#region License Information
/* HeuristicLab
* Copyright (C) 2002-2010 Heuristic and Evolutionary Algorithms Laboratory (HEAL)
*
* This file is part of HeuristicLab.
*
* HeuristicLab is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* HeuristicLab is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with HeuristicLab. If not, see .
*/
#endregion
using System;
using HeuristicLab.Common;
namespace HeuristicLab.Core {
///
/// Interface to represent one run. (An engine is an interpreter, holding the code,
/// the data and the actual state, which is the runtime stack and a pointer onto the next operation.).
/// It is responsible for operator execution and able to deal with parallelism.
///
public interface IEngine : IItem {
///
/// Gets the operator graph of the current instance.
///
OperatorGraph OperatorGraph { get; set; }
///
/// Gets the global scope of the current instance.
///
IScope GlobalScope { get; }
///
/// Gets the problem of the current instance.
///
IProblem Problem { get; set; }
///
/// Gets the execution time of the current instance.
///
TimeSpan ExecutionTime { get; }
///
/// Gets information whether the engine is currently running.
///
bool Running { get; }
///
/// Gets information whether the engine has already terminated.
///
bool Finished { get; }
///
/// Prepares the engine for a new run.
///
void Prepare();
///
/// Executes the whole run.
///
void Start();
///
/// Executes one step (one operation).
///
void Step();
///
/// Aborts the engine run.
///
void Stop();
///
/// Occurs when the operator graph was changed.
///
event EventHandler OperatorGraphChanged;
///
/// Occurs when the problem was changed.
///
event EventHandler ProblemChanged;
///
/// Occurs when the execution time was changed.
///
event EventHandler ExecutionTimeChanged;
///
/// Occurs when the engine is prepared for a new run.
///
event EventHandler Prepared;
///
/// Occurs when the engine is executed.
///
event EventHandler Started;
///
/// Occurs when the engine is finished.
///
event EventHandler Stopped;
///
/// Occurs when an exception was thrown.
///
event EventHandler> ExceptionOccurred;
}
}