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operator&&

public IlcConstraint operator&&(const IlcConstraint ct1, const IlcConstraint ct2)
Definition file: ilsolver/numi.h
Include file: <ilsolver/ilosolver.h>

This operator creates and returns a constraint: the conjunction of its arguments.

When you create a constraint, it has no effect until you post it.

See Also:


operator&&

public IloAnd operator&&(const IloConstraint constraint1, const IloConstraint constraint2)
Definition file: ilconcert/ilomodel.h
Overloaded C++ operator for conjunctive constraints.

This overloaded C++ operator creates a conjunctive constraint that represents the conjunction of its two arguments. The constraint can represent a conjunction of two constraints; of a constraint and another conjunction; or of two conjunctions. In order to be taken into account, this constraint must be added to a model and extracted by an algorithm, such as IloCplex or IloSolver.


operator&&

public IloPoolOperator operator&&(IloPoolOperator op1, IloPoolOperator op2)
Definition file: ilsolver/iimoperator.h
Include file: <ilsolver/iim.h>
Produces the conjunction of two operators.

This operator produces a conjunction operator which, when invoked, invokes op1. If successful, it invokes op2. If op2 then succeeds, the conjunction is deemed to have succeeded.

Note
If no prototype is set on the conjunction, then its prototype is defined to be one from either op1 or op2. If both suboperators have prototypes defined, that of op2 is chosen.

operator&&

public IloPredicate< IloObject > operator&&(IloPredicate< IloObject > left, IloPredicate< IloObject > right)
Definition file: ilsolver/iloselector.h
Include file: <ilsolver/iloselector.h>
Creates a predicate performing AND on two predicates.

This operator creates a new IloPredicate<IloObject> instance from two IloPredicate<IloObject> instances. The semantics of the combination of the component predicates is that of logical AND. That is, the combined predicate will return IloTrue for a particular object if and only if both the component predicates return IloTrue for that object.

For more information, see Selectors.