved.
// 
//----------------------------------------------------------------- 

using System; 
using System.Speech.Internal.SrgsParser; 

namespace System.Speech.Internal.SrgsCompiler 
{
    /// 
    /// Summary description for Rule.
    ///  
    internal sealed class Item : ParseElementCollection, IItem
    { 
        //******************************************************************* 
        //
        // Constructors 
        //
        //*******************************************************************

        #region Constructors 

        internal Item (Backend backend, Rule rule, int minRepeat, int maxRepeat, float repeatProbability, float weigth) 
            : base (backend, rule) 
        {
            // Validated by the caller 
            _minRepeat = minRepeat;
            _maxRepeat = maxRepeat;
            _repeatProbability = repeatProbability;
        } 

        #endregion 
 
        //********************************************************************
        // 
        // Internal Method
        //
        //*******************************************************************
 
        #region Intenal Method
 
        ///  
        ///  Process the '/item' element.
        ///  
        /// 
        void IElement.PostParse (IElement parentElement)
        {
            // Special case of no words but only tags. Returns an error as the result is ambiguous 
            // var res= 1;
            //  
            //    res= res * 2; 
            // 
            // Should the result be 2 or 4 
            if (_maxRepeat != _minRepeat && _startArc != null && _startArc == _endArc && _endArc.IsEpsilonTransition && !_endArc.IsPropertylessTransition)
            {
                XmlParser.ThrowSrgsException ((SRID.InvalidTagInAnEmptyItem));
            } 

            // empty  or repeat count == 0 
            if (_startArc == null || _maxRepeat == 0) 
            {
                // Special Case: _maxRepeat = 0 => Epsilon transition. 
                if (_maxRepeat == 0 && _startArc != null && _startArc.End != null)
                {
                    // Delete contents of Item.  Otherwise, we will end up with states disconnected to the rest of the rule.
                    State endState = _startArc.End; 
                    _startArc.End = null;
                    _backend.DeleteSubGraph (endState); 
                } 
                // empty item, just add an epsilon transition.
                _startArc = _endArc = _backend.EpsilonTransition (_repeatProbability); 
            }
            else
            {
                // Hard case if repeat count is not one 
                if (_minRepeat != 1 || _maxRepeat != 1)
                { 
                    // Dupplicate the states/transitions graph as many times as repeat count 

                    //Add a state before the start to be able to duplicate the graph 
                    _startArc = InsertState (_startArc, _repeatProbability, Position.Before);
                    State startState = _startArc.End;

                    // If _maxRepeat = Infinite, add epsilon transition loop back to the start of this 
                    if (_maxRepeat == System.Int32.MaxValue && _minRepeat == 1)
                    { 
                        _endArc = InsertState (_endArc, 1.0f, Position.After); 

                        AddEpsilonTransition (_endArc.Start, startState, 1 - _repeatProbability); 
                    }
                    else
                    {
                        State currentStartState = startState; 

                        // For each additional repeat count, clone a new subgraph and connect with appropriate transitions. 
                        for (UInt32 cnt = 1; cnt < _maxRepeat && cnt < 255; cnt++) 
                        {
                            // Prepare to clone a new subgraph matching the  content. 
                            State newStartState = _backend.CreateNewState (_endArc.Start.Rule);

                            // Clone subgraphs and update CurrentEndState.
                            State newEndState = _backend.CloneSubGraph (currentStartState, _endArc.Start, newStartState); 

                            // Connect the last state with the first state 
                            //_endArc.Start.OutArcs.Add (_endArc); 
                            _endArc.End = newStartState;
 
                            // reset the _endArc
                            System.Diagnostics.Debug.Assert (newEndState.OutArcs.CountIsOne && Arc.CompareContent (_endArc, newEndState.OutArcs.First) == 0);
                            _endArc = newEndState.OutArcs.First;
 
                            if (_maxRepeat == System.Int32.MaxValue)
                            { 
                                // If we are beyond _minRepeat, add epsilon transition frorm startState with (1-_repeatProbability). 
                                if (cnt == _minRepeat - 1)
                                { 
                                    // Create a new state and attach the last Arc to add
                                    _endArc = InsertState (_endArc, 1.0f, Position.After);

                                    AddEpsilonTransition (_endArc.Start, newStartState, 1 - _repeatProbability); 
                                    break;
                                } 
                            } 
                            else if (cnt <= _maxRepeat - _minRepeat)
                            { 
                                // If we are beyond _minRepeat, add epsilon transition frorm startState with (1-_repeatProbability).
                                AddEpsilonTransition (startState, newStartState, 1 - _repeatProbability);
                            }
 
                            // reset the current start state
                            currentStartState = newStartState; 
                        } 
                    }
                    // If _minRepeat == 0, add epsilon transition from currentEndState to FinalState with (1-_repeatProbability). 
                    // but do not do it if the only transition is an epsilon
                    if (_minRepeat == 0 && (_startArc != _endArc || !_startArc.IsEpsilonTransition))
                    {
                        if (!_endArc.IsEpsilonTransition || _endArc.SemanticTagCount > 0) 
                        {
                            _endArc = InsertState (_endArc, 1.0f, Position.After); 
                        } 
                        AddEpsilonTransition (startState, _endArc.Start, 1 - _repeatProbability);
                    } 

                    // Remove the added startState if possible
                    _startArc = TrimStart (_startArc, _backend);
                } 
            }
 
            // Add this item to the parent list 
            base.PostParse ((ParseElementCollection) parentElement);
        } 

        #endregion

        //******************************************************************** 
        //
        // Private Methods 
        // 
        //********************************************************************
 
        #region Private Methods

        private void AddEpsilonTransition (State start, State end, float weigth)
        { 
            Arc epsilon = _backend.EpsilonTransition (weigth);
            epsilon.Start = start; 
            epsilon.End = end; 
        }
 
        #endregion

        //*******************************************************************
        // 
        // Private Fields
        // 
        //******************************************************************** 

        #region Private Fields 

        private float _repeatProbability = 0.5f;

        private int _minRepeat = NotSet; 

        private int _maxRepeat = NotSet; 
 
        private const int NotSet = -1;
 
        #endregion

    }
} 

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

using System; 
using System.Speech.Internal.SrgsParser; 

namespace System.Speech.Internal.SrgsCompiler 
{
    /// 
    /// Summary description for Rule.
    ///  
    internal sealed class Item : ParseElementCollection, IItem
    { 
        //******************************************************************* 
        //
        // Constructors 
        //
        //*******************************************************************

        #region Constructors 

        internal Item (Backend backend, Rule rule, int minRepeat, int maxRepeat, float repeatProbability, float weigth) 
            : base (backend, rule) 
        {
            // Validated by the caller 
            _minRepeat = minRepeat;
            _maxRepeat = maxRepeat;
            _repeatProbability = repeatProbability;
        } 

        #endregion 
 
        //********************************************************************
        // 
        // Internal Method
        //
        //*******************************************************************
 
        #region Intenal Method
 
        ///  
        ///  Process the '/item' element.
        ///  
        /// 
        void IElement.PostParse (IElement parentElement)
        {
            // Special case of no words but only tags. Returns an error as the result is ambiguous 
            // var res= 1;
            //  
            //    res= res * 2; 
            // 
            // Should the result be 2 or 4 
            if (_maxRepeat != _minRepeat && _startArc != null && _startArc == _endArc && _endArc.IsEpsilonTransition && !_endArc.IsPropertylessTransition)
            {
                XmlParser.ThrowSrgsException ((SRID.InvalidTagInAnEmptyItem));
            } 

            // empty  or repeat count == 0 
            if (_startArc == null || _maxRepeat == 0) 
            {
                // Special Case: _maxRepeat = 0 => Epsilon transition. 
                if (_maxRepeat == 0 && _startArc != null && _startArc.End != null)
                {
                    // Delete contents of Item.  Otherwise, we will end up with states disconnected to the rest of the rule.
                    State endState = _startArc.End; 
                    _startArc.End = null;
                    _backend.DeleteSubGraph (endState); 
                } 
                // empty item, just add an epsilon transition.
                _startArc = _endArc = _backend.EpsilonTransition (_repeatProbability); 
            }
            else
            {
                // Hard case if repeat count is not one 
                if (_minRepeat != 1 || _maxRepeat != 1)
                { 
                    // Dupplicate the states/transitions graph as many times as repeat count 

                    //Add a state before the start to be able to duplicate the graph 
                    _startArc = InsertState (_startArc, _repeatProbability, Position.Before);
                    State startState = _startArc.End;

                    // If _maxRepeat = Infinite, add epsilon transition loop back to the start of this 
                    if (_maxRepeat == System.Int32.MaxValue && _minRepeat == 1)
                    { 
                        _endArc = InsertState (_endArc, 1.0f, Position.After); 

                        AddEpsilonTransition (_endArc.Start, startState, 1 - _repeatProbability); 
                    }
                    else
                    {
                        State currentStartState = startState; 

                        // For each additional repeat count, clone a new subgraph and connect with appropriate transitions. 
                        for (UInt32 cnt = 1; cnt < _maxRepeat && cnt < 255; cnt++) 
                        {
                            // Prepare to clone a new subgraph matching the  content. 
                            State newStartState = _backend.CreateNewState (_endArc.Start.Rule);

                            // Clone subgraphs and update CurrentEndState.
                            State newEndState = _backend.CloneSubGraph (currentStartState, _endArc.Start, newStartState); 

                            // Connect the last state with the first state 
                            //_endArc.Start.OutArcs.Add (_endArc); 
                            _endArc.End = newStartState;
 
                            // reset the _endArc
                            System.Diagnostics.Debug.Assert (newEndState.OutArcs.CountIsOne && Arc.CompareContent (_endArc, newEndState.OutArcs.First) == 0);
                            _endArc = newEndState.OutArcs.First;
 
                            if (_maxRepeat == System.Int32.MaxValue)
                            { 
                                // If we are beyond _minRepeat, add epsilon transition frorm startState with (1-_repeatProbability). 
                                if (cnt == _minRepeat - 1)
                                { 
                                    // Create a new state and attach the last Arc to add
                                    _endArc = InsertState (_endArc, 1.0f, Position.After);

                                    AddEpsilonTransition (_endArc.Start, newStartState, 1 - _repeatProbability); 
                                    break;
                                } 
                            } 
                            else if (cnt <= _maxRepeat - _minRepeat)
                            { 
                                // If we are beyond _minRepeat, add epsilon transition frorm startState with (1-_repeatProbability).
                                AddEpsilonTransition (startState, newStartState, 1 - _repeatProbability);
                            }
 
                            // reset the current start state
                            currentStartState = newStartState; 
                        } 
                    }
                    // If _minRepeat == 0, add epsilon transition from currentEndState to FinalState with (1-_repeatProbability). 
                    // but do not do it if the only transition is an epsilon
                    if (_minRepeat == 0 && (_startArc != _endArc || !_startArc.IsEpsilonTransition))
                    {
                        if (!_endArc.IsEpsilonTransition || _endArc.SemanticTagCount > 0) 
                        {
                            _endArc = InsertState (_endArc, 1.0f, Position.After); 
                        } 
                        AddEpsilonTransition (startState, _endArc.Start, 1 - _repeatProbability);
                    } 

                    // Remove the added startState if possible
                    _startArc = TrimStart (_startArc, _backend);
                } 
            }
 
            // Add this item to the parent list 
            base.PostParse ((ParseElementCollection) parentElement);
        } 

        #endregion

        //******************************************************************** 
        //
        // Private Methods 
        // 
        //********************************************************************
 
        #region Private Methods

        private void AddEpsilonTransition (State start, State end, float weigth)
        { 
            Arc epsilon = _backend.EpsilonTransition (weigth);
            epsilon.Start = start; 
            epsilon.End = end; 
        }
 
        #endregion

        //*******************************************************************
        // 
        // Private Fields
        // 
        //******************************************************************** 

        #region Private Fields 

        private float _repeatProbability = 0.5f;

        private int _minRepeat = NotSet; 

        private int _maxRepeat = NotSet; 
 
        private const int NotSet = -1;
 
        #endregion

    }
} 

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

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