Vars.cs source code in C# .NET

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Code:

/ Net / Net / 3.5.50727.3053 / DEVDIV / depot / DevDiv / releases / Orcas / SP / ndp / fx / src / DataEntity / System / Data / Query / InternalTrees / Vars.cs / 3 / Vars.cs

                            //---------------------------------------------------------------------- 
// 
//      Copyright (c) Microsoft Corporation.  All rights reserved.
// 
// 
// @owner  [....], [....]
//--------------------------------------------------------------------- 
 
using System;
using System.Collections; 
using System.Collections.Generic;
using System.Data.Metadata.Edm;
using System.Diagnostics;
using System.Globalization; 
using System.Text;
 
namespace System.Data.Query.InternalTrees 
{
    ///  
    /// Types of variable
    /// 
    internal enum VarType
    { 
        /// 
        /// a parameter 
        ///  
        Parameter,
 
        /// 
        /// Column of a table
        /// 
        Column, 

        ///  
        /// A Computed var 
        /// 
        Computed, 

        /// 
        /// Var for SetOps (Union, Intersect, Except)
        ///  
        SetOp,
 
        ///  
        /// NotValid
        ///  
        NotValid
    }

    ///  
    /// Same as a ValRef in SqlServer. I just like changing names :-)
    ///  
    internal abstract class Var 
    {
        int m_id; 
        VarType m_varType;
        TypeUsage m_type;

        internal Var(int id, VarType varType, TypeUsage type) 
        {
            m_id = id; 
            m_varType = varType; 
            m_type = type;
        } 

        /// 
        /// Id of this var
        ///  
        internal int Id { get { return m_id; } }
 
        ///  
        /// Kind of Var
        ///  
        internal VarType VarType { get { return m_varType; } }

        /// 
        /// Datatype of this Var 
        /// 
        internal TypeUsage Type { get { return m_type; } } 
 
        /// 
        /// Try to get the name of this Var. 
        /// 
        /// 
        /// 
        internal virtual bool TryGetName(out string name) 
        {
            name = null; 
            return false; 
        }
 
        /// 
        /// Debugging support
        /// 
        ///  
        public override string ToString()
        { 
            return String.Format(CultureInfo.InvariantCulture, "{0}", this.Id); ; 
        }
    } 

    /// 
    /// Describes a query parameter
    ///  
    internal sealed class ParameterVar : Var
    { 
        string m_paramName; 

        internal ParameterVar(int id, TypeUsage type, string paramName) 
            : base(id, VarType.Parameter, type)
        {
            m_paramName = paramName;
        } 

        ///  
        /// Name of the parameter 
        /// 
        internal string ParameterName { get { return m_paramName; } } 

        /// 
        /// Get the name of this Var
        ///  
        /// 
        ///  
        internal override bool TryGetName(out string name) 
        {
            name = this.ParameterName; 
            return true;
        }
    }
 
    /// 
    /// Describes a column of a table 
    ///  
    internal sealed class ColumnVar : Var
    { 
        ColumnMD m_columnMetadata;
        Table m_table;

        ///  
        /// Constructor
        ///  
        ///  
        /// 
        ///  
        internal ColumnVar(int id, Table table, ColumnMD columnMetadata)
            : base(id, VarType.Column, columnMetadata.Type)
        {
            m_table = table; 
            m_columnMetadata = columnMetadata;
        } 
 
        /// 
        /// The table instance containing this column reference 
        /// 
        internal Table Table { get { return m_table; } }

        ///  
        /// The column metadata for this column
        ///  
        internal ColumnMD ColumnMetadata { get { return m_columnMetadata; } } 

        ///  
        /// Get the name of this column var
        /// 
        /// 
        ///  
        internal override bool TryGetName(out string name)
        { 
            name = m_columnMetadata.Name; 
            return true;
        } 
    }

    /// 
    /// A computed expression. Defined by a VarDefOp 
    /// 
    internal sealed class ComputedVar : Var 
    { 
        internal ComputedVar(int id, TypeUsage type) : base(id, VarType.Computed, type)
        { 
        }
    }

    ///  
    /// A SetOp Var - used as the output var for set operations (Union, Intersect, Except)
    ///  
    internal sealed class SetOpVar : Var 
    {
        internal SetOpVar(int id, TypeUsage type) : base(id, VarType.SetOp, type) { } 
    }

    //
 
    /// 
    /// A VarVec is a compressed representation of a set of variables - with no duplicates 
    /// and no ordering 
    ///
    /// A VarVec should be used in many places where we expect a number of vars to be 
    /// passed around; and we don't care particularly about the ordering of the vars
    ///
    /// This is obviously not suitable for representing sort keys, but is still
    /// reasonable for representing group by keys, and a variety of others. 
    ///
    ///  
    internal class VarVec : IEnumerable 
    {
        #region Nested Classes 
        /// 
        /// A VarVec enumerator is a specialized enumerator for a VarVec.
        /// 
        internal class VarVecEnumerator : IEnumerator, IDisposable 
        {
            #region private state 
            private int m_position; 
            private Command m_command;
            private BitArray m_bitArray; 
            #endregion

            #region Constructors
            ///  
            /// Constructs a new enumerator for the specified Vec
            ///  
            ///  
            internal VarVecEnumerator(VarVec vec)
            { 
                Init(vec);
            }
            #endregion
 
            #region public surface
            ///  
            /// Initialize the enumerator to enumerate over the supplied Vec 
            /// 
            ///  
            internal void Init(VarVec vec)
            {
                m_position = -1;
                m_command = vec.m_command; 
                m_bitArray = vec.m_bitVector;
            } 
            #endregion 

            #region IEnumerator Members 
            /// 
            /// Get the Var at the current position
            /// 
            public Var Current 
            {
                get { return (m_position >= 0 && m_position < m_bitArray.Count) ? m_command.GetVar(m_position) : (Var)null; } 
            } 
            #endregion
 
            #region IEnumerator Members
            object IEnumerator.Current
            {
                get { return Current;} 
            }
 
            ///  
            /// Move to the next position
            ///  
            /// 
            public bool MoveNext()
            {
                m_position++; 
                for (; m_position < m_bitArray.Count; m_position++)
                { 
                    if (m_bitArray[m_position]) 
                    {
                        return true; 
                    }
                }
                return false;
            } 

            ///  
            /// Reset enumerator to start off again 
            /// 
            public void Reset() 
            {
                m_position = -1;
            }
            #endregion 

            #region IDisposable Members 
            ///  
            /// Dispose of the current enumerator - return it to the Command
            ///  
            public void Dispose()
            {
                m_bitArray = null;
                m_command.ReleaseVarVecEnumerator(this); 
            }
 
            #endregion 
        }
        #endregion 

        #region public methods
        internal void Clear()
        { 
            m_bitVector.Length = 0;
        } 
 
        internal void And(VarVec other)
        { 
            Align(other);
            m_bitVector.And(other.m_bitVector);
        }
 
        internal void Or(VarVec other)
        { 
            Align(other); 
            m_bitVector.Or(other.m_bitVector);
        } 

        /// 
        /// Computes (this Minus other) by performing (this And (Not(other)))
        /// A temp VarVec is used and released at the end of the operation 
        /// 
        ///  
        internal void Minus(VarVec other) 
        {
            VarVec tmp = m_command.CreateVarVec(other); 
            tmp.m_bitVector.Length = m_bitVector.Length;
            tmp.m_bitVector.Not();
            this.And(tmp);
            m_command.ReleaseVarVec(tmp); 
        }
 
        ///  
        /// Does this have a non-zero overlap with the other vec
        ///  
        /// 
        /// 
        internal bool Overlaps(VarVec other)
        { 
            VarVec otherCopy = m_command.CreateVarVec(other);
            otherCopy.And(this); 
            bool overlaps = !otherCopy.IsEmpty; 
            m_command.ReleaseVarVec(otherCopy);
            return overlaps; 
        }

        /// 
        /// Does this Vec include every var in the other vec? 
        /// Written this way deliberately under the assumption that "other"
        /// is a relatively small vec 
        ///  
        /// 
        ///  
        internal bool Subsumes(VarVec other)
        {
            for (int i = 0; i < other.m_bitVector.Count; i++)
            { 
                if (other.m_bitVector[i] &&
                    ((i >= this.m_bitVector.Count) || !this.m_bitVector[i])) 
                { 
                    return false;
                } 
            }
            return true;
        }
 
        internal void InitFrom(VarVec other)
        { 
            this.Clear(); 
            this.m_bitVector.Length = other.m_bitVector.Length;
            this.m_bitVector.Or(other.m_bitVector); 
        }

        internal void InitFrom(IEnumerable other)
        { 
            InitFrom(other, false);
        } 
 
        internal void InitFrom(IEnumerable other, bool ignoreParameters)
        { 
            this.Clear();
            foreach (Var v in other)
            {
                if (!ignoreParameters || (v.VarType != VarType.Parameter)) 
                {
                    this.Set(v); 
                } 
            }
        } 

        /// 
        /// The enumerator pattern
        ///  
        /// 
        public IEnumerator GetEnumerator() 
        { 
            return m_command.GetVarVecEnumerator(this);
        } 

        IEnumerator IEnumerable.GetEnumerator()
        {
            return this.GetEnumerator(); 
        }
 
        ///  
        /// Number of vars in this set
        ///  
        internal int Count
        {
            get
            { 
                int count = 0;
                foreach (Var v in this) 
                    count++; 
                return count;
            } 
        }

        internal bool IsSet(Var v)
        { 
            Align(v.Id);
            return m_bitVector.Get(v.Id); 
        } 
        internal void Set(Var v)
        { 
            Align(v.Id);
            m_bitVector.Set(v.Id, true);
        }
        internal void Clear(Var v) 
        {
            Align(v.Id); 
            m_bitVector.Set(v.Id, false); 
        }
 
        /// 
        /// Is this Vec empty?
        /// 
        internal bool IsEmpty 
        {
            get { return this.First == null;} 
        } 

        ///  
        /// Get me the first var that is set
        /// 
        internal Var First
        { 
            get
            { 
                foreach (Var v in this) 
                {
                    return v; 
                }
                return null;
            }
        } 

        ///  
        /// Walk through the input varVec, replace any vars that have been "renamed" based 
        /// on the input varMap, and return the new VarVec
        ///  
        /// dictionary of renamed vars
        /// a new VarVec
        internal VarVec Remap(Dictionary varMap)
        { 
            VarVec newVec = m_command.CreateVarVec();
            foreach (Var v in this) 
            { 
                Var newVar;
                if (!varMap.TryGetValue(v, out newVar)) 
                {
                    newVar = v;
                }
                newVec.Set(newVar); 
            }
            return newVec; 
        } 

        #endregion 

        #region constructors
        internal VarVec(Command command)
        { 
            m_bitVector = new BitArray(64);
            m_command = command; 
        } 
        #endregion
 
        #region private methods
        private void Align(VarVec other)
        {
            if (other.m_bitVector.Count == this.m_bitVector.Count) 
                return;
            if (other.m_bitVector.Count > this.m_bitVector.Count) 
            { 
                this.m_bitVector.Length = other.m_bitVector.Count;
            } 
            else
            {
                other.m_bitVector.Length = this.m_bitVector.Count;
            } 
        }
        private void Align(int idx) 
        { 
            if (idx >= m_bitVector.Count)
            { 
                m_bitVector.Length = idx + 1;
            }
        }
 
        /// 
        /// Debugging support 
        /// provide a string representation for debugging. 
        /// 
        ///  
        public override string ToString()
        {
            StringBuilder sb = new StringBuilder();
            string separator = String.Empty; 

            foreach (Var v in this) 
            { 
                sb.AppendFormat(CultureInfo.InvariantCulture, "{0}{1}", separator, v.Id);
                separator = ","; 
            }
            return sb.ToString();
        }
        #endregion 

        #region private state 
        private BitArray m_bitVector; 
        private Command m_command;
        #endregion 

        #region Clone
        /// 
        /// Create a clone of this vec 
        /// 
        ///  
        public VarVec Clone() 
        {
            VarVec newVec = m_command.CreateVarVec(); 
            newVec.InitFrom(this);
            return newVec;
        }
 
        #endregion
    } 
 
    /// 
    /// An ordered list of Vars. Use this when you need an ordering. 
    /// 
    [DebuggerDisplay("{{{ToString()}}}")]
    internal class VarList : List
    { 
        #region constructors
        ///  
        /// Trivial constructor 
        /// 
        internal VarList() : base() { } 

        /// 
        /// Not so trivial constructor
        ///  
        /// 
        internal VarList(IEnumerable vars) : base(vars) { } 
        #endregion 

        #region public methods 

        /// 
        /// Debugging support
        /// provide a string representation for debugging. 
        /// 
        ///  
        public override string ToString() 
        {
            StringBuilder sb = new StringBuilder(); 
            string separator = String.Empty;

            foreach (Var v in this)
            { 
                sb.AppendFormat(CultureInfo.InvariantCulture, "{0}{1}", separator, v.Id);
                separator = ","; 
            } 
            return sb.ToString();
        } 

        #endregion
    }
 

    #region VarMap 
    ///  
    /// Helps map one variable to the next.
    ///  
    internal class VarMap: Dictionary
    {
        #region public surfaces
 
        internal VarMap GetReverseMap()
        { 
            VarMap reverseMap = new VarMap(); 
            foreach (KeyValuePair kv in this)
            { 
                Var x;
                // On the odd chance that a var is in the varMap more than once, the first one
                // is going to be the one we want to use, because it might be the discriminator
                // var; 
                if (!reverseMap.TryGetValue(kv.Value, out x))
                { 
                    reverseMap[kv.Value] = kv.Key; 
                }
            } 
            return reverseMap;
        }

        public override string ToString() 
        {
            StringBuilder sb = new StringBuilder(); 
            string separator = string.Empty; 

            foreach (Var v in this.Keys) 
            {
                sb.AppendFormat(CultureInfo.InvariantCulture, "{0}({1},{2})", separator, v.Id, this[v].Id);
                separator = ",";
            } 
            return sb.ToString();
        } 
 
        #endregion
 
        #region constructors
        internal VarMap() : base() { }
        #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; 
using System.Collections.Generic;
using System.Data.Metadata.Edm;
using System.Diagnostics;
using System.Globalization; 
using System.Text;
 
namespace System.Data.Query.InternalTrees 
{
    ///  
    /// Types of variable
    /// 
    internal enum VarType
    { 
        /// 
        /// a parameter 
        ///  
        Parameter,
 
        /// 
        /// Column of a table
        /// 
        Column, 

        ///  
        /// A Computed var 
        /// 
        Computed, 

        /// 
        /// Var for SetOps (Union, Intersect, Except)
        ///  
        SetOp,
 
        ///  
        /// NotValid
        ///  
        NotValid
    }

    ///  
    /// Same as a ValRef in SqlServer. I just like changing names :-)
    ///  
    internal abstract class Var 
    {
        int m_id; 
        VarType m_varType;
        TypeUsage m_type;

        internal Var(int id, VarType varType, TypeUsage type) 
        {
            m_id = id; 
            m_varType = varType; 
            m_type = type;
        } 

        /// 
        /// Id of this var
        ///  
        internal int Id { get { return m_id; } }
 
        ///  
        /// Kind of Var
        ///  
        internal VarType VarType { get { return m_varType; } }

        /// 
        /// Datatype of this Var 
        /// 
        internal TypeUsage Type { get { return m_type; } } 
 
        /// 
        /// Try to get the name of this Var. 
        /// 
        /// 
        /// 
        internal virtual bool TryGetName(out string name) 
        {
            name = null; 
            return false; 
        }
 
        /// 
        /// Debugging support
        /// 
        ///  
        public override string ToString()
        { 
            return String.Format(CultureInfo.InvariantCulture, "{0}", this.Id); ; 
        }
    } 

    /// 
    /// Describes a query parameter
    ///  
    internal sealed class ParameterVar : Var
    { 
        string m_paramName; 

        internal ParameterVar(int id, TypeUsage type, string paramName) 
            : base(id, VarType.Parameter, type)
        {
            m_paramName = paramName;
        } 

        ///  
        /// Name of the parameter 
        /// 
        internal string ParameterName { get { return m_paramName; } } 

        /// 
        /// Get the name of this Var
        ///  
        /// 
        ///  
        internal override bool TryGetName(out string name) 
        {
            name = this.ParameterName; 
            return true;
        }
    }
 
    /// 
    /// Describes a column of a table 
    ///  
    internal sealed class ColumnVar : Var
    { 
        ColumnMD m_columnMetadata;
        Table m_table;

        ///  
        /// Constructor
        ///  
        ///  
        /// 
        ///  
        internal ColumnVar(int id, Table table, ColumnMD columnMetadata)
            : base(id, VarType.Column, columnMetadata.Type)
        {
            m_table = table; 
            m_columnMetadata = columnMetadata;
        } 
 
        /// 
        /// The table instance containing this column reference 
        /// 
        internal Table Table { get { return m_table; } }

        ///  
        /// The column metadata for this column
        ///  
        internal ColumnMD ColumnMetadata { get { return m_columnMetadata; } } 

        ///  
        /// Get the name of this column var
        /// 
        /// 
        ///  
        internal override bool TryGetName(out string name)
        { 
            name = m_columnMetadata.Name; 
            return true;
        } 
    }

    /// 
    /// A computed expression. Defined by a VarDefOp 
    /// 
    internal sealed class ComputedVar : Var 
    { 
        internal ComputedVar(int id, TypeUsage type) : base(id, VarType.Computed, type)
        { 
        }
    }

    ///  
    /// A SetOp Var - used as the output var for set operations (Union, Intersect, Except)
    ///  
    internal sealed class SetOpVar : Var 
    {
        internal SetOpVar(int id, TypeUsage type) : base(id, VarType.SetOp, type) { } 
    }

    //
 
    /// 
    /// A VarVec is a compressed representation of a set of variables - with no duplicates 
    /// and no ordering 
    ///
    /// A VarVec should be used in many places where we expect a number of vars to be 
    /// passed around; and we don't care particularly about the ordering of the vars
    ///
    /// This is obviously not suitable for representing sort keys, but is still
    /// reasonable for representing group by keys, and a variety of others. 
    ///
    ///  
    internal class VarVec : IEnumerable 
    {
        #region Nested Classes 
        /// 
        /// A VarVec enumerator is a specialized enumerator for a VarVec.
        /// 
        internal class VarVecEnumerator : IEnumerator, IDisposable 
        {
            #region private state 
            private int m_position; 
            private Command m_command;
            private BitArray m_bitArray; 
            #endregion

            #region Constructors
            ///  
            /// Constructs a new enumerator for the specified Vec
            ///  
            ///  
            internal VarVecEnumerator(VarVec vec)
            { 
                Init(vec);
            }
            #endregion
 
            #region public surface
            ///  
            /// Initialize the enumerator to enumerate over the supplied Vec 
            /// 
            ///  
            internal void Init(VarVec vec)
            {
                m_position = -1;
                m_command = vec.m_command; 
                m_bitArray = vec.m_bitVector;
            } 
            #endregion 

            #region IEnumerator Members 
            /// 
            /// Get the Var at the current position
            /// 
            public Var Current 
            {
                get { return (m_position >= 0 && m_position < m_bitArray.Count) ? m_command.GetVar(m_position) : (Var)null; } 
            } 
            #endregion
 
            #region IEnumerator Members
            object IEnumerator.Current
            {
                get { return Current;} 
            }
 
            ///  
            /// Move to the next position
            ///  
            /// 
            public bool MoveNext()
            {
                m_position++; 
                for (; m_position < m_bitArray.Count; m_position++)
                { 
                    if (m_bitArray[m_position]) 
                    {
                        return true; 
                    }
                }
                return false;
            } 

            ///  
            /// Reset enumerator to start off again 
            /// 
            public void Reset() 
            {
                m_position = -1;
            }
            #endregion 

            #region IDisposable Members 
            ///  
            /// Dispose of the current enumerator - return it to the Command
            ///  
            public void Dispose()
            {
                m_bitArray = null;
                m_command.ReleaseVarVecEnumerator(this); 
            }
 
            #endregion 
        }
        #endregion 

        #region public methods
        internal void Clear()
        { 
            m_bitVector.Length = 0;
        } 
 
        internal void And(VarVec other)
        { 
            Align(other);
            m_bitVector.And(other.m_bitVector);
        }
 
        internal void Or(VarVec other)
        { 
            Align(other); 
            m_bitVector.Or(other.m_bitVector);
        } 

        /// 
        /// Computes (this Minus other) by performing (this And (Not(other)))
        /// A temp VarVec is used and released at the end of the operation 
        /// 
        ///  
        internal void Minus(VarVec other) 
        {
            VarVec tmp = m_command.CreateVarVec(other); 
            tmp.m_bitVector.Length = m_bitVector.Length;
            tmp.m_bitVector.Not();
            this.And(tmp);
            m_command.ReleaseVarVec(tmp); 
        }
 
        ///  
        /// Does this have a non-zero overlap with the other vec
        ///  
        /// 
        /// 
        internal bool Overlaps(VarVec other)
        { 
            VarVec otherCopy = m_command.CreateVarVec(other);
            otherCopy.And(this); 
            bool overlaps = !otherCopy.IsEmpty; 
            m_command.ReleaseVarVec(otherCopy);
            return overlaps; 
        }

        /// 
        /// Does this Vec include every var in the other vec? 
        /// Written this way deliberately under the assumption that "other"
        /// is a relatively small vec 
        ///  
        /// 
        ///  
        internal bool Subsumes(VarVec other)
        {
            for (int i = 0; i < other.m_bitVector.Count; i++)
            { 
                if (other.m_bitVector[i] &&
                    ((i >= this.m_bitVector.Count) || !this.m_bitVector[i])) 
                { 
                    return false;
                } 
            }
            return true;
        }
 
        internal void InitFrom(VarVec other)
        { 
            this.Clear(); 
            this.m_bitVector.Length = other.m_bitVector.Length;
            this.m_bitVector.Or(other.m_bitVector); 
        }

        internal void InitFrom(IEnumerable other)
        { 
            InitFrom(other, false);
        } 
 
        internal void InitFrom(IEnumerable other, bool ignoreParameters)
        { 
            this.Clear();
            foreach (Var v in other)
            {
                if (!ignoreParameters || (v.VarType != VarType.Parameter)) 
                {
                    this.Set(v); 
                } 
            }
        } 

        /// 
        /// The enumerator pattern
        ///  
        /// 
        public IEnumerator GetEnumerator() 
        { 
            return m_command.GetVarVecEnumerator(this);
        } 

        IEnumerator IEnumerable.GetEnumerator()
        {
            return this.GetEnumerator(); 
        }
 
        ///  
        /// Number of vars in this set
        ///  
        internal int Count
        {
            get
            { 
                int count = 0;
                foreach (Var v in this) 
                    count++; 
                return count;
            } 
        }

        internal bool IsSet(Var v)
        { 
            Align(v.Id);
            return m_bitVector.Get(v.Id); 
        } 
        internal void Set(Var v)
        { 
            Align(v.Id);
            m_bitVector.Set(v.Id, true);
        }
        internal void Clear(Var v) 
        {
            Align(v.Id); 
            m_bitVector.Set(v.Id, false); 
        }
 
        /// 
        /// Is this Vec empty?
        /// 
        internal bool IsEmpty 
        {
            get { return this.First == null;} 
        } 

        ///  
        /// Get me the first var that is set
        /// 
        internal Var First
        { 
            get
            { 
                foreach (Var v in this) 
                {
                    return v; 
                }
                return null;
            }
        } 

        ///  
        /// Walk through the input varVec, replace any vars that have been "renamed" based 
        /// on the input varMap, and return the new VarVec
        ///  
        /// dictionary of renamed vars
        /// a new VarVec
        internal VarVec Remap(Dictionary varMap)
        { 
            VarVec newVec = m_command.CreateVarVec();
            foreach (Var v in this) 
            { 
                Var newVar;
                if (!varMap.TryGetValue(v, out newVar)) 
                {
                    newVar = v;
                }
                newVec.Set(newVar); 
            }
            return newVec; 
        } 

        #endregion 

        #region constructors
        internal VarVec(Command command)
        { 
            m_bitVector = new BitArray(64);
            m_command = command; 
        } 
        #endregion
 
        #region private methods
        private void Align(VarVec other)
        {
            if (other.m_bitVector.Count == this.m_bitVector.Count) 
                return;
            if (other.m_bitVector.Count > this.m_bitVector.Count) 
            { 
                this.m_bitVector.Length = other.m_bitVector.Count;
            } 
            else
            {
                other.m_bitVector.Length = this.m_bitVector.Count;
            } 
        }
        private void Align(int idx) 
        { 
            if (idx >= m_bitVector.Count)
            { 
                m_bitVector.Length = idx + 1;
            }
        }
 
        /// 
        /// Debugging support 
        /// provide a string representation for debugging. 
        /// 
        ///  
        public override string ToString()
        {
            StringBuilder sb = new StringBuilder();
            string separator = String.Empty; 

            foreach (Var v in this) 
            { 
                sb.AppendFormat(CultureInfo.InvariantCulture, "{0}{1}", separator, v.Id);
                separator = ","; 
            }
            return sb.ToString();
        }
        #endregion 

        #region private state 
        private BitArray m_bitVector; 
        private Command m_command;
        #endregion 

        #region Clone
        /// 
        /// Create a clone of this vec 
        /// 
        ///  
        public VarVec Clone() 
        {
            VarVec newVec = m_command.CreateVarVec(); 
            newVec.InitFrom(this);
            return newVec;
        }
 
        #endregion
    } 
 
    /// 
    /// An ordered list of Vars. Use this when you need an ordering. 
    /// 
    [DebuggerDisplay("{{{ToString()}}}")]
    internal class VarList : List
    { 
        #region constructors
        ///  
        /// Trivial constructor 
        /// 
        internal VarList() : base() { } 

        /// 
        /// Not so trivial constructor
        ///  
        /// 
        internal VarList(IEnumerable vars) : base(vars) { } 
        #endregion 

        #region public methods 

        /// 
        /// Debugging support
        /// provide a string representation for debugging. 
        /// 
        ///  
        public override string ToString() 
        {
            StringBuilder sb = new StringBuilder(); 
            string separator = String.Empty;

            foreach (Var v in this)
            { 
                sb.AppendFormat(CultureInfo.InvariantCulture, "{0}{1}", separator, v.Id);
                separator = ","; 
            } 
            return sb.ToString();
        } 

        #endregion
    }
 

    #region VarMap 
    ///  
    /// Helps map one variable to the next.
    ///  
    internal class VarMap: Dictionary
    {
        #region public surfaces
 
        internal VarMap GetReverseMap()
        { 
            VarMap reverseMap = new VarMap(); 
            foreach (KeyValuePair kv in this)
            { 
                Var x;
                // On the odd chance that a var is in the varMap more than once, the first one
                // is going to be the one we want to use, because it might be the discriminator
                // var; 
                if (!reverseMap.TryGetValue(kv.Value, out x))
                { 
                    reverseMap[kv.Value] = kv.Key; 
                }
            } 
            return reverseMap;
        }

        public override string ToString() 
        {
            StringBuilder sb = new StringBuilder(); 
            string separator = string.Empty; 

            foreach (Var v in this.Keys) 
            {
                sb.AppendFormat(CultureInfo.InvariantCulture, "{0}({1},{2})", separator, v.Id, this[v].Id);
                separator = ",";
            } 
            return sb.ToString();
        } 
 
        #endregion
 
        #region constructors
        internal VarMap() : base() { }
        #endregion
    } 
    #endregion
} 

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

                        

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