Polyhedral Homotopy Continuation Method for solving sparse polynomial system, optimized by only tracing real zeros
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// This file is part of Bertini 2.
//
// events.hpp 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 3 of the License, or
//(at your option) any later version.
//
// events.hpp 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 events.hpp. If not, see <http://www.gnu.org/licenses/>.
//
// Copyright(C) 2015 - 2021 by Bertini2 Development Team
//
// See <http://www.gnu.org/licenses/> for a copy of the license,
// as well as COPYING. Bertini2 is provided with permitted
// additional terms in the b2/licenses/ directory.
// individual authors of this file include:
// silviana amethyst, university of wisconsin eau claire
/**
\file endgames/events.hpp
\brief Contains the endgames/events base types
*/
#pragma once
#include "detail/events.hpp"
namespace bertini {
namespace endgame {
/**
\brief Generic event for Endgames
*/
ADD_BERTINI_EVENT_TYPE(EndgameEvent, ConstEvent);
/**
\brief Generic failure event for Endgames
*/
ADD_BERTINI_EVENT_TYPE(EndgameFailure, ConstEvent);
/**
\brief Generic success event for Endgames
*/
ADD_BERTINI_EVENT_TYPE(EndgameSuccess, ConstEvent);
/**
\brief MinTrackTime reached during endgame
*/
ADD_BERTINI_EVENT_TYPE(MinTrackTimeReached, EndgameFailure);
/**
\brief Refining a sample failed for some reason
*/
ADD_BERTINI_EVENT_TYPE(RefiningFailed, EndgameFailure);
/**
\brief Cycle number computed was too high
*/
ADD_BERTINI_EVENT_TYPE(CycleNumTooHigh, EndgameFailure);
/**
\brief Security max norm reached.
*/
ADD_BERTINI_EVENT_TYPE(SecurityMaxNormReached, EndgameFailure);
/**
\brief Started running the endgame
*/
ADD_BERTINI_EVENT_TYPE(Initializing, EndgameEvent);
/**
\brief Time advancing
*/
ADD_BERTINI_EVENT_TYPE(TimeAdvanced, EndgameEvent);
/**
\brief Advanced around the circle around target time
*/
template <class ObservedT>
class CircleAdvanced : public EndgameEvent<ObservedT> {
BOOST_TYPE_INDEX_REGISTER_CLASS
public:
using CT = typename ObservedT::BaseComplexType;
/**
\brief The constructor for a CircleAdvanced Event.
\param obs The observable emitting the event.
\param previous The precision before changing.
\param next The precision after changing.
*/
CircleAdvanced(const ObservedT& obs, Vec<CT> const& new_point,
CT const& new_time)
: EndgameEvent<ObservedT>(obs),
new_point_(new_point),
new_time_(new_time) {}
virtual ~CircleAdvanced() = default;
CircleAdvanced() = delete;
const auto& NewSample() const { return new_point_; }
const auto& NewTime() const { return new_time_; }
private:
const Vec<CT>& new_point_;
const CT& new_time_;
};
/**
\brief Walked a complete loop around the target time.
*/
ADD_BERTINI_EVENT_TYPE(ClosedLoop, EndgameEvent);
/**
\brief Approximated a root at target time.
*/
ADD_BERTINI_EVENT_TYPE(ApproximatedRoot, EndgameEvent);
/**
\brief Converged -- endgame is done!
*/
ADD_BERTINI_EVENT_TYPE(Converged, EndgameSuccess);
/**
\brief Refined a sample
*/
ADD_BERTINI_EVENT_TYPE(SampleRefined, EndgameEvent);
/**
\brief Made it into the EG operating zone, or so we believe
*/
ADD_BERTINI_EVENT_TYPE(InEGOperatingZone, EndgameEvent);
template <class ObservedT>
class PrecisionChanged : public EndgameEvent<ObservedT> {
BOOST_TYPE_INDEX_REGISTER_CLASS
public:
/**
\brief The constructor for a PrecisionChanged Event.
\param obs The observable emitting the event.
\param previous The precision before changing.
\param next The precision after changing.
*/
PrecisionChanged(const ObservedT& obs, unsigned previous, unsigned next)
: EndgameEvent<ObservedT>(obs), prev_(previous), next_(next) {}
virtual ~PrecisionChanged() = default;
PrecisionChanged() = delete;
/**
\brief Get the previous precision.
*/
auto Previous() const { return prev_; }
/**
\brief Get the next precision, what it changed to.
*/
auto Next() const { return next_; }
private:
const unsigned prev_, next_;
};
} // namespace endgame
} // namespace bertini