コード例 #1
0
ファイル: bddem.c プロジェクト: gokhansolak/yap-6.3
static YAP_Bool garbage_collect(void) {
  YAP_Term arg1, arg2, out;
  YAP_Int nodes, clearCache;

  arg1 = YAP_ARG1;
  arg2 = YAP_ARG2;
  clearCache = YAP_IntOfTerm(arg1);
  nodes = (YAP_Int)cuddGarbageCollect(mgr_ex[ex], clearCache);
  out = YAP_MkIntTerm(nodes);
  return (YAP_Unify(out, arg2));
}
コード例 #2
0
ファイル: cuddZddReord.c プロジェクト: sbusard/pynusmv
/**Function********************************************************************

  Synopsis    [Reorders ZDD variables according to the order of the BDD
  variables.]

  Description [Reorders ZDD variables according to the order of the
  BDD variables. This function can be called at the end of BDD
  reordering to insure that the order of the ZDD variables is
  consistent with the order of the BDD variables. The number of ZDD
  variables must be a multiple of the number of BDD variables. Let
  <code>M</code> be the ratio of the two numbers. cuddZddAlignToBdd
  then considers the ZDD variables from <code>M*i</code> to
  <code>(M+1)*i-1</code> as corresponding to BDD variable
  <code>i</code>.  This function should be normally called from
  Cudd_ReduceHeap, which clears the cache.  Returns 1 in case of
  success; 0 otherwise.]

  SideEffects [Changes the ZDD variable order for all diagrams and performs
  garbage collection of the ZDD unique table.]

  SeeAlso [Cudd_zddShuffleHeap Cudd_ReduceHeap]

******************************************************************************/
int
cuddZddAlignToBdd(
    DdManager * table /* DD manager */)
{
    int *invpermZ;		/* permutation array */
    int M;			/* ratio of ZDD variables to BDD variables */
    int i,j;			/* loop indices */
    int result;			/* return value */

    /* We assume that a ratio of 0 is OK. */
    if (table->sizeZ == 0)
        return(1);
    /* NuSMV: add begin */
#if 0
    /* NuSMV: add end */
    empty = table->zero;
    /* NuSMV: add begin */
#endif
    empty = DD_FALSE(table);
    /* NuSMV: add end */

    M = table->sizeZ / table->size;
    /* Check whether the number of ZDD variables is a multiple of the
    ** number of BDD variables.
    */
    if (M * table->size != table->sizeZ)
        return(0);
    /* Create and initialize the inverse permutation array. */
    invpermZ = ALLOC(int,table->sizeZ);
    if (invpermZ == NULL) {
        table->errorCode = CUDD_MEMORY_OUT;
        return(0);
    }
    for (i = 0; i < table->size; i++) {
        int index = table->invperm[i];
        int indexZ = index * M;
        int levelZ = table->permZ[indexZ];
        levelZ = (levelZ / M) * M;
        for (j = 0; j < M; j++) {
            invpermZ[M * i + j] = table->invpermZ[levelZ + j];
        }
    }
    /* Eliminate dead nodes. Do not scan the cache again, because we
    ** assume that Cudd_ReduceHeap has already cleared it.
    */
    cuddGarbageCollect(table,0);

    result = zddShuffle(table, invpermZ);
    FREE(invpermZ);
    /* Fix the ZDD variable group tree. */
    zddFixTree(table,table->treeZ);
    return(result);

} /* end of cuddZddAlignToBdd */
コード例 #3
0
ファイル: cuddZddReord.c プロジェクト: maeon/SBSAT
/**Function********************************************************************

  Synopsis    [Prepares the ZDD heap for dynamic reordering.]

  Description [Prepares the ZDD heap for dynamic reordering. Does
  garbage collection, to guarantee that there are no dead nodes;
  and clears the cache, which is invalidated by dynamic reordering.]

  SideEffects [None]

******************************************************************************/
static void
zddReorderPreprocess(
  DdManager * table)
{

    /* Clear the cache. */
    cuddCacheFlush(table);

    /* Eliminate dead nodes. Do not scan the cache again. */
    cuddGarbageCollect(table,0);

    return;

} /* end of ddReorderPreprocess */
コード例 #4
0
ファイル: shadow.c プロジェクト: rebryant/Cloud-BDD
/* Have CUDD perform garbage collection.  Return number of nodes collected */
int cudd_collect(shadow_mgr mgr) {
    if (!mgr->do_cudd)
	return 0;
    int result = cuddGarbageCollect(mgr->bdd_manager, 1);
    return result;
}