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/*******************************************************************************
* Copyright (c) 2010-2016, Andras Szabolcs Nagy, Zoltan Ujhelyi and Daniel Varro
* This program and the accompanying materials are made available under the
* terms of the Eclipse Public License v. 2.0 which is available at
* http://www.eclipse.org/legal/epl-v20.html.
*
* SPDX-License-Identifier: EPL-2.0
*******************************************************************************/
package org.eclipse.viatra.dse.base;
import java.util.Collection;
import java.util.List;
import java.util.Set;
import org.eclipse.emf.common.notify.Notifier;
import org.eclipse.emf.edit.domain.EditingDomain;
import org.eclipse.viatra.dse.api.strategy.interfaces.IStrategy;
import org.eclipse.viatra.dse.api.strategy.interfaces.IStrategyFactory;
import org.eclipse.viatra.dse.designspace.api.IDesignSpace;
import org.eclipse.viatra.dse.designspace.api.TrajectoryInfo;
import org.eclipse.viatra.dse.objectives.Fitness;
import org.eclipse.viatra.dse.objectives.IGlobalConstraint;
import org.eclipse.viatra.dse.objectives.IObjective;
import org.eclipse.viatra.dse.objectives.ObjectiveComparatorHelper;
import org.eclipse.viatra.dse.solutionstore.SolutionStore;
import org.eclipse.viatra.dse.statecode.IStateCoder;
import org.eclipse.viatra.query.runtime.api.ViatraQueryEngine;
import org.eclipse.viatra.transformation.evm.api.Activation;
import org.eclipse.viatra.transformation.evm.api.RuleEngine;
import org.eclipse.viatra.transformation.evm.api.RuleSpecification;
import org.eclipse.viatra.transformation.runtime.emf.rules.batch.BatchTransformationRule;
/**
* This interface is only to overview the required methods for exploration strategies. It is not used explicitly.
*
* @author Andras Szabolcs Nagy
*
*/
public interface IDseStrategyContext {
void init();
Notifier getModel();
EditingDomain getEditingDomain();
ViatraQueryEngine getQueryEngine();
RuleEngine getRuleEngine();
IStrategy getStrategy();
ExplorerThread getExplorerThread();
List<IObjective> getObjectives();
IObjective[][] getLeveledObjectives();
List<IGlobalConstraint> getGlobalConstraints();
SolutionStore getSolutionStore();
void newSolution();
// TODO void newSolution(TrajectoryFitness trajectoryFitness);
ObjectiveComparatorHelper getObjectiveComparatorHelper();
GlobalContext getGlobalContext();
Set<BatchTransformationRule<?, ?>> getRules();
BatchTransformationRule<?, ?> getRuleByRuleSpecification(RuleSpecification<?> ruleSpecification);
ExplorerThread tryStartNewThread(IStrategy strategy); /*IDseStrategyContext originalContext*/
ExplorerThread tryStartNewThreadWithoutModelClone(IStrategy strategy);
void startAllThreads(IStrategyFactory strategyFactory);
Object getSharedObject();
void setSharedObject(Object sharedObject);
DesignSpaceManager getDesignSpaceManager();
IStateCoder getStateCoder();
IDesignSpace getDesignSpace();
TrajectoryInfo getTrajectoryInfo();
List<Object> getTrajectory();
List<Object> getTrajectoryCopied();
int getDepth();
Object getCurrentStateId();
Object getTransitionByActivation(Activation<?> activation);
Activation<?> getActivationById(Object activationId);
BatchTransformationRule<?, ?> getRuleByActivation(Activation<?> activation);
BatchTransformationRule<?, ?> getRuleByActivationId(Object activationId);
Collection<Object> getCurrentActivationIds();
Collection<Object> getUntraversedActivationIds();
// TODO Object getArbitraryActivationId();
// TODO Object getArbitraryUntraversedActivationId();
void executeAcitvationId(Object activationId);
boolean tryExecuteAcitvationId(Object activationId);
boolean executeRandomActivationId();
void executeTrajectory(Object[] activationIds);
void executeTrajectory(Object[] activationIds, int fromIncludedIndex, int toExcludedIndex);
int executeTrajectoryByTrying(Object[] activationIds);
int executeTrajectoryByTrying(Object[] activationIds, int fromIncludedIndex, int toExcludedIndex);
int executeTrajectoryWithoutStateCoding(Object[] activationIds);
int executeTrajectoryWithoutStateCoding(Object[] activationIds, int fromIncludedIndex, int toExcludedIndex);
int executeTrajectoryByTryingWithoutStateCoding(Object[] activationIds);
int executeTrajectoryByTryingWithoutStateCoding(Object[] activationIds, int fromIncludedIndex, int toExcludedIndex);
void executeTrajectoryWithMinimalBacktrack(Object[] trajectory);
void executeTrajectoryWithMinimalBacktrack(Object[] trajectory, int toExcludedIndex);
void executeTrajectoryWithMinimalBacktrackWithoutStateCoding(Object[] trajectory);
void executeTrajectoryWithMinimalBacktrackWithoutStateCoding(Object[] trajectory, int toExcludedIndex);
boolean backtrack();
// TODO int backtrack(int times);
void backtrackUntilLastCommonActivation(Object[] trajectory);
void backtrackUntilRoot();
Fitness calculateFitness();
Fitness getLastFitness();
boolean checkGlobalConstraints();
boolean isCurrentStateAlreadyTraversed();
// this needs states stored:
boolean isCurrentStateInTrajectory();
}
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