package queries import "http://www.example.com/crossingScenario" import "http://www.eclipse.org/emf/2002/Ecore" //////Minimal Failing Example //@Constraint(severity = "error", key = {l}, message = "this defines the placedOn relation") //pattern patterThatOnlyWorksWithInt(l : Lane) { // Lane.referenceCoord(l, w); // check(w <= 0-10.0); //} ////////////// //CrossingScenario ///////////// //TODO Hard-code xSize? //TODO Hard-code ySize? //TODO Hard-code maxTime? //@Constraint(severity="error", key={l}, message="3 CrossingScenari") //pattern define_cs_maxTime(cs:CrossingScenario) { // CrossingScenario.maxTime(cs, mt); // check(mt != 60.0); //} ////////////// //Lane ////////////// @Constraint(severity="error", key={l}, message="1 Lane") pattern define_numWidth_small(l : Lane) { Lane.width(l, Size::S_Small); Lane.numWidth(l, nw); check(nw <= 5.0); } or { Lane.width(l, Size::S_Small); Lane.numWidth(l, nw); check(nw >= 10.0); } @Constraint(severity="error", key={l}, message="2 Lane") pattern define_numWidth_medium(l : Lane) { Lane.width(l, ::S_Med); Lane.numWidth(l, nw); check(nw <= 10.0); } or { Lane.width(l, Size::S_Med); Lane.numWidth(l, nw); check(nw >= 15.0); } @Constraint(severity="error", key={l}, message="3 Lane") pattern define_numWidth_large(l : Lane) { Lane.width(l, Size::S_Large); Lane.numWidth(l, nw); check(nw <= 15.0); } or { Lane.width(l, Size::S_Large); Lane.numWidth(l, nw); check(nw >= 20.0); } /////////////Prevlane ////////head lanes do not have prevLane @Constraint(severity="error", key={l}, message="6.1 Lane") pattern define_prevLane_headVertLaneDoesNotHavePrevLane(cs:CrossingScenario, l:Lane_Vertical) { CrossingScenario.vertical_head(cs, l); Lane.prevLane(l, _); } @Constraint(severity="error", key={l}, message="6.2 Lane") pattern define_prevLane_headHoriLaneDoesNotHavePrevLane(cs:CrossingScenario, l:Lane_Horizontal) { CrossingScenario.horizontal_head(cs, l); Lane.prevLane(l, _); } ////////Non-head lanes must have prevLane @Constraint(severity="error", key={l}, message="6.1 Lane") pattern define_prevLane_nonheadVertLaneHasPrevLane(l:Lane_Vertical) { neg find find_headVertLane(l); neg find find_laneWithPrevLane(l); } @Constraint(severity="error", key={l}, message="6.1 Lane") pattern define_prevLane_nonheadHoriLaneHasPrevLane(l:Lane_Horizontal) { neg find find_headHoriLane(l); neg find find_laneWithPrevLane(l); } private pattern find_headVertLane(l:Lane_Vertical) { CrossingScenario.vertical_head(_, l); } private pattern find_headHoriLane(l:Lane_Horizontal) { CrossingScenario.horizontal_head(_, l); } private pattern find_laneWithPrevLane(l:Lane) { Lane.prevLane(l, _); } /////////Lane cannot be its own recursive prevLane @Constraint(severity="error", key={l}, message="6.1 Lane") pattern define_prevLane_lanecannotBeItsOwnPrevLane(l:Lane) { Lane.prevLane(l, l); } @Constraint(severity="error", key={l}, message="6.2 Lane") pattern define_prevLane_lanecannotBeItsOwnRecursivePrevLane(l:Lane) { find find_prevLane+(l, l); } private pattern find_prevLane(l1:Lane, l2:Lane) { Lane.prevLane(l1, l2); } //////Lane cannot be prevLane of >1 other lane @Constraint(severity="error", key={l1, l2}, message="7 Lane") pattern define_prevLane_lanecannotbeprevLaneof2lanes(l1:Lane, l2:Lane) { Lane.prevLane(l1, l); Lane.prevLane(l2, l); l1 != l2; } //////consecutive lanes must have same orientation @Constraint(severity="error", key={l1, l2}, message="8 Lane") pattern define_prevLane_consecutiveLanesMustHaveSameOrientation1(l1:Lane_Horizontal, l2:Lane_Vertical) { Lane.prevLane(l1, l2); } @Constraint(severity="error", key={l1, l2}, message="8 Lane") pattern define_prevLane_consecutiveLanesMustHaveSameOrientation2(l1:Lane_Vertical, l2:Lane_Horizontal) { Lane.prevLane(l1, l2); } /////////////ReferenceCoord /////refCoord of head lanes must be 0 @Constraint(severity="error", key={l}, message="6.2 Lane") pattern define_prevLane_headHoriLaneHas0RefCoord(cs:CrossingScenario, l:Lane_Horizontal) { CrossingScenario.horizontal_head(cs, l); Lane.referenceCoord(l, rc); check(rc != 0.0); } @Constraint(severity="error", key={l}, message="6.2 Lane") pattern define_prevLane_headVertLaneHas0RefCoord(cs:CrossingScenario, l:Lane_Vertical) { CrossingScenario.vertical_head(cs, l); Lane.referenceCoord(l, rc); check(rc != 0.0); } //////refCoord of a lane is prevLane.rc + curLane.numWidth @Constraint(severity="error", key={l}, message="6.2 Lane") pattern define_referenceCoord_laneWithPrevHasCorrectRefCoord(l:Lane) { Lane.prevLane(l, prev); Lane.referenceCoord(l, rcCur); Lane.numWidth(prev, wPrev); Lane.referenceCoord(prev, rcPrev); check(rcCur != rcPrev + wPrev); } ////////////// //Lane+Actor ////////////// /////////Actor (a) on vertical lane (l) must have a.xPos=[l.rc, l.rc + l.nw] @Constraint(severity = "error", key = {a}, message = "this defines the placedOn relation for vertical lanes") pattern define_placedOn_actorOnVerticalLane(a : Actor, vl:Lane_Vertical) { Actor.placedOn(a, vl); Actor.xPos(a, x); Lane.referenceCoord(vl, r); check(x <= r); } or { Actor.placedOn(a, vl); Actor.xPos(a, x); Lane.referenceCoord(vl, r); Lane.numWidth(vl, w); check(x >= (r + w)); } @Constraint(severity = "error", key = {a}, message = "this defines the placedOn relation for vertical lanes") pattern define_placedOn_actorOnHorizLane(a : Actor, hl:Lane_Horizontal) { Actor.placedOn(a, hl); Actor.yPos(a, y); Lane.referenceCoord(hl, r); check(y <= r); } or { Actor.placedOn(a, hl); Actor.yPos(a, y); Lane.referenceCoord(hl, r); Lane.numWidth(hl, w); check(y >= (r + w)); } ////////////// //Actor ////////////// //Hard-coded stuff //TODO THIS IS HARD_CODED @Constraint(severity="error", key={a}, message="x") pattern define_actor_maxXp(a:Actor) { Actor.xPos(a, xP); check(xP >= 1000.0);} @Constraint(severity="error", key={a}, message="x") pattern define_actor_minXp(a:Actor) { Actor.xPos(a, xP); check(xP <= 0-1000.0);} //TODO THIS IS HARD_CODED @Constraint(severity="error", key={a}, message="x") pattern define_actor_maxYp(a:Actor) { Actor.yPos(a, yP); check(yP >= 1000.0);} @Constraint(severity="error", key={a}, message="x") pattern define_actor_minYp(a:Actor) { Actor.yPos(a, yP); check(yP <= 0-1000.0);} //TODO THIS IS HARD_CODED @Constraint(severity="error", key={a}, message="x") pattern define_actor_maxXs(a:Actor) { Actor.xSpeed(a, xS); check(xS >= 100.0);} @Constraint(severity="error", key={a}, message="x") pattern define_actor_minXs(a:Actor) { Actor.xSpeed(a, xS); check(xS <= 0-100.0);} //TODO THIS IS HARD_CODED @Constraint(severity="error", key={a}, message="x") pattern define_actor_maxYs(a:Actor) { Actor.ySpeed(a, yS); check(yS >= 100.0);} @Constraint(severity="error", key={a}, message="x") pattern define_actor_minYs(a:Actor) { Actor.ySpeed(a, yS); check(yS <= 0-100.0);} //END Hard-coded stuff ////TODO May be required /////////xPos of every actor mmust be within bounds defined in CS //@Constraint(severity="error", key={l}, message="1 Actor") //pattern define_actor_xPosWithinCSbounds(cs:CrossingScenario, a:Actor) { // //} // ////TODO May be required /////////yPos of every actor mmust be within bounds defined in CS //@Constraint(severity="error", key={l}, message="2 Actor") //pattern define_actor_yPosWithinCSbounds(cs:CrossingScenario, a:Actor) { // //} ///////pedestrian-width (3) //TODO Derived? @Constraint(severity="error", key={p}, message="3 Actor") pattern define_actor_pedestrianWidth(p:Pedestrian) { Pedestrian.width(p, w); check(w != 1.0); } /////////pedestrian-width (4) //TODO Derived? @Constraint(severity="error", key={p}, message="4 Actor") pattern define_actor_pedestrianLength(p:Pedestrian) { Pedestrian.length(p, l); check(l != 1.0); } /////////actor-width (5) //TODO Derived? @Constraint(severity="error", key={v}, message="5 Actor") pattern define_actor_vehicleWidth(v:Vehicle) { Vehicle.placedOn(v, lane); Lane_Vertical(lane); Vehicle.width(v, w); check(w != 1.0); } or { Vehicle.placedOn(v, lane); Lane_Horizontal(lane); Vehicle.width(v, w); check(w != 3.0); } /////////actor-width (6) //TODO Derived? @Constraint(severity="error", key={v}, message="6 Actor") pattern define_actor_vehicleLength(v:Vehicle) { Vehicle.placedOn(v, lane); Lane_Vertical(lane); Vehicle.length(v, l); check(l != 3.0); } or { Vehicle.placedOn(v, lane); Lane_Horizontal(lane); Vehicle.length(v, l); check(l != 1.0); } /////////xSpeed of actor on verticalLane is 0 @Constraint(severity="error", key={a}, message="7 Actor") pattern define_actor_actorOnVertLaneHasxSpeed0(a:Actor, vl:Lane_Vertical) { Actor.placedOn(a, vl); Actor.xSpeed(a, xSpeed); check(xSpeed != 0); } /////////ySpeed of actor on horizontalLane is 0 @Constraint(severity="error", key={a}, message="8 Actor") pattern define_actor_actorOnHoriLaneHasySpeed0(a:Actor, hl:Lane_Horizontal) { Actor.placedOn(a, hl); Actor.ySpeed(a, ySpeed); check(ySpeed != 0); } ////////////// //Relation ////////////// @Constraint(severity="error", key={a1, a2}, message="1 Relation") pattern define_relation_noSelfRelation(a1:Actor, a2:Actor) { Actor.relations(a1, r); Relation.target(r, a2); a1 == a2; } //TODO do above but transitively? ////////////// //CollisionExists ////////////// //TODO THIS IS HARD_CODED @Constraint(severity="error", key={c}, message="x") pattern collisionExists_timeWithinBound(c:CollisionExists) { CollisionExists. collisionTime(c, cTime); check(cTime >= 60.0);} //TODO replace above with this (more general) //@Constraint(severity="error", key={c}, message="x") //pattern collisionExists_timeWithinBound(ss:CrossingScenario, c:CollisionExists) { // CrossingScenario.actors.relations(ss, c); // CrossingScenario.maxTime(ss, maxTime); // CollisionExists. collisionTime(c, cTime); // check(cTime >= maxTime);} @Constraint(severity="error", key={c}, message="x") pattern collisionExists_timeNotNegative(c:CollisionExists) { CollisionExists. collisionTime(c, cTime); check(cTime <= 0.0);} @Constraint(severity="error", key={a1, c}, message="x") pattern collisionExists_defineCollision_y1(a1:Actor, a2:Actor, c:CollisionExists) { Actor.relations(a1, c); CollisionExists.target(c, a2); Actor.length(a1, l1); Actor.yPos(a1, yPos1); Actor.ySpeed(a1, ySpeed1); Actor.length(a2, l2); Actor.yPos(a2, yPos2); Actor.ySpeed(a2, ySpeed2); CollisionExists. collisionTime(c, cTime); //check(y_1_bottom > y_2_top check((yPos1 + (ySpeed1 * cTime)) - (l1/2) > (yPos2 + (ySpeed2 * cTime)) + (l2/2)); } @Constraint(severity="error", key={a1, c}, message="x") pattern collisionExists_defineCollision_y2(a1:Actor, a2:Actor, c:CollisionExists) { //This second one is required because we do not want to enforce both a1->c->a2 and a2->c->a1 Actor.relations(a1, c); CollisionExists.target(c, a2); Actor.length(a1, l1); Actor.yPos(a1, yPos1); Actor.ySpeed(a1, ySpeed1); Actor.length(a2, l2); Actor.yPos(a2, yPos2); Actor.ySpeed(a2, ySpeed2); CollisionExists. collisionTime(c, cTime); //check(y_1_top < y_2_bottom) check((yPos1 + (ySpeed1 * cTime)) + (l1/2) < (yPos2 + (ySpeed2 * cTime)) - (l2/2)); } @Constraint(severity="error", key={a1, c}, message="x") pattern collisionExists_defineCollision_x1(a1:Actor, a2:Actor, c:CollisionExists) { Actor.relations(a1, c); CollisionExists.target(c, a2); Actor.width(a1, w1); Actor.xPos(a1, xPos1); Actor.xSpeed(a1, xSpeed1); Actor.width(a2, w2); Actor.xPos(a2, xPos2); Actor.xSpeed(a2, xSpeed2); CollisionExists. collisionTime(c, cTime); //check(x_1_left > x_2_right) check((xPos1 + (xSpeed1 * cTime)) - (w1/2) > (xPos2 + (xSpeed2 * cTime)) + (w2/2)); } @Constraint(severity="error", key={a1, c}, message="x") pattern collisionExists_defineCollision_x2(a1:Actor, a2:Actor, c:CollisionExists) { //This second one is required because we do not want to enforce both a1->c->a2 and a2->c->a1 Actor.relations(a1, c); CollisionExists.target(c, a2); Actor.width(a1, w1); Actor.xPos(a1, xPos1); Actor.xSpeed(a1, xSpeed1); Actor.width(a2, w2); Actor.xPos(a2, xPos2); Actor.xSpeed(a2, xSpeed2); CollisionExists. collisionTime(c, cTime); //check(x_1_right < x_2_left) check((xPos1 + (xSpeed1 * cTime)) + (w1/2) < (xPos2 + (xSpeed2 * cTime)) - (w2/2)); } ////////////// //SeparationDistance ////////////// @Constraint(severity="error", key={a1, sd}, message="x") pattern SeparationDistance_near_lb(a1:Actor, a2:Actor, sd:SeparationDistance) { //This second one is required because we do not want to enforce both a1->c->a2 and a2->c->a1 Actor.relations(a1, sd); SeparationDistance.target(sd, a2); SeparationDistance.distance(sd, Distance::D_Near); Actor.xPos(a1, x1); Actor.yPos(a1, y1); Actor.xPos(a2, x2); Actor.yPos(a2, y2); //check(dx^2 + dy^2 < 5^2) check((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) < 5*5); } @Constraint(severity="error", key={a1, sd}, message="x") pattern SeparationDistance_near_ub(a1:Actor, a2:Actor, sd:SeparationDistance) { //This second one is required because we do not want to enforce both a1->c->a2 and a2->c->a1 Actor.relations(a1, sd); SeparationDistance.target(sd, a2); SeparationDistance.distance(sd, Distance::D_Near); Actor.xPos(a1, x1); Actor.yPos(a1, y1); Actor.xPos(a2, x2); Actor.yPos(a2, y2); //check(dx^2 + dy^2 > 10^2) check((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) > 10*10); } @Constraint(severity="error", key={a1, sd}, message="x") pattern SeparationDistance_medium_lb(a1:Actor, a2:Actor, sd:SeparationDistance) { //This second one is required because we do not want to enforce both a1->c->a2 and a2->c->a1 Actor.relations(a1, sd); SeparationDistance.target(sd, a2); SeparationDistance.distance(sd, Distance::D_Med); Actor.xPos(a1, x1); Actor.yPos(a1, y1); Actor.xPos(a2, x2); Actor.yPos(a2, y2); //check(dx^2 + dy^2 < 10^2) check((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) < 10*10); } @Constraint(severity="error", key={a1, sd}, message="x") pattern SeparationDistance_medium_ub(a1:Actor, a2:Actor, sd:SeparationDistance) { //This second one is required because we do not want to enforce both a1->c->a2 and a2->c->a1 Actor.relations(a1, sd); SeparationDistance.target(sd, a2); SeparationDistance.distance(sd, Distance::D_Med); Actor.xPos(a1, x1); Actor.yPos(a1, y1); Actor.xPos(a2, x2); Actor.yPos(a2, y2); //check(dx^2 + dy^2 > 1^2) check((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) > 15*15); } @Constraint(severity="error", key={a1, sd}, message="x") pattern SeparationDistance_far_lb(a1:Actor, a2:Actor, sd:SeparationDistance) { //This second one is required because we do not want to enforce both a1->c->a2 and a2->c->a1 Actor.relations(a1, sd); SeparationDistance.target(sd, a2); SeparationDistance.distance(sd, Distance::D_Far); Actor.xPos(a1, x1); Actor.yPos(a1, y1); Actor.xPos(a2, x2); Actor.yPos(a2, y2); //check(dx^2 + dy^2 < 15^2) check((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) < 15*15); } //////////////// ////CollisionDoesNotExist //////////////// //TODO ////@Constraint(severity="error", key={a1, cdne}, message="x") ////pattern collisionDoesNotExist(a1:Actor, a2:Actor, ss:CrossingScenario, cdne:CollisionDoesNotExist) { //// //This second one is required because we do not want to enforce both a1->c->a2 and a2->c->a1 //// //// CrossingScenario.actors(ss, a1); //// CrossingScenario.actors(ss, a2); //// Actor.relations(a1, cdne); //// CollisionDoesNotExist.target(cdne, a2); //// CrossingScenario.maxTime(ss, maxTime); //// //// Actor.width(a1, w1); //// Actor.length(a1, l1); //// Actor.xPos(a1, xPos1); //// Actor.yPos(a1, yPos1); //// Actor.xSpeed(a1, xSpeed1); //// Actor.ySpeed(a1, ySpeed1); //// //// Actor.width(a2, w2); //// Actor.length(a2, l2); //// Actor.xPos(a2, xPos2); //// Actor.yPos(a2, yPos2); //// Actor.xSpeed(a2, xSpeed2); //// Actor.ySpeed(a2, ySpeed2); //// //check(dx^2 + dy^2 < 15^2) //// check((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) < 15*15); ////} ////////////// //VisionBlocked ////////////// @Constraint(severity="error", key={a1, a2}, message="x") pattern visionBlocked_invalidBlocker(a1:Actor, a2:Actor) { Actor.relations(a1, vb); VisionBlocked.target(vb, a2); VisionBlocked.blockedBy(vb, a1); } or { Actor.relations(a1, vb); VisionBlocked.target(vb, a2); VisionBlocked.blockedBy(vb, a1); } //OPTIONS 1: everything is from a single check expression containing ITEs //Currently unhandled bygenerator @Constraint(severity="error", key={a1, vb}, message="x") pattern visionBlocked_ites_top(a1:Actor, a2:Actor, vb:VisionBlocked) { //This second one is required because we do not want to enforce both a1->c->a2 and a2->c->a1 Actor.relations(a1, vb); VisionBlocked.target(vb, a2); VisionBlocked.blockedBy(vb, aBlocker); Actor.xPos(a1, x1); Actor.yPos(a1, y1); Actor.xPos(a2, x2); Actor.yPos(a2, y2); Actor.xPos(aBlocker, xBlocker); Actor.yPos(aBlocker, yBlocker); Actor.length(aBlocker, lenBlocker); Actor.width(aBlocker, widBlocker); //check(slope of a1-to-BlockerTop < slope of a1-to-a2) check( ( yBlocker - y1 + (if(xBlocker > x1){lenBlocker/2}else{0-lenBlocker/2})) / ( xBlocker - x1 + (if(yBlocker > y1){0-widBlocker/2}else{widBlocker/2})) < ((y1-y2)/(x1-x2))); } @Constraint(severity="error", key={a1, vb}, message="x") pattern visionBlocked_ites_bottom(a1:Actor, a2:Actor, vb:VisionBlocked) { //This second one is required because we do not want to enforce both a1->c->a2 and a2->c->a1 Actor.relations(a1, vb); VisionBlocked.target(vb, a2); VisionBlocked.blockedBy(vb, aBlocker); Actor.xPos(a1, x1); Actor.yPos(a1, y1); Actor.xPos(a2, x2); Actor.yPos(a2, y2); Actor.xPos(aBlocker, xBlocker); Actor.yPos(aBlocker, yBlocker); Actor.length(aBlocker, lenBlocker); Actor.width(aBlocker, widBlocker); //check(slope of a1-to-BlockerBottom > slope of a1-to-a2) check( ( yBlocker - y1 + (if(xBlocker > x1){0-lenBlocker/2}else{lenBlocker/2})) / ( xBlocker - x1 + (if(yBlocker > y1){widBlocker/2}else{0-widBlocker/2})) > ((y1-y2)/(x1-x2))); } ////OPTION 2: ////we handle ITE by seperating the constraints // ////This will involve 1 constarint for each decision path, but will require multiple check expressions within the same pattern // ////OPTION 3: ////If this is nott working still, we will have to add some strctural components to the MM ////to differentiate the different cases and reduce the requirements of if, then, else // ////This will involve more patterns, and some that are pstructural as well.