/* * 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); } } } }