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174 lines
4.3 KiB
174 lines
4.3 KiB
// 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 "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, Vec<CT> const& new_point,
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CT const& new_time)
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: EndgameEvent<ObservedT>(obs),
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new_point_(new_point),
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new_time_(new_time) {}
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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, unsigned previous, unsigned next)
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: EndgameEvent<ObservedT>(obs), prev_(previous), next_(next) {}
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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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} // namespace endgame
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} // namespace bertini
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