189 lines
4.4 KiB
C++
189 lines
4.4 KiB
C++
//This file is part of Bertini 2.
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//
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//events.hpp is free software: you can redistribute it and/or modify
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//it under the terms of the GNU General Public License as published by
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//the Free Software Foundation, either version 3 of the License, or
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//(at your option) any later version.
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//
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//events.hpp is distributed in the hope that it will be useful,
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//but WITHOUT ANY WARRANTY; without even the implied warranty of
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//MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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//GNU General Public License for more details.
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//
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//You should have received a copy of the GNU General Public License
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//along with events.hpp. If not, see <http://www.gnu.org/licenses/>.
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//
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// Copyright(C) 2015 - 2021 by Bertini2 Development Team
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//
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// See <http://www.gnu.org/licenses/> for a copy of the license,
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// as well as COPYING. Bertini2 is provided with permitted
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// additional terms in the b2/licenses/ directory.
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// individual authors of this file include:
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// silviana amethyst, university of wisconsin eau claire
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/**
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\file endgames/events.hpp
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\brief Contains the endgames/events base types
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*/
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#pragma once
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#include "bertini2/detail/events.hpp"
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namespace bertini {
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namespace endgame{
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/**
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\brief Generic event for Endgames
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*/
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ADD_BERTINI_EVENT_TYPE(EndgameEvent,ConstEvent);
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/**
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\brief Generic failure event for Endgames
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*/
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ADD_BERTINI_EVENT_TYPE(EndgameFailure,ConstEvent);
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/**
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\brief Generic success event for Endgames
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*/
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ADD_BERTINI_EVENT_TYPE(EndgameSuccess,ConstEvent);
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/**
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\brief MinTrackTime reached during endgame
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*/
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ADD_BERTINI_EVENT_TYPE(MinTrackTimeReached,EndgameFailure);
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/**
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\brief Refining a sample failed for some reason
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*/
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ADD_BERTINI_EVENT_TYPE(RefiningFailed,EndgameFailure);
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/**
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\brief Cycle number computed was too high
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*/
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ADD_BERTINI_EVENT_TYPE(CycleNumTooHigh,EndgameFailure);
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/**
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\brief Security max norm reached.
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*/
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ADD_BERTINI_EVENT_TYPE(SecurityMaxNormReached,EndgameFailure);
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/**
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\brief Started running the endgame
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*/
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ADD_BERTINI_EVENT_TYPE(Initializing,EndgameEvent);
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/**
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\brief Time advancing
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*/
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ADD_BERTINI_EVENT_TYPE(TimeAdvanced,EndgameEvent);
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/**
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\brief Advanced around the circle around target time
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*/
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template<class ObservedT>
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class CircleAdvanced : public EndgameEvent<ObservedT>
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{ BOOST_TYPE_INDEX_REGISTER_CLASS
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public:
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using CT = typename ObservedT::BaseComplexType;
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/**
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\brief The constructor for a CircleAdvanced Event.
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\param obs The observable emitting the event.
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\param previous The precision before changing.
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\param next The precision after changing.
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*/
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CircleAdvanced(const ObservedT & obs,
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Vec<CT> const& new_point,
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CT const& new_time) : EndgameEvent<ObservedT>(obs),
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new_point_(new_point),
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new_time_(new_time)
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{}
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virtual ~CircleAdvanced() = default;
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CircleAdvanced() = delete;
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const auto& NewSample() const {return new_point_;}
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const auto& NewTime() const {return new_time_;}
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private:
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const Vec<CT>& new_point_;
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const CT& new_time_;
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};
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/**
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\brief Walked a complete loop around the target time.
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*/
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ADD_BERTINI_EVENT_TYPE(ClosedLoop,EndgameEvent);
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/**
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\brief Approximated a root at target time.
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*/
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ADD_BERTINI_EVENT_TYPE(ApproximatedRoot,EndgameEvent);
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/**
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\brief Converged -- endgame is done!
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*/
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ADD_BERTINI_EVENT_TYPE(Converged,EndgameSuccess);
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/**
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\brief Refined a sample
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*/
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ADD_BERTINI_EVENT_TYPE(SampleRefined,EndgameEvent);
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/**
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\brief Made it into the EG operating zone, or so we believe
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*/
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ADD_BERTINI_EVENT_TYPE(InEGOperatingZone,EndgameEvent);
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template<class ObservedT>
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class PrecisionChanged : public EndgameEvent<ObservedT>
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{ BOOST_TYPE_INDEX_REGISTER_CLASS
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public:
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/**
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\brief The constructor for a PrecisionChanged Event.
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\param obs The observable emitting the event.
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\param previous The precision before changing.
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\param next The precision after changing.
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*/
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PrecisionChanged(const ObservedT & obs,
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unsigned previous, unsigned next) : EndgameEvent<ObservedT>(obs),
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prev_(previous),
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next_(next)
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{}
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virtual ~PrecisionChanged() = default;
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PrecisionChanged() = delete;
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/**
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\brief Get the previous precision.
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*/
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auto Previous() const {return prev_;}
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/**
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\brief Get the next precision, what it changed to.
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*/
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auto Next() const {return next_;}
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private:
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const unsigned prev_, next_;
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};
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}// re: namespace endgames
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}// re: namespace bertini
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