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//---------------------------------------------------------------------
// <copyright file="Nodes.cs" company="Microsoft">
// Copyright (c) Microsoft Corporation. All rights reserved.
// </copyright>
//
// @owner Microsoft
// @backupOwner Microsoft
//---------------------------------------------------------------------
using System;
using System.Collections.Generic;
using System.Data.Metadata.Edm;
using System.Globalization;
using System.Diagnostics;
namespace System.Data.Query.InternalTrees
{
/// <summary>
/// A Node describes a node in a query tree. Each node has an operator, and
/// a list of zero or more children of that operator.
/// </summary>
internal class Node
{
#region private state
private int m_id;
private List<Node> m_children;
private Op m_op;
private NodeInfo m_nodeInfo;
#endregion
#region constructors
/// <summary>
/// Basic constructor.
///
/// NEVER call this routine directly - you should always use the Command.CreateNode
/// factory methods.
/// </summary>
/// <param name="nodeId">id for the node</param>
/// <param name="op">The operator</param>
/// <param name="children">List of child nodes</param>
internal Node(int nodeId, Op op, List<Node> children)
{
m_id = nodeId;
m_op = op;
m_children = children;
}
/// <summary>
/// This routine is only used for building up rule patterns.
/// NEVER use this routine for building up nodes in a user command tree.
/// </summary>
/// <param name="op"></param>
/// <param name="children"></param>
internal Node(Op op, params Node[] children)
: this(-1, op, new List<Node>(children))
{
}
#endregion
#region public properties and methods
#if DEBUG
internal int Id { get { return m_id; } }
#endif
/// <summary>
/// Get the list of children
/// </summary>
internal List<Node> Children { get { return m_children; } }
/// <summary>
/// Gets or sets the node's operator
/// </summary>
internal Op Op { get { return m_op; } set { m_op = value; } }
/// <summary>
/// Simpler (?) getter/setter routines
/// </summary>
internal Node Child0 { get { return m_children[0]; } set { m_children[0] = value; } }
/// <summary>
/// Do I have a zeroth child?
/// </summary>
internal bool HasChild0 { get { return m_children.Count > 0; } }
/// <summary>
/// Get/set first child
/// </summary>
internal Node Child1 { get { return m_children[1]; } set { m_children[1] = value; } }
/// <summary>
/// Do I have a child1?
/// </summary>
internal bool HasChild1 { get { return m_children.Count > 1; } }
/// <summary>
/// get/set second child
/// </summary>
internal Node Child2 { get { return m_children[2]; } set { m_children[2] = value; } }
/// <summary>
/// get/set second child
/// </summary>
internal Node Child3 { get { return m_children[3]; } /* commented out because of fxcop - there are no upstream callers -- set { m_children[3] = value; }*/ }
/// <summary>
/// Do I have a child2 (third child really)
/// </summary>
internal bool HasChild2 { get { return m_children.Count > 2; } }
/// <summary>
/// Do I have a child3 (fourth child really)
/// </summary>
internal bool HasChild3 { get { return m_children.Count > 3; } }
#region equivalence functions
/// <summary>
/// Is this subtree equivalent to another subtree
/// </summary>
/// <param name="other"></param>
/// <returns></returns>
internal bool IsEquivalent(Node other)
{
if (this.Children.Count != other.Children.Count)
{
return false;
}
bool? opEquivalent = this.Op.IsEquivalent(other.Op);
if (opEquivalent != true)
{
return false;
}
for (int i = 0; i < this.Children.Count; i++)
{
if (!this.Children[i].IsEquivalent(other.Children[i]))
{
return false;
}
}
return true;
}
#endregion
#region NodeInfo methods and properties
/// <summary>
/// Has the node info been initialized, i.e. previously computed
/// </summary>
internal bool IsNodeInfoInitialized { get { return (m_nodeInfo != null); } }
/// <summary>
/// Get the nodeInfo for a node. Initializes it, if it has not yet been initialized
/// </summary>
/// <param name="command">Current command object</param>
/// <returns>NodeInfo for this node</returns>
internal NodeInfo GetNodeInfo(Command command)
{
if (m_nodeInfo == null)
{
InitializeNodeInfo(command);
}
return m_nodeInfo;
}
/// <summary>
/// Gets the "extended" nodeinfo for a node; if it has not yet been initialized, then it will be
/// </summary>
/// <param name="command">current command object</param>
/// <returns>extended nodeinfo for this node</returns>
internal ExtendedNodeInfo GetExtendedNodeInfo(Command command)
{
if (m_nodeInfo == null)
{
InitializeNodeInfo(command);
}
ExtendedNodeInfo extendedNodeInfo = m_nodeInfo as ExtendedNodeInfo;
Debug.Assert(extendedNodeInfo != null);
return extendedNodeInfo;
}
private void InitializeNodeInfo(Command command)
{
if (this.Op.IsRelOp || this.Op.IsPhysicalOp)
{
m_nodeInfo = new ExtendedNodeInfo(command);
}
else
{
m_nodeInfo = new NodeInfo(command);
}
command.RecomputeNodeInfo(this);
}
#endregion
#endregion
}
}
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