/*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
namespace Lucene.Net.Search
{
/// The Scorer for DisjunctionMaxQuery's. The union of all documents generated by the the subquery scorers
/// is generated in document number order. The score for each document is the maximum of the scores computed
/// by the subquery scorers that generate that document, plus tieBreakerMultiplier times the sum of the scores
/// for the other subqueries that generate the document.
///
class DisjunctionMaxScorer:Scorer
{
/* The scorers for subqueries that have remaining docs, kept as a min heap by number of next doc. */
private Scorer[] subScorers;
private int numScorers;
/* Multiplier applied to non-maximum-scoring subqueries for a document as they are summed into the result. */
private float tieBreakerMultiplier;
private int doc = - 1;
/// Creates a new instance of DisjunctionMaxScorer
///
///
/// Multiplier applied to non-maximum-scoring subqueries for a
/// document as they are summed into the result.
///
/// -- not used since our definition involves neither coord nor terms
/// directly
///
/// The sub scorers this Scorer should iterate on
///
/// The actual number of scorers to iterate on. Note that the array's
/// length may be larger than the actual number of scorers.
///
public DisjunctionMaxScorer(float tieBreakerMultiplier, Similarity similarity, Scorer[] subScorers, int numScorers):base(similarity)
{
this.tieBreakerMultiplier = tieBreakerMultiplier;
// The passed subScorers array includes only scorers which have documents
// (DisjunctionMaxQuery takes care of that), and their nextDoc() was already
// called.
this.subScorers = subScorers;
this.numScorers = numScorers;
Heapify();
}
public override int NextDoc()
{
if (numScorers == 0)
return doc = NO_MORE_DOCS;
while (subScorers[0].DocID() == doc)
{
if (subScorers[0].NextDoc() != NO_MORE_DOCS)
{
HeapAdjust(0);
}
else
{
HeapRemoveRoot();
if (numScorers == 0)
{
return doc = NO_MORE_DOCS;
}
}
}
return doc = subScorers[0].DocID();
}
public override int DocID()
{
return doc;
}
/// Determine the current document score. Initially invalid, until is called the first time.
/// the score of the current generated document
///
public override float Score()
{
int doc = subScorers[0].DocID();
float[] sum = new float[]{subScorers[0].Score()}, max = new float[]{sum[0]};
int size = numScorers;
ScoreAll(1, size, doc, sum, max);
ScoreAll(2, size, doc, sum, max);
return max[0] + (sum[0] - max[0]) * tieBreakerMultiplier;
}
// Recursively iterate all subScorers that generated last doc computing sum and max
private void ScoreAll(int root, int size, int doc, float[] sum, float[] max)
{
if (root < size && subScorers[root].DocID() == doc)
{
float sub = subScorers[root].Score();
sum[0] += sub;
max[0] = System.Math.Max(max[0], sub);
ScoreAll((root << 1) + 1, size, doc, sum, max);
ScoreAll((root << 1) + 2, size, doc, sum, max);
}
}
public override int Advance(int target)
{
if (numScorers == 0)
return doc = NO_MORE_DOCS;
while (subScorers[0].DocID() < target)
{
if (subScorers[0].Advance(target) != NO_MORE_DOCS)
{
HeapAdjust(0);
}
else
{
HeapRemoveRoot();
if (numScorers == 0)
{
return doc = NO_MORE_DOCS;
}
}
}
return doc = subScorers[0].DocID();
}
// Organize subScorers into a min heap with scorers generating the earliest document on top.
private void Heapify()
{
for (int i = (numScorers >> 1) - 1; i >= 0; i--)
{
HeapAdjust(i);
}
}
/* The subtree of subScorers at root is a min heap except possibly for its root element.
* Bubble the root down as required to make the subtree a heap.
*/
private void HeapAdjust(int root)
{
Scorer scorer = subScorers[root];
int doc = scorer.DocID();
int i = root;
while (i <= (numScorers >> 1) - 1)
{
int lchild = (i << 1) + 1;
Scorer lscorer = subScorers[lchild];
int ldoc = lscorer.DocID();
int rdoc = System.Int32.MaxValue, rchild = (i << 1) + 2;
Scorer rscorer = null;
if (rchild < numScorers)
{
rscorer = subScorers[rchild];
rdoc = rscorer.DocID();
}
if (ldoc < doc)
{
if (rdoc < ldoc)
{
subScorers[i] = rscorer;
subScorers[rchild] = scorer;
i = rchild;
}
else
{
subScorers[i] = lscorer;
subScorers[lchild] = scorer;
i = lchild;
}
}
else if (rdoc < doc)
{
subScorers[i] = rscorer;
subScorers[rchild] = scorer;
i = rchild;
}
else
{
return ;
}
}
}
// Remove the root Scorer from subScorers and re-establish it as a heap
private void HeapRemoveRoot()
{
if (numScorers == 1)
{
subScorers[0] = null;
numScorers = 0;
}
else
{
subScorers[0] = subScorers[numScorers - 1];
subScorers[numScorers - 1] = null;
--numScorers;
HeapAdjust(0);
}
}
}
}