1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167
|
/*
* KSeg
* Copyright (C) 1999-2006 Ilya Baran
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
* Send comments and/or bug reports to:
* ibaran@mit.edu
*/
#include "KSegRecursionDialog.H"
#include <qlayout.h>
#include "G_refSearcher.H"
int KSegRecursionDialog::lastOutput = 0;
KSegRecursionDialog::KSegRecursionDialog(KSegConstruction *construction)
: QDialog(0, 0, true), c(construction)
{
QVBoxLayout *vbl = new QVBoxLayout(this);
vbl->addSpacing(10);
label = new QLabel(this);
QHBoxLayout *hbl0 = new QHBoxLayout(vbl);
hbl0->addSpacing(10);
hbl0->addWidget(new QLabel(tr("Enter recursion depth:"), this));
hbl0->addSpacing(10);
spinBox = new QSpinBox(0, 10000, 1, this);
spinBox->setValue(lastOutput);
connect(spinBox, SIGNAL(valueChanged(int)), this, SLOT(spinboxChanged(int)));
hbl0->addWidget(spinBox);
hbl0->addSpacing(10);
vbl->addSpacing(10);
QHBoxLayout *hbl1 = new QHBoxLayout(vbl);
hbl1->addSpacing(10);
hbl1->addWidget(label);
hbl1->addSpacing(10);
vbl->addSpacing(10);
QHBoxLayout *hbl = new QHBoxLayout(vbl);
ok = new QPushButton(tr("OK"), this );
hbl->addSpacing(10);
hbl->addWidget(ok);
QObject::connect( ok, SIGNAL(clicked()), this, SLOT(accept()) );
ok->setDefault(true);
cancel = new QPushButton(tr("Cancel"), this );
hbl->addSpacing(10);
hbl->addWidget(cancel);
hbl->addSpacing(10);
QObject::connect( cancel, SIGNAL(clicked()), this, SLOT(reject()) );
vbl->addSpacing(10);
resize(20, 20); //set to minimum size.
//now find finalObjects and objectsConstructedAtEachLevel:
FinalCounter fc;
fc.search(c->final);
finalObjects = fc.count;
initialObjects = 0;
int i, nicObjects = 0;
NotInConstructionSearcher nicSearch;
ImplicitInitialSearcher iiSearch;
for(i = 0; i < int(c->allRefs.size()); ++i) {
if(nicSearch.search(c->allRefs[i]) == false) nicObjects++;
if(iiSearch.search(c->allRefs[i]) == false) initialObjects++;
}
objectsConstructedAtEachLevel = c->allRefs.size() - nicObjects -
finalObjects - initialObjects - c->loops.size();
//hope I didn't forget to subtract anything :)
spinboxChanged(lastOutput);
}
void KSegRecursionDialog::spinboxChanged(int value)
{
QString outText;
int num = getNumberOfObjects(value);
if(num == -1) {
ok->setEnabled(false);
outText = tr("Will produce too many objects.");
}
else {
ok->setEnabled(true);
outText = tr("Will produce %1 objects.");
outText = outText.arg(QString::number(num));
}
label->setText(outText);
}
//because of combinatorial explosion, we must be damn careful here
//to prevent overflow. Hence the function is so long.
int KSegRecursionDialog::getNumberOfObjects(int depth)
{
//if this is so, way too many objects will be produced
if(c->loops.size() > 1 && depth > 30 && objectsConstructedAtEachLevel + finalObjects > 0)
return -1;
//first tackle an easy case:
if(c->loops.size() == 1) {
double retval = depth + 1; //use a double to prevent overflow
retval *= objectsConstructedAtEachLevel;
retval += finalObjects + initialObjects;
if(retval < MAXCONSTRUCTOBJECTS) return int(retval + 0.5);
else return -1;
}
if(depth == 0) {
int retval = int(finalObjects + objectsConstructedAtEachLevel +
initialObjects + 0.5);
if(retval < MAXCONSTRUCTOBJECTS) return retval;
else return -1;
}
//do a check with logs to prevent overflow
double log_ocael = log(objectsConstructedAtEachLevel + 0.0000001);
double log_final = log(finalObjects + 0.0000001);
//total number of levels is
// (loops^(depth + 1) - 1) / (loops - 1), approximately loops^(depth+1) / (loops - 1)
//the logarithm of that is (depth+1)*log(loops) - log(loops - 1);
double log_levels = double(depth + 1) * log(double(c->loops.size())) -
log(double(c->loops.size()) - 1);
//total number of bottom levels is loops^(depth)
//the log of that is (depth)*log(loops);
double log_bottomlevels = double(depth) * log(double(c->loops.size()));
double log_max = QMAX(log_levels + log_ocael, log_bottomlevels + log_final) + log(2.);
if(log_max > log(double(MAXCONSTRUCTOBJECTS) * 10.)) return -1;
//now that the checks all passed, we can use the full formula
double num_obj = (pow(double(c->loops.size()), depth + 1) - 1.) /
(double(c->loops.size()) - 1.) * objectsConstructedAtEachLevel +
pow(double(c->loops.size()), depth) * finalObjects + initialObjects;
if(int(num_obj + 0.5) > MAXCONSTRUCTOBJECTS) return -1;
return int(num_obj + 0.5);
}
|