300 lines
10 KiB
Python
300 lines
10 KiB
Python
# Design meta-model
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port_mm_cs = """
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Source:Class {
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abstract = True;
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}
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Sink:Class {
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abstract = True;
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}
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Place:Class
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:Inheritance (Place -> Source)
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:Inheritance (Place -> Sink)
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connection:Association (Source -> Sink)
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CapacityConstraint:Class
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CapacityConstraint_shipCapacity:AttributeLink (CapacityConstraint -> Integer) {
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name = "shipCapacity";
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optional = False;
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# cannot have negative capacity:
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constraint = `get_value(get_target(this)) >= 0`; # non-negative
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}
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# Capacity
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capacityOf:Association (CapacityConstraint -> Place) {
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# must say something about at least one Place, otherwise what is the point of the constraint?
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target_lower_cardinality = 1;
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}
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Berth:Class
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:Inheritance (Berth -> Place)
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# Set of workers
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WorkerSet:Class
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WorkerSet_numWorkers:AttributeLink (WorkerSet -> Integer) {
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name = "numWorkers";
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optional = False;
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constraint = `get_value(get_target(this)) >= 0`; # non-negative
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}
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canOperate:Association (WorkerSet -> Berth) {
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target_lower_cardinality = 1;
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}
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Generator:Class
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:Inheritance (Generator -> Source)
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# Those classes to which we want to attach a runtime state object
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Stateful:Class {
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abstract = True;
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}
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:Inheritance (Place -> Stateful)
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:Inheritance (WorkerSet -> Stateful)
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:Inheritance (Berth -> Stateful)
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:Inheritance (connection -> Stateful)
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""";
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# Runtime meta-model
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port_rt_mm_cs = port_mm_cs + """
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State:Class
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of:Association (State -> Stateful) {
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source_lower_cardinality = 1;
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source_upper_cardinality = 1;
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target_lower_cardinality = 1;
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target_upper_cardinality = 1;
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}
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PlaceState:Class
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:Inheritance (PlaceState -> State)
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PlaceState_numShips:AttributeLink (PlaceState -> Integer) {
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# number of ships currently in the place
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name = "numShips";
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optional = False;
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constraint = `get_value(get_target(this)) >= 0`; # non-negative
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}
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shipCapacities:GlobalConstraint {
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constraint = ```
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errors = []
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for _, constr in get_all_instances("CapacityConstraint"):
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cap = get_slot_value(constr, "shipCapacity")
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total = 0
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place_names = [] # for debugging
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for lnk in get_outgoing(constr, "capacityOf"):
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place = get_target(lnk)
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place_names.append(get_name(place))
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place_state = get_source(get_incoming(place, "of")[0])
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total += get_slot_value(place_state, "numShips")
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if total > cap:
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errors.append(f"The number of ships in places {','.join(place_names)} ({total}) exceeds the capacity ({cap}) of CapacityConstraint {get_name(constr)}.")
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errors
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```;
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}
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BerthState:Class {
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# status == empty <=> numShips == 0
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constraint = ```
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errors = []
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numShips = get_slot_value(this, "numShips")
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status = get_slot_value(this, "status")
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if (numShips == 0) != (status == "empty"):
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errors.append(f"Inconsistent: numShips = {numShips}, but status = {status}")
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errors
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```;
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}
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:Inheritance (BerthState -> PlaceState)
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BerthState_status:AttributeLink (BerthState -> String) {
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name = "status";
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optional = False;
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constraint = `(
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get_value(get_target(this)) in { "empty", "unserved", "served" }
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)`;
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}
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WorkerSetState:Class
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:Inheritance (WorkerSetState -> State)
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isOperating:Association (WorkerSetState -> Berth) {
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constraint = ```
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errors = []
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# get status of Berth
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berth = get_target(this)
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berth_state = get_source(get_incoming(berth, "of")[0])
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status = get_slot_value(berth_state, "status")
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if status != "unserved":
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errors.append(f"Cannot operate {get_name(berth)} because there is no unserved ship there.")
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# only operate Berts that we can operate
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workerset = get_target(get_outgoing(get_source(this), "of")[0])
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can_operate = [get_target(lnk) for lnk in get_outgoing(workerset, "canOperate")]
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if berth not in can_operate:
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errors.append(f"Cannot operate {get_name(berth)}.")
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errors
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```;
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}
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operatingCapacities:GlobalConstraint {
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constraint = ```
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errors = []
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for _, workersetstate in get_all_instances("WorkerSetState"):
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workerset = get_target(get_outgoing(workersetstate, "of")[0])
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num_operating = len(get_outgoing(workersetstate, "isOperating"))
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num_workers = get_slot_value(workerset, "numWorkers")
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if num_operating > num_workers:
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errors.append(f"WorkerSet {get_name(workerset)} is operating more berths ({num_operating}) than there are workers ({num_workers})")
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errors
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```;
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}
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ConnectionState:Class
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:Inheritance (ConnectionState -> State)
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ConnectionState_moved:AttributeLink (ConnectionState -> Boolean) {
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name = "moved";
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optional = False;
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constraint = ```
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result = True
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all_successors_moved = True
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moved = get_value(get_target(this))
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conn_state = get_source(this)
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conn = get_target(get_outgoing(conn_state, "of")[0])
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tgt_place = get_target(conn)
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next_conns = get_outgoing(tgt_place, "connection")
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for next_conn in next_conns:
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next_conn_state = get_source(get_incoming(next_conn, "of")[0])
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if not get_slot_value(next_conn_state, "moved"):
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all_successors_moved = False
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if moved and not all_successors_moved:
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result = f"Connection {get_name(conn)} played before its turn."
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result
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```;
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}
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Clock:Class {
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lower_cardinality = 1;
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upper_cardinality = 1;
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}
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Clock_time:AttributeLink (Clock -> Integer) {
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name = "time";
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optional = False;
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constraint = `get_value(get_target(this)) >= 0`;
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}
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"""
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# Design model: the part that doesn't change
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port_m_cs = """
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gen:Generator
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# newly arrive ships collect here
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waiting:Place
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c1:connection (gen -> waiting)
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inboundPassage:Place
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c2:connection (waiting -> inboundPassage)
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outboundPassage:Place
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# inboundPassage and outboundPassage cannot have more than 3 ships total
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passageCap:CapacityConstraint {
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shipCapacity = 3;
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}
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:capacityOf (passageCap -> inboundPassage)
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:capacityOf (passageCap -> outboundPassage)
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# Berth 1
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inboundBerth1:Place
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berth1:Berth
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outboundBerth1:Place
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inboundBerth1Cap:CapacityConstraint { shipCapacity = 1; }
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:capacityOf (inboundBerth1Cap -> inboundBerth1)
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outboundBerth1Cap:CapacityConstraint { shipCapacity = 1; }
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:capacityOf (outboundBerth1Cap -> outboundBerth1)
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berth1Cap:CapacityConstraint { shipCapacity = 1; }
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:capacityOf (berth1Cap -> berth1)
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c3:connection (inboundBerth1 -> berth1)
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c4:connection (berth1 -> outboundBerth1)
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# Berth 2
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inboundBerth2:Place
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berth2:Berth
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outboundBerth2:Place
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inboundBerth2Cap:CapacityConstraint { shipCapacity = 1; }
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:capacityOf (inboundBerth2Cap -> inboundBerth2)
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outboundBerth2Cap:CapacityConstraint { shipCapacity = 1; }
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:capacityOf (outboundBerth2Cap -> outboundBerth2)
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berth2Cap:CapacityConstraint { shipCapacity = 1; }
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:capacityOf (berth2Cap -> berth2)
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c5:connection (inboundBerth2 -> berth2)
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c6:connection (berth2 -> outboundBerth2)
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# can either go to Berth 1 or Berth 2
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c7:connection (inboundPassage -> inboundBerth1)
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c8:connection (inboundPassage -> inboundBerth2)
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c9:connection (outboundBerth1 -> outboundPassage)
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c10:connection (outboundBerth2 -> outboundPassage)
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# ships that have been served are counted here
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served:Place
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c11:connection (outboundPassage -> served)
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workers:WorkerSet {
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numWorkers = 1;
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}
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:canOperate (workers -> berth1)
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:canOperate (workers -> berth2)
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"""
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# Initial runtime model: the part that changes (every execution step)
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port_rt_m_cs = port_m_cs + """
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clock:Clock {
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time = 0;
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}
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waitingState:PlaceState { numShips = 0; } :of (waitingState -> waiting)
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inboundPassageState:PlaceState { numShips = 0; } :of (inboundPassageState -> inboundPassage)
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outboundPassageState:PlaceState { numShips = 0; } :of (outboundPassageState -> outboundPassage)
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inboundBerth1State:PlaceState { numShips = 0; } :of (inboundBerth1State -> inboundBerth1)
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outboundBerth1State:PlaceState { numShips = 0; } :of (outboundBerth1State -> outboundBerth1)
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inboundBerth2State:PlaceState { numShips = 0; } :of (inboundBerth2State -> inboundBerth2)
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outboundBerth2State:PlaceState { numShips = 0; } :of (outboundBerth2State -> outboundBerth2)
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berth1State:BerthState { status = "empty"; numShips = 0; } :of (berth1State -> berth1)
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berth2State:BerthState { status = "empty"; numShips = 0; } :of (berth2State -> berth2)
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servedState:PlaceState { numShips = 0; } :of (servedState -> served)
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workersState:WorkerSetState :of (workersState -> workers)
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c1S:ConnectionState { moved = False; } :of (c1S -> c1)
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c2S:ConnectionState { moved = False; } :of (c2S -> c2)
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c3S:ConnectionState { moved = False; } :of (c3S -> c3)
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c4S:ConnectionState { moved = False; } :of (c4S -> c4)
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c5S:ConnectionState { moved = False; } :of (c5S -> c5)
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c6S:ConnectionState { moved = False; } :of (c6S -> c6)
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c7S:ConnectionState { moved = False; } :of (c7S -> c7)
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c8S:ConnectionState { moved = False; } :of (c8S -> c8)
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c9S:ConnectionState { moved = False; } :of (c9S -> c9)
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c10S:ConnectionState { moved = False; } :of (c10S -> c10)
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c11S:ConnectionState { moved = False; } :of (c11S -> c11)
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"""
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