forked from animatedread/Warrior_EA
AI/Network.mqh was 5,805 lines / 18 classes in one file. Investigation found method implementations for several classes (CNeuronBase/Pool/Conv, CNeuronBaseOCL) hand-interleaved across thousands of lines - not safe to split without risky manual reassembly. But 8 classes turned out to be genuinely self-contained (declaration + every method body physically contiguous, and only ever depended upon, never depending on anything declared later): CConnection/CArrayCon, CNeuron, CDirectMLMy (+ its WarriorDML.dll/WarriorCPU.dll #import blocks), CArrayLayer, CLayerDescription, CBufferDouble, and CNeuronConvOCL/CNeuronPoolOCL. Extracted each verbatim, via exact line-range extraction (not manual retyping) to eliminate transcription risk, into its own AI/*.mqh file, included from Network.mqh at the exact point each class used to sit - preserving original declaration order exactly. Mathematically verified byte-for-byte: reconstructing the original file from the 7 new files' bodies + Network.mqh's remaining segments is line-for-line identical to the pre-split git history. Compiled clean (MetaEditor, 0 errors/0 warnings) both before and after. The remaining tangled classes (CNeuronBase, CNeuronPool, CNeuronConv, CNet, CNeuronLSTM, CNeuronBaseOCL, CNeuronConvOCL/PoolOCL's shared base, CNeuronLSTMOCL, COpenCLMy) stay in Network.mqh (now ~4,450 lines) - splitting those safely needs deliberate per-method surgery, deferred to a future dedicated pass rather than rushed into this one. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
43 lines
1.7 KiB
MQL5
43 lines
1.7 KiB
MQL5
//+------------------------------------------------------------------+
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//| ArrayLayer.mqh |
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//| AnimateDread |
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//| https://www.mql5.com |
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//+------------------------------------------------------------------+
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//| CArrayLayer - array-of-CLayer container, CNet's own topology |
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//| storage. Needs CLayer (AI\Network.mqh) already declared - |
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//| included from Network.mqh at the exact point this class used to |
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//| sit (right after CLayer), so ordering matches the original file. |
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//| Extracted verbatim (SOLID cleanup) - no logic changes. |
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//+------------------------------------------------------------------+
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class CArrayLayer : public CArrayObj
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{
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public:
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CArrayLayer(void) {};
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~CArrayLayer(void) {};
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//---
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virtual bool CreateElement(uint neurons, uint outputs);
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virtual int Type(void) const { return defArrayLayer; }
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};
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//+------------------------------------------------------------------+
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//| |
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//+------------------------------------------------------------------+
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bool CArrayLayer::CreateElement(uint neurons, uint outputs)
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{
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if(neurons <= 0)
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return false;
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//---
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CLayer *layer = new CLayer(outputs);
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if(CheckPointer(layer) == POINTER_INVALID)
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return false;
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//---
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if(!layer.Reserve(neurons + 1))
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return false;
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for(uint i = 0; i <= neurons; i++)
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{
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if(!layer.CreateElement(i))
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return false;
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layer.IncreaseTotal();
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}
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//---
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return (Add(layer));
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}
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