Minotaur 0.4.1
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Minotaur::STOAHandler Class Reference

Handler for convex constraints, based on quesada-grossmann algorithm. More...

#include <STOAHandler.h>

Inheritance diagram for Minotaur::STOAHandler:
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Collaboration diagram for Minotaur::STOAHandler:
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Public Member Functions

 STOAHandler (EnvPtr env, ProblemPtr minlp, EnginePtr nlpe, MILPEnginePtr milpe, SolutionPoolPtr solPool)
 Default Constructor. More...
 
 ~STOAHandler ()
 Destroy.
 
Branches getBranches (BrCandPtr, DoubleVector &, RelaxationPtr, SolutionPoolPtr)
 Does nothing. More...
 
UInt getNumCalls ()
 Return number of callbacks till now.
 
double getCbTime ()
 Return the time taken in callbacks till now.
 
void setCbTime (double timeval)
 Set the time taken in callbacks till now.
 
void getBranchingCandidates (RelaxationPtr, const DoubleVector &, ModVector &, BrVarCandSet &, BrCandVector &, bool &)
 Does nothing. More...
 
ModificationPtr getBrMod (BrCandPtr, DoubleVector &, RelaxationPtr, BranchDirection)
 Does nothing. More...
 
std::string getName () const
 Return the name of the handler. More...
 
bool isFeasible (ConstSolutionPtr, RelaxationPtr, bool &, double &)
 Check if a solution is feasible. More...
 
SolveStatus presolve (PreModQ *, bool *, Solution **)
 Does nothing. More...
 
bool presolveNode (RelaxationPtr, NodePtr, SolutionPoolPtr, ModVector &, ModVector &)
 Does nothing. More...
 
void postsolveGetX (const double *, UInt, DoubleVector *)
 Does nothing.
 
void relaxInitFull (RelaxationPtr, SolutionPool *, bool *)
 Create root relaxation if doing full node relaxations. More...
 
void relaxInitInc (RelaxationPtr rel, SolutionPool *, bool *)
 Create root relaxation if doing incremental node relaxations. More...
 
void relaxNodeFull (NodePtr, RelaxationPtr, bool *)
 Create a relaxation for a node, building from scratch. More...
 
void relaxNodeInc (NodePtr, RelaxationPtr, bool *)
 Create an incremental relaxation for a node. More...
 
void separate (ConstSolutionPtr, NodePtr, RelaxationPtr, CutManager *, SolutionPoolPtr, ModVector &, ModVector &, bool *, SeparationStatus *)
 add cuts to separate a given point. More...
 
void solveMILP (double *objfLb, ConstSolutionPtr *sol, SolutionPoolPtr solPool, CutManager *cutMan)
 
void writeStats (std::ostream &out) const
 Write statistics to ostream out. More...
 
RelaxationPtr getRel ()
 
bool fixedNLP (const double *lpx, EnginePtr &nlpe, ProblemPtr &minlp)
 
double newUb (std::vector< UInt > *varIdx, std::vector< double > *varCoeff)
 
ConstraintConstIterator consBegin () const
 Iterate over constraints. Returns the 'begin' iterator. More...
 
ConstraintConstIterator consEnd () const
 Iterate over constraints. Returns the 'end' iterator. More...
 
void OACutToCons (const double *lpx, ConstraintPtr con, double *rhs, std::vector< UInt > *varIdx, std::vector< double > *varCoeff, EnginePtr nlpe)
 
void OACutToObj (const double *lpx, double *rhs, std::vector< UInt > *varIdx, std::vector< double > *varCoeff, double ub, EnginePtr nlpe)
 
- Public Member Functions inherited from Minotaur::Handler
 Handler ()
 Default constructor.
 
virtual ~Handler ()
 Destroy.
 
virtual void addConstraint (ConstraintPtr newcon)
 Add constraint to be handled by this handler. More...
 
virtual ConstraintVector::const_iterator consBegin () const
 
virtual ConstraintVector::const_iterator consEnd () const
 
virtual int fixNodeErr (RelaxationPtr, ConstSolutionPtr, SolutionPoolPtr, bool &)
 
virtual Branches getBranches (BrCandPtr cand, DoubleVector &x, RelaxationPtr rel, SolutionPoolPtr s_pool)=0
 Return branches for branching. More...
 
virtual void getBranchingCandidates (RelaxationPtr rel, const DoubleVector &x, ModVector &mods, BrVarCandSet &cands, BrCandVector &gencands, bool &is_inf)=0
 find branching candidates. More...
 
virtual ModificationPtr getBrMod (BrCandPtr cand, DoubleVector &x, RelaxationPtr rel, BranchDirection dir)=0
 Get the modifcation that creates a given (up or down) branch. More...
 
virtual std::string getName () const =0
 Return the name of the handler. More...
 
bool getStrongerMods (RelaxationPtr rel, NodePtr node, SolutionPoolPtr s_pool, ModVector &p_mods, ModVector &r_mods)
 do node presolve to get mods for stronger branching All params are presolveNode params.
 
virtual bool isFeasible (ConstSolutionPtr sol, RelaxationPtr rel, bool &should_prune, double &inf_meas)=0
 Check if a solution is feasible. More...
 
virtual bool isNeeded ()
 Return true if this handler is needed for the problem. More...
 
virtual SolveStatus presolve (PreModQ *pre_mods, bool *changed, Solution **sol)=0
 Initial presolve. More...
 
virtual bool presolveNode (RelaxationPtr rel, NodePtr node, SolutionPoolPtr s_pool, ModVector &p_mods, ModVector &r_mods)=0
 Presolve the problem and its relaxation at a node. More...
 
virtual bool postSolveRootNode (RelaxationPtr, SolutionPoolPtr, ConstSolutionPtr, ModVector &, ModVector &)
 At the root node post solve the problem and its relaxation. LP based bound tightening (OBBT) is employed here after filtering variables for which no OBBT is required. More...
 
virtual void relaxInitFull (RelaxationPtr rel, SolutionPool *sp, bool *is_inf)=0
 Create root relaxation if doing full node relaxations. More...
 
virtual void relaxInitInc (RelaxationPtr rel, SolutionPool *sp, bool *is_inf)=0
 Create root relaxation if doing incremental node relaxations. More...
 
virtual void relaxNodeFull (NodePtr node, RelaxationPtr rel, bool *is_inf)=0
 Create a relaxation for a node, building from scratch. More...
 
virtual void relaxNodeInc (NodePtr node, RelaxationPtr rel, bool *is_inf)=0
 Create an incremental relaxation for a node. More...
 
virtual void removeCuts (RelaxationPtr, ConstSolutionPtr)
 
virtual void separate (ConstSolutionPtr sol, NodePtr node, RelaxationPtr rel, CutManager *cutman, SolutionPoolPtr s_pool, ModVector &p_mods, ModVector &r_mods, bool *sol_found, SeparationStatus *status)=0
 add cuts to separate a given point. More...
 
virtual void setModFlags (bool mod_prob, bool mod_rel)
 Tell the handler whether the problem will be modified or the relaxation will be modified or both. These modifications will be saved in the tree as well. More...
 
virtual void simplePresolve (ProblemPtr, SolutionPoolPtr, ModVector &, SolveStatus &status)
 
void undoStrongerMods (ProblemPtr p, RelaxationPtr rel, ModVector &p_mods, ModVector &r_mods)
 Undo Modifications made during stronger branching. More...
 
virtual void writeStats (std::ostream &) const
 Write statistics to ostream out. More...
 

Additional Inherited Members

- Protected Attributes inherited from Minotaur::Handler
ConstraintVector cons_
 
bool modProb_
 If true, modify the original (or transformed) problem.
 
bool modRel_
 If true, modify the relaxation of original (or transformed) problem.
 

Detailed Description

Handler for convex constraints, based on quesada-grossmann algorithm.

STOAHandler is a derived class of Handler. It adds cuts generated by solving an NLP whenever an integer (but infeasible) solution of LP relaxation is found.

Constructor & Destructor Documentation

◆ STOAHandler()

STOAHandler::STOAHandler ( EnvPtr  env,
ProblemPtr  minlp,
EnginePtr  nlpe,
MILPEnginePtr  milpe,
SolutionPoolPtr  solPool 
)

Default Constructor.

Parameters
[in]envEnvironment pointer.
[in]minlpThe minlp for which cuts are generated (Not the relaxation.)
[in]nlpeThe engine to solve nonlinear continuous problem.

Member Function Documentation

◆ consBegin()

ConstraintConstIterator Minotaur::STOAHandler::consBegin ( ) const
inlinevirtual

Iterate over constraints. Returns the 'begin' iterator.

Reimplemented from Minotaur::Handler.

◆ consEnd()

ConstraintConstIterator Minotaur::STOAHandler::consEnd ( ) const
inlinevirtual

Iterate over constraints. Returns the 'end' iterator.

Reimplemented from Minotaur::Handler.

◆ getBranches()

Branches Minotaur::STOAHandler::getBranches ( BrCandPtr  ,
DoubleVector &  ,
RelaxationPtr  ,
SolutionPoolPtr   
)
inlinevirtual

Does nothing.

Implements Minotaur::Handler.

◆ getBranchingCandidates()

void Minotaur::STOAHandler::getBranchingCandidates ( RelaxationPtr  ,
const DoubleVector &  ,
ModVector &  ,
BrVarCandSet &  ,
BrCandVector &  ,
bool &   
)
inlinevirtual

Does nothing.

Implements Minotaur::Handler.

◆ getBrMod()

ModificationPtr Minotaur::STOAHandler::getBrMod ( BrCandPtr  ,
DoubleVector &  ,
RelaxationPtr  ,
BranchDirection   
)
inlinevirtual

Does nothing.

Implements Minotaur::Handler.

◆ getName()

std::string STOAHandler::getName ( ) const
virtual

Return the name of the handler.

Implements Minotaur::Handler.

◆ isFeasible()

bool Minotaur::STOAHandler::isFeasible ( ConstSolutionPtr  sol,
RelaxationPtr  rel,
bool &  should_prune,
double &  inf_meas 
)
inlinevirtual

Check if a solution is feasible.

Check if a given solution is feasible for the constraints that are handled by this handler. should_prune is true if the handler finds that the problem itself is infeasible and the current node can be pruned (which is different from a solution not being feasible).

Parameters
[in]solThe solution of the relaxation whose feasibility we want to test.
[in]relThe relaxation.
[out]should_pruneTrue if the relaxation is infeasible and we can prune the node associated.
[out]inf_measA measure of infeasibility. It may be used by heuristics and other code to make the tree-search faster. Computing this value is optional.
Returns
True if sol is feasible for constraints/objective asociated with this handler. False if sol is not feasible.

Implements Minotaur::Handler.

◆ presolve()

SolveStatus Minotaur::STOAHandler::presolve ( PreModQ *  ,
bool *  ,
Solution **   
)
inlinevirtual

Does nothing.

Implements Minotaur::Handler.

◆ presolveNode()

bool Minotaur::STOAHandler::presolveNode ( RelaxationPtr  ,
NodePtr  ,
SolutionPoolPtr  ,
ModVector &  ,
ModVector &   
)
inlinevirtual

Does nothing.

Implements Minotaur::Handler.

◆ relaxInitFull()

void Minotaur::STOAHandler::relaxInitFull ( RelaxationPtr  rel,
SolutionPool sp,
bool *  is_inf 
)
inlinevirtual

Create root relaxation if doing full node relaxations.

This method is used to add all the variables and constraints handled by this handler, with the understanding that nodes will also be fully rebuilt. The relaxation is already created, it should not be freed or re-allocated.

Parameters
[in,out]relThe relaxation that is being constructed.
[in]Solutionpool for storing any new solutions found.
[out]is_infis true if the handler finds that the problem is infeasible.

Implements Minotaur::Handler.

◆ relaxInitInc()

void STOAHandler::relaxInitInc ( RelaxationPtr  rel,
SolutionPool sp,
bool *  is_inf 
)
virtual

Create root relaxation if doing incremental node relaxations.

This method is used to add all the variables and constraints handled by this handler, with the understanding that nodes will incrementally relaxed. The relaxation is already created, it should not be freed or re-allocated.

Parameters
[in,out]relThe relaxation that is being constructed.
[in]Solutionpool for storing any new solutions found.
[out]is_infis true if the handler finds that the problem is infeasible.

Implements Minotaur::Handler.

◆ relaxNodeFull()

void Minotaur::STOAHandler::relaxNodeFull ( NodePtr  node,
RelaxationPtr  rel,
bool *  is_inf 
)
inlinevirtual

Create a relaxation for a node, building from scratch.

Create a relaxation of the constraints. Either this method, or relaxNodeInc should be called at each node. Here, we only make minor modifications to the same relaxation.

Parameters
[in]nodeis the node for which relaxation is to be created.
[in]relis the relaxation that is being constructed. Do not allocate or re-allocate space for it. Just add new variables or constraints to it.
[out]is_infis true if the node can be pruned.

Implements Minotaur::Handler.

◆ relaxNodeInc()

void Minotaur::STOAHandler::relaxNodeInc ( NodePtr  node,
RelaxationPtr  rel,
bool *  is_inf 
)
inlinevirtual

Create an incremental relaxation for a node.

Create a relaxation of the constraints. Either this method, or nodeRelaxFull relax should be called at root node. Usually we only make minor modifications to the same relaxation.

Parameters
[in]nodeis the node for which relaxation is to be created.
[in]relis the relaxation that is being constructed. Do not allocate or re-allocate space for it. Just add new variables or constraints to it.
[out]is_infis true if the node can be pruned.

Implements Minotaur::Handler.

◆ separate()

void Minotaur::STOAHandler::separate ( ConstSolutionPtr  sol,
NodePtr  node,
RelaxationPtr  rel,
CutManager cutman,
SolutionPoolPtr  s_pool,
ModVector &  p_mods,
ModVector &  r_mods,
bool *  sol_found,
SeparationStatus status 
)
inlinevirtual

add cuts to separate a given point.

Add cuts to the relaxation to cutoff a solution. We assume that all cuts are globally valid.

Parameters
[in]solThe solution that needs to be cut off
[in]nodeThe node that we are currently solving.
[in]relThe relaxation at this node.
[in]cutmanThe CutManager where cuts should be sent.
[in]s_poolThe SolutionPool containing solutions found so far.
[out]sol_foundTrue if a new solution has been found while separating
[out]statusSeparationStatus returned by this routine.

Implements Minotaur::Handler.

◆ writeStats()

void STOAHandler::writeStats ( std::ostream &  ) const
virtual

Write statistics to ostream out.

Reimplemented from Minotaur::Handler.


The documentation for this class was generated from the following files:

Minotaur source code documented by Doxygen 1.9.4 on Thu Apr 24 2025