/
GIAentityConnectionClass.cpp
133 lines (117 loc) · 3.72 KB
/
GIAentityConnectionClass.cpp
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/*******************************************************************************
*
* This file is part of BAIPROJECT.
*
* BAIPROJECT is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License version 3
* only, as published by the Free Software Foundation. The use of
* intermediary programs or interfaces including file i/o is considered
* remote network interaction. This does not imply such arrangements
* do not constitute derivative works.
*
* BAIPROJECT 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 Affero General Public License version 3 for more details
* (a copy is included in the LICENSE file that accompanied this code).
*
* You should have received a copy of the GNU Affero General Public License
* version 3 along with BAIPROJECT. If not, see <http://www.gnu.org/licenses/>
* for a copy of the AGPLv3 License.
*
*******************************************************************************/
/*******************************************************************************
*
* File Name: GIAentityConnectionClass.cpp
* Author: Richard Bruce Baxter - Copyright (c) 2005-2017 Baxter AI (baxterai.com)
* Project: General Intelligence Algorithm
* Project Version: 2p4a 17-January-2017
*
*******************************************************************************/
#include "GIAentityConnectionClass.hpp"
GIAentityConnection::GIAentityConnection(void)
{
confidence = GIA_ENTITY_CONNECTION_CONFIDENCE_BASE;
#ifdef GIA_RECORD_SAME_REFERENCE_SET_INFORMATION
sameReferenceSet = false; //CHECKTHIS default value
#ifdef GIA_RECORD_POSSESSION_AUXILIARY_HAS_INFORMATION
possessionAuxiliaryHave = false;
#endif
#endif
#ifdef GIA_DATABASE
referenceLoaded = false;
entityName = "";
idInstance = INT_DEFAULT_VALUE;
loaded = false;
modified = false;
added = false;
#endif
#ifdef GIA_DRAW_PRINT_ENTITY_NODES_IN_ORDER_OF_SENTENCE_INDEX_ADVANCED
initialisedForPrinting = false;
#endif
#ifdef USE_NLC
NLCparsedForCodeBlocks = false;
NLCparsedForlogicalConditionOperations = false;
negative = false;
NLCcontextGenerated = false;
#endif
#ifdef GIA_ADVANCED_REFERENCING
#ifdef GIA_TRANSLATOR_MARK_DOUBLE_LINKS_AS_REFERENCE_CONNECTIONS
isReference = false;
#endif
#endif
#ifdef GIA_STORE_CONNECTION_SENTENCE_INDEX
sentenceIndexTemp = GIA_SENTENCE_INDEX_UNDEFINED2;
#endif
#ifdef GIA_DISABLE_ALIAS_ENTITY_MERGING
isAlias = false;
#endif
/*
#ifdef GIA_NLG
parsedForLanguageGeneration = false;
#endif
*/
}
GIAentityConnection::~GIAentityConnection(void)
{
}
GIAentityConnection::GIAentityConnection(string* startEntityName, long startIdInstance)
{
confidence = GIA_ENTITY_CONNECTION_CONFIDENCE_BASE;
#ifdef GIA_RECORD_SAME_REFERENCE_SET_INFORMATION
sameReferenceSet = false; //CHECK THIS default value
#endif
#ifdef GIA_DATABASE
referenceLoaded = false;
entityName = *startEntityName;
idInstance = startIdInstance;
loaded = false;
modified = false;
added = false;
#endif
#ifdef GIA_DRAW_PRINT_ENTITY_NODES_IN_ORDER_OF_SENTENCE_INDEX_ADVANCED
initialisedForPrinting = false;
#endif
#ifdef USE_NLC
NLCparsedForCodeBlocks = false;
NLCparsedForlogicalConditionOperations = false;
negative = false;
NLCcontextGenerated = false;
#endif
#ifdef GIA_ADVANCED_REFERENCING
#ifdef GIA_TRANSLATOR_MARK_DOUBLE_LINKS_AS_REFERENCE_CONNECTIONS
isReference = false;
#endif
#endif
#ifdef GIA_STORE_CONNECTION_SENTENCE_INDEX
sentenceIndexTemp = GIA_SENTENCE_INDEX_UNDEFINED2;
#endif
#ifdef GIA_DISABLE_ALIAS_ENTITY_MERGING
isAlias = false;
#endif
/*
#ifdef GIA_NLG
parsedForLanguageGeneration = false;
#endif
*/
}