Пример #1
0
void TraineeWalker::computeWalkerPath()
{
   _maxNeed = 0;  // need of this trainee in buildings
   Propagator pathPropagator;
   pathPropagator.init(*_originBuilding);
   pathPropagator.propagate(_maxDistance);

   for (std::list<BuildingType>::iterator itType = _buildingNeed.begin(); itType != _buildingNeed.end(); ++itType)
   {
      BuildingType buildingType = *itType;
      checkDestination(buildingType, pathPropagator);
   }

   if (_destinationBuilding != NULL)
   {
      // some building needs that trainee!
      // std::cout << "trainee sent!" << std::endl;
      PathWay pathWay;
      pathPropagator.getPath(*_destinationBuilding, pathWay);
      setPathWay(pathWay);
      setIJ(_pathWay.getOrigin().getI(), _pathWay.getOrigin().getJ());
      Scenario::instance().getCity().getWalkerList().push_back(this);
      _destinationBuilding->reserveTrainee(_traineeType);
   }
   else
   {
      // nobody needs him...
      // std::cout << "trainee suicide!" << std::endl;
      _isDeleted = true;
   }

}
Пример #2
0
bool Engine::propagate() {
    if (async_fail) {
        async_fail = false;
        assert(!so.lazy || sat.confl);
        return false;
    }

    last_prop = NULL;

 WakeUp:

    if (!sat.consistent() && !sat.propagate()) return false;

    for (int i = 0; i < v_queue.size(); i++) {
        v_queue[i]->wakePropagators();
    }
    v_queue.clear();

    if (sat.confl) return false;

    last_prop = NULL;

    for (int i = 0; i < num_queues; i++) {
        if (p_queue[i].size()) {
            Propagator *p = p_queue[i].last(); p_queue[i].pop();
            propagations++;
            bool ok = p->propagate();
            p->clearPropState();
            if (!ok) return false;
            goto WakeUp;
        }
    }

    return true;
}
Пример #3
0
void TraineeWalker::computeWalkerPath()
{
  _maxNeed = 0;  // need of this trainee in buildings
  Propagator pathPropagator;
  pathPropagator.init( *_originBuilding.object() );
  pathPropagator.propagate(_maxDistance);

  for (std::list<BuildingType>::iterator itType = _buildingNeed.begin(); itType != _buildingNeed.end(); ++itType)
  {
    BuildingType buildingType = *itType;
    checkDestination(buildingType, pathPropagator);
  }

  if( _destinationBuilding != NULL )
  {
    // some building needs that trainee!
    // std::cout << "trainee sent!" << std::endl;
    PathWay pathWay;
    pathPropagator.getPath( _destinationBuilding, pathWay);
    setPathWay( pathWay );
    setIJ( _pathWay.getOrigin().getIJ() );
  }
  else
  {
    // nobody needs him...
    // std::cout << "trainee suicide!" << std::endl;
    deleteLater();
  }
}
Пример #4
0
void Emigrant::assignPath( const Road& startPoint )
{
	std::list<PathWay> pathWayList;

	std::list<LandOverlay*> houses = Scenario::instance().getCity().getBuildingList(B_HOUSE);
	House* blankHouse = 0;
	for( std::list<LandOverlay*>::iterator itHouse = houses.begin(); itHouse != houses.end(); ++itHouse )
	{
		if( House* house = dynamic_cast<House*>(*itHouse) )
		{
			if( house->getNbHabitants() < house->getMaxHabitants() )
			{
				blankHouse = house;
				_d->destination = house->getTile().getIJ();
				break;
			}
		}
	}

	Propagator pathfinder;
	PathWay pathWay;
	pathfinder.init( const_cast< Road& >( startPoint ) );
	bool findPath = pathfinder.getPath( *blankHouse, pathWay );
	if( findPath )
	{
		setPathWay( pathWay );
		setIJ(_pathWay.getOrigin().getI(), _pathWay.getOrigin().getJ());   
	}
}
Пример #5
0
void ServiceWalker::computeWalkerPath()
{
   std::list<PathWay> pathWayList;

   Propagator pathPropagator;
   pathPropagator.init(*_building);
   pathPropagator.getAllPaths(_maxDistance, pathWayList);

   float maxPathValue = 0.0;
   PathWay* bestPath = NULL;
   for (std::list<PathWay>::iterator itPath = pathWayList.begin(); itPath != pathWayList.end(); ++itPath)
   {
      PathWay &path = *itPath;
      float pathValue = evaluatePath(path);
      if (pathValue > maxPathValue)
      {
         bestPath = &path;
         maxPathValue = pathValue;
      }
   }

   if (bestPath == NULL)
   {
      // no good path
      _isDeleted = true;
      return;
   }

   reservePath(*bestPath);
   setPathWay(*bestPath);
   setIJ(_pathWay.getOrigin().getI(), _pathWay.getOrigin().getJ());
   Scenario::instance().getCity().getWalkerList().push_back(this);
}
Пример #6
0
void Roads::Impl::updateRoadsAround( Propagator& propagator, UpdateInfo info )
{
  propagator.init( info.first );
  PathwayList pathWayList = propagator.getWays( info.second );

  for( auto& path : pathWayList )
  {
    RoadList roads = path->allTiles().overlays<Road>();
    for( auto road : roads )
      road->appendPaved( paved.increase );
  }
}
Пример #7
0
BuildingPtr CartPusher::getWalkerDestination_factory(Propagator &pathPropagator, PathWay &oPathWay)
{
   BuildingPtr res;
   GoodType goodType = _d->stock._goodType;
   BuildingType buildingType = BuildingDataHolder::instance().getBuildingTypeByInGood(goodType);

   if (buildingType == B_NONE)
   {
      // no factory can use this good
      return NULL;
   }

   Propagator::ReachedBuldings pathWayList;
   pathPropagator.getReachedBuildings(buildingType, pathWayList);

   for( Propagator::ReachedBuldings::iterator pathWayIt= pathWayList.begin(); pathWayIt != pathWayList.end(); ++pathWayIt)
   {
      // for every factory within range
      BuildingPtr building= pathWayIt->first;
      PathWay& pathWay= pathWayIt->second;

      SmartPtr<Factory> factory = building.as<Factory>();
      _d->reservationID = factory->getGoodStore().reserveStorage(_d->stock);
      if (_d->reservationID != 0)
      {
         res = factory.as<Building>();
         oPathWay = pathWay;
         break;
      }
   }

   return res;
}
Пример #8
0
 double Kernel::
 Compute(Propagator & propagator) const
 {
   if(0 == propagator.GetNUpwindNeighbors())
     return infinity;
   return DoCompute(propagator);
 }
Пример #9
0
Propagator::DirectRoute getWarehouse4Buys( Propagator &pathPropagator,
                                           SimpleGoodStore& basket )
{
  Propagator::Routes pathWayList = pathPropagator.getRoutes( building::warehouse );

  std::map< int, Propagator::DirectRoute > warehouseRating;

  // select the warehouse with the max quantity of requested goods
  Propagator::Routes::iterator pathWayIt = pathWayList.begin(); 
  while( pathWayIt != pathWayList.end() )
  {
    // for every warehouse within range
    WarehousePtr warehouse= pathWayIt->first.as< Warehouse >();

    int rating = 0;
    for( int i=Good::wheat; i<Good::goodCount; i++ )
    {
      Good::Type gtype = Good::Type(i);
      int qty = warehouse->getGoodStore().getMaxRetrieve( gtype );
      int need = basket.getFreeQty( gtype );
      rating = need > 0 ? ( qty ) : 0;
    }

    rating = math::clamp( rating - pathWayIt->second.getLength(), 0, 999 );
    warehouseRating[ rating ] = *pathWayIt; 

    pathWayIt++;
  }

  //have only available warehouses, find nearest of it
  return warehouseRating.size() > 0 ? warehouseRating.rbegin()->second : Propagator::DirectRoute();
}
Пример #10
0
BuildingPtr CartPusher::getWalkerDestination_granary(Propagator &pathPropagator, PathWay &oPathWay)
{
   BuildingPtr res;

   GoodType goodType = _d->stock._goodType;
   if (!(goodType == G_WHEAT || goodType == G_FISH || goodType == G_MEAT || goodType == G_FRUIT || goodType == G_VEGETABLE))
   {
      // this good cannot be stored in a granary
      return NULL;
   }

   Propagator::ReachedBuldings pathWayList;
   pathPropagator.getReachedBuildings( B_GRANARY, pathWayList);

   // find a granary with enough storage
   for( Propagator::ReachedBuldings::iterator pathWayIt= pathWayList.begin(); pathWayIt != pathWayList.end(); ++pathWayIt)
   {
      // for every granary within range
      BuildingPtr building= pathWayIt->first;
      PathWay& pathWay= pathWayIt->second;

      SmartPtr<Granary> granary= building.as<Granary>();
      _d->reservationID = granary->getGoodStore().reserveStorage(_d->stock);
      if (_d->reservationID != 0)
      {
         res = granary.as<Building>();
         oPathWay = pathWay;
         break;
      }
   }

   return res;
}
Пример #11
0
BuildingPtr CartPusher::getWalkerDestination_warehouse(Propagator &pathPropagator, PathWay &oPathWay)
{
   BuildingPtr res;

   Propagator::ReachedBuldings pathWayList;
   pathPropagator.getReachedBuildings(B_WAREHOUSE, pathWayList);

   for( Propagator::ReachedBuldings::iterator pathWayIt= pathWayList.begin(); pathWayIt != pathWayList.end(); ++pathWayIt)
   {
      // for every warehouse within range
      BuildingPtr building= pathWayIt->first;
      PathWay& pathWay= pathWayIt->second;

      SmartPtr<Warehouse> warehouse= building.as<Warehouse>();
      _d->reservationID = warehouse->getGoodStore().reserveStorage(_d->stock);
      if (_d->reservationID != 0)
      {
         res = warehouse.as<Building>();
         oPathWay = pathWay;
         break;
      }
   }

   return res;
}
Пример #12
0
void runGPU0(Int_t nthreads = 4, Bool_t graphics = false,
             //         const char *geomfile="gexam1.root")
             const char *geomfile = "http://root.cern.ch/files/cms.root")
{
  TFile::SetCacheFileDir("./files");

  gSystem->Load("libPhysics");
  gSystem->Load("libHist");
  gSystem->Load("libThread");
  gSystem->Load("libGeom");
  gSystem->Load("libVMC");
  gSystem->Load("libGeant_v");
  gSystem->Load("libXsec");
  // gSystem->Load("libGeantCuda");

  Int_t ntotal    = 20; // Number of events to be transported
  Int_t nbuffered = 10; // Number of buffered events

  Propagator *prop      = Propagator::Instance(ntotal, nbuffered);
  WorkloadManager *wmgr = WorkloadManager::Instance(nthreads);
  wmgr->SetNminThreshold(5 * nthreads);
  // CoprocessorBroker *gpuBroker = new CoprocessorBroker();
  // gpuBroker->CudaSetup(32,128,1);
  // wmgr->SetTaskBroker(gpuBroker);

  prop->fNaverage   = 500; // Average number of tracks per event
  prop->fNperBasket = 32;

  prop->fEmin = 1.E-5; // [10KeV] energy cut
  prop->fEmax = 0.03;  // [30MeV] used for now to select particle gun energy
  // prop->fEmax = 1.;
  // Create the tab. phys process.
  prop->fProcess = new TTabPhysProcess("tab_phys", "xsec_FTFP_BERT.root", "fstate_FTFP_BERT.root");

  prop->fApplication = new MyApplication();

  //   gROOT->ProcessLine(".x factory.C+");
  //   prop->fUseDebug = true;
  //   prop->fDebugTrk = 1;
  // prop->PropagatorGeom(geomfile, nthreads, graphics);

  // This sets gGeomManager and hence superseeds the filename.
  VP_SimpleECal();
  prop->PropagatorGeom("", nthreads /* + 3 */, graphics);

  delete gGeoManager;
}
Пример #13
0
void Roads::Impl::updateRoadsAround( Propagator& propagator, UpdateInfo info )
{
  propagator.init( info.first );
  PathwayList pathWayList = propagator.getWays( info.second );

  for( auto&& path : pathWayList )
  {
    const TilesArray& tiles = path->allTiles();
    for( auto tile : tiles )
    {
      RoadPtr road = tile->overlay().as<Road>();
      if( road.isValid() )
      {
        road->appendPaved( defaultIncreasePaved );
      }
    }
  }
}
Пример #14
0
void CartPusher::computeWalkerDestination()
{
   // get the list of buildings within reach
   PathWay pathWay;
   Propagator pathPropagator;
   _d->consumerBuilding = 0;
   pathPropagator.init( *_d->producerBuilding.object() );
   pathPropagator.propagate(_d->maxDistance);

   BuildingPtr destBuilding;
   if (destBuilding == NULL)
   {
      // try send that good to a factory
      destBuilding = getWalkerDestination_factory(pathPropagator, pathWay);
   }

   if (destBuilding == NULL)
   {
      // try send that good to a granary
      destBuilding = getWalkerDestination_granary(pathPropagator, pathWay);
   }

   if (destBuilding == NULL)
   {
      // try send that good to a warehouse
      destBuilding = getWalkerDestination_warehouse( pathPropagator, pathWay );
   }

   if( destBuilding != NULL)
   {
      //_isDeleted = true;  // no destination!
     setConsumerBuilding( destBuilding );
     setPathWay( pathWay );
     setIJ( _pathWay.getOrigin().getIJ() );
     setSpeed( 1 );
   }
   else
   {
     _action._direction = D_NORTH;
     setSpeed( 0 );
     setIJ( _d->producerBuilding->getAccessRoads().front()->getIJ() );
     walk();
   }
}
BuildingPtr reserveShortestPath( const BuildingType buildingType, 
                                 GoodStock& stock, long& reservationID,
                                 Propagator &pathPropagator, PathWay &oPathWay )
{
  BuildingPtr res;
  Propagator::Routes pathWayList;
  pathPropagator.getRoutes(buildingType, pathWayList);

  //remove factories with improrer storage
  Propagator::Routes::iterator pathWayIt= pathWayList.begin();
  while( pathWayIt != pathWayList.end() )
  {
    // for every factory within range
    SmartPtr<T> building = pathWayIt->first.as<T>();

    if( stock._currentQty >  building->getGoodStore().getMaxStore( stock.type() ) )
    {
      pathWayList.erase( pathWayIt++ );
    }
    else
    {
      pathWayIt++;
    }
  }

  //find shortest path
  int maxLength = 999;
  PathWay* shortestPath = 0;
  for( Propagator::Routes::iterator pathIt = pathWayList.begin(); 
    pathIt != pathWayList.end(); pathIt++ )
  {
    if( pathIt->second.getLength() < maxLength )
    {
      shortestPath = &pathIt->second;
      maxLength = pathIt->second.getLength();
      res = pathIt->first;
    }
  }

  if( res.isValid() )
  {
    reservationID = res.as<T>()->getGoodStore().reserveStorage( stock );
    if (reservationID != 0)
    {
      oPathWay = *shortestPath;
    }
    else
    {
      res = BuildingPtr();
    }
  }


  return res;
}
Пример #16
0
//------------------------------------------------------------------------------
DiagramTwoLoop::DiagramTwoLoop(std::vector<Line> lines, LabelMap<Vertex, VertexType> vertextypes, LabelMap<Vertex, KernelType> kerneltypes) : DiagramBase(lines, vertextypes, kerneltypes), _qmax(std::numeric_limits<double>::infinity())
{
   _order = Order::kTwoLoop;
   // check to ensure that the diagram is really two loop
   bool is2Loop = false;
   // find the nontrivial poles
   for (auto line : _lines) {
      // check if the line has the loop momentum in it
      // if so, it has an IR pole that must be regulated if it is away from 0
      if (line.propagator.hasLabel(Momentum::q)) {
         is2Loop = true;
         _order = Order::kOneLoop;
         Propagator pole = line.propagator.IRpole(Momentum::q);
         if (!pole.isNull()) {
            _IRpoles.push_back(pole);
         }
      }
   }
   assert(is2Loop);
}
Пример #17
0
Propagator::DirectRoute getWarehouse4Sells( Propagator &pathPropagator,
                                            SimpleGoodStore& basket )
{
  Propagator::Routes pathWayList = pathPropagator.getRoutes( building::warehouse );

  // select the warehouse with the max quantity of requested goods
  Propagator::Routes::iterator pathWayIt = pathWayList.begin(); 
  while( pathWayIt != pathWayList.end() )
  {
    // for every warehouse within range
    WarehousePtr warehouse= pathWayIt->first.as< Warehouse >();

    if( warehouse->getGoodStore().getFreeQty() == 0 ) { pathWayList.erase( pathWayIt++ );}
    else { pathWayIt++; }    
  }

  //have only available warehouses, find nearest of it
  Propagator::DirectRoute shortest = pathPropagator.getShortestRoute( pathWayList );

  return shortest;
}
Пример #18
0
void Immigrant::assignPath( const Building& home )
{
    City& city = Scenario::instance().getCity();
    Tile& exitTile = city.getTilemap().at( city.getRoadExitI(), city.getRoadExitJ() );

    Road* exitRoad = dynamic_cast< Road* >( exitTile.get_terrain().getOverlay() );
    if( exitRoad )
    {
        Propagator pathfinder;
	    PathWay pathWay;
        pathfinder.init( const_cast< Building& >( home ) );
        bool findPath = pathfinder.getPath( *exitRoad, pathWay );
	    if( findPath )
	    {
		    setPathWay( pathWay );
		    setIJ(_pathWay.getOrigin().getI(), _pathWay.getOrigin().getJ());   
	    }
    }
    else
        _isDeleted = true;
}
Пример #19
0
void TraineeWalker::_checkDestination(const object::Type buildingType, Propagator &pathPropagator)
{
  DirectPRoutes pathWayList = pathPropagator.getRoutes( buildingType );

  for( auto item : pathWayList )
  {
    // for every building within range
    BuildingPtr building = item.first.as<Building>();

    float need = building->evaluateTrainee( type() );
    if (need > _d->maxNeed)
    {
      _d->maxNeed = need;
      _d->destLocation = building->pos();
    }
  }
}
Пример #20
0
void TraineeWalker::checkDestination(const BuildingType buildingType, Propagator &pathPropagator)
{
   std::map<Building*, PathWay> pathWayList;
   pathPropagator.getReachedBuildings(buildingType, pathWayList);

   for (std::map<Building*, PathWay>::iterator pathWayIt= pathWayList.begin(); pathWayIt != pathWayList.end(); ++pathWayIt)
   {
      // for every building within range
      Building& building = *(pathWayIt->first);

      float need = building.evaluateTrainee(_traineeType);
      if (need > _maxNeed)
      {
         _maxNeed = need;
         _destinationBuilding = &building;
      }
   }
}
Пример #21
0
TilePos getWalkerDestination2( Propagator &pathPropagator, const TileOverlayType type, 
                               MarketPtr market, SimpleGoodStore& basket, const Good::Type what,
                               PathWay &oPathWay, long& reservId )
{
  SmartPtr< T > res;

  Propagator::Routes pathWayList;
  pathPropagator.getRoutes(type, pathWayList);

  int max_qty = 0;

  // select the warehouse with the max quantity of requested goods
  for( Propagator::Routes::iterator pathWayIt= pathWayList.begin(); 
    pathWayIt != pathWayList.end(); ++pathWayIt)
  {
    // for every warehouse within range
    BuildingPtr building= pathWayIt->first;
    PathWay& pathWay= pathWayIt->second;

    SmartPtr< T > destBuilding = building.as< T >();
    int qty = destBuilding->getGoodStore().getMaxRetrieve( what );
    if( qty > max_qty )
    {
      res = destBuilding;
      oPathWay = pathWay;
      max_qty = qty;
    }
  }

  if( res.isValid() )
  {
    // a warehouse/granary has been found!
    // reserve some goods from that warehouse/granary
    int qty = std::min( max_qty, market->getGoodDemand( what ) );
    qty = std::min(qty, basket.getMaxQty( what ) - basket.getCurrentQty( what ));
    // std::cout << "MarketLady reserves from warehouse, qty=" << qty << std::endl;
    GoodStock stock( what, qty, qty);
    reservId = res->getGoodStore().reserveRetrieval( stock );
    return res->getTilePos();
  }

  return TilePos(-1, -1);
}
Пример #22
0
TilePos getSupplierDestination2( Propagator &pathPropagator, const TileOverlayType type, 
                                 const Good::Type what, const int needQty,
                                 PathWay &oPathWay, long& reservId )
{
  SmartPtr< T > res;

  Propagator::Routes pathWayList;
  pathPropagator.getRoutes(type, pathWayList);

  int max_qty = 0;

  // select the warehouse with the max quantity of requested goods
  for( Propagator::Routes::iterator pathWayIt= pathWayList.begin(); 
       pathWayIt != pathWayList.end(); ++pathWayIt)
  {
    // for every warehouse within range
    BuildingPtr building= pathWayIt->first;
    PathWay& pathWay= pathWayIt->second;

    SmartPtr< T > destBuilding = building.as< T >();
    int qty = destBuilding->getGoodStore().getMaxRetrieve( what );
    if( qty > max_qty )
    {
      res = destBuilding;
      oPathWay = pathWay;
      max_qty = qty;
    }
  }

  if( res.isValid() )
  {
    // a warehouse/granary has been found!
    // reserve some goods from that warehouse/granary
    int qty = math::clamp( needQty, 0, max_qty );
    GoodStock tmpStock( what, qty, qty);
    reservId = res->getGoodStore().reserveRetrieval( tmpStock );
    return res->getTilePos();
  }
  else
  {
    return TilePos( -1, -1 );
  }
}
Пример #23
0
void TraineeWalker::checkDestination(const BuildingType buildingType, Propagator &pathPropagator)
{
  Propagator::ReachedBuldings pathWayList;
  pathPropagator.getReachedBuildings(buildingType, pathWayList);

  for( Propagator::ReachedBuldings::iterator pathWayIt= pathWayList.begin(); 
    pathWayIt != pathWayList.end(); ++pathWayIt)
  {
    // for every building within range
    BuildingPtr building = pathWayIt->first;

    float need = building->evaluateTrainee(_traineeType);
    if (need > _maxNeed)
    {
      _maxNeed = need;
      _destinationBuilding = building;
    }
  }
}
Пример #24
0
 SpaceStatus
 Space::status(StatusStatistics& stat) {
   SpaceStatus s = SS_FAILED;
   // Check whether space is failed
   if (failed()) {
     s = SS_FAILED; goto exit;
   }
   assert(pc.p.active <= &pc.p.queue[PropCost::AC_MAX+1]);
   // Check whether space is stable but not failed
   if (pc.p.active >= &pc.p.queue[0]) {
     Propagator* p;
     ModEventDelta med_o;
     goto unstable;
   execute:
     stat.propagate++;
     // Keep old modification event delta
     med_o = p->u.med;
     // Clear med but leave propagator in queue
     p->u.med = 0;
     switch (p->propagate(*this,med_o)) {
     case ES_FAILED:
       // Count failure
       if (afc_enabled())
         gafc.fail(p->gafc);
       // Mark as failed
       fail(); s = SS_FAILED; goto exit;
     case ES_NOFIX:
       // Find next, if possible
       if (p->u.med != 0) {
       unstable:
         // There is at least one propagator in a queue
         do {
           assert(pc.p.active >= &pc.p.queue[0]);
           // First propagator or link back to queue
           ActorLink* fst = pc.p.active->next();
           if (pc.p.active != fst) {
             p = Propagator::cast(fst);
             goto execute;
           }
           pc.p.active--;
         } while (true);
         GECODE_NEVER;
       }
       // Fall through
     case ES_FIX:
       // Clear med and put into idle queue
       p->u.med = 0; p->unlink(); pl.head(p);
     stable_or_unstable:
       // There might be a propagator in the queue
       do {
         assert(pc.p.active >= &pc.p.queue[0]);
         // First propagator or link back to queue
         ActorLink* fst = pc.p.active->next();
         if (pc.p.active != fst) {
           p = Propagator::cast(fst);
           goto execute;
         }
       } while (--pc.p.active >= &pc.p.queue[0]);
       assert(pc.p.active < &pc.p.queue[0]);
       goto stable;
     case __ES_SUBSUMED:
       p->unlink(); rfree(p,p->u.size);
       goto stable_or_unstable;
     case __ES_PARTIAL:
       // Schedule propagator with specified propagator events
       assert(p->u.med != 0);
       enqueue(p);
       goto unstable;
     default:
       GECODE_NEVER;
     }
   }
 stable:
   /*
    * Find the next brancher that has still alternatives left
    *
    * It is important to note that branchers reporting to have no more
    * alternatives left cannot be deleted. They cannot be deleted
    * as there might be choices to be used in commit
    * that refer to one of these branchers. This e.g. happens when
    * we combine branch-and-bound search with adaptive recomputation: during
    * recomputation, a copy is constrained to be better than the currently
    * best solution, then the first half of the choices are posted,
    * and a fixpoint computed (for storing in the middle of the path). Then
    * the remaining choices are posted, and because of the additional
    * constraints that the space must be better than the previous solution,
    * the corresponding Branchers may already have no alternatives left.
    *
    * The same situation may arise due to weakly monotonic propagators.
    *
    * A brancher reporting that no more alternatives exist is exhausted.
    * All exhausted branchers will be left of the current pointer b_status.
    * Only when it is known that no more choices
    * can be used for commit an exhausted brancher can actually be deleted.
    * This becomes known when choice is called.
    */
   while (b_status != Brancher::cast(&bl))
     if (b_status->status(*this)) {
       // Brancher still has choices to generate
       s = SS_BRANCH; goto exit;
     } else {
       // Brancher is exhausted
       b_status = Brancher::cast(b_status->next());
     }
   // No brancher with alternatives left, space is solved
   s = SS_SOLVED;
 exit:
   stat.wmp = (wmp() > 0U);
   if (wmp() == 1U) 
     wmp(0U);
   return s;
 }