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authorDevtools Arcadia <arcadia-devtools@yandex-team.ru>2022-02-07 18:08:42 +0300
committerDevtools Arcadia <arcadia-devtools@mous.vla.yp-c.yandex.net>2022-02-07 18:08:42 +0300
commit1110808a9d39d4b808aef724c861a2e1a38d2a69 (patch)
treee26c9fed0de5d9873cce7e00bc214573dc2195b7 /contrib/libs/hyperscan/src/util/clique.cpp
downloadydb-1110808a9d39d4b808aef724c861a2e1a38d2a69.tar.gz
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+/*
+ * Copyright (c) 2016-2017, Intel Corporation
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Intel Corporation nor the names of its contributors
+ * may be used to endorse or promote products derived from this software
+ * without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+ * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ */
+
+/** \file
+ * \brief An algorithm to find cliques.
+ */
+
+#include "clique.h"
+#include "container.h"
+#include "graph_range.h"
+#include "make_unique.h"
+
+#include <map>
+#include <set>
+#include <stack>
+
+using namespace std;
+
+namespace ue2 {
+
+static
+vector<u32> getNeighborInfo(const CliqueGraph &g,
+ const CliqueVertex &cv, const set<u32> &group) {
+ u32 id = g[cv].stateId;
+ vector<u32> neighbor;
+ // find neighbors for cv
+ for (const auto &v : adjacent_vertices_range(cv, g)) {
+ if (g[v].stateId != id && contains(group, g[v].stateId)){
+ neighbor.push_back(g[v].stateId);
+ DEBUG_PRINTF("Neighbor:%u\n", g[v].stateId);
+ }
+ }
+
+ return neighbor;
+}
+
+static
+vector<u32> findCliqueGroup(CliqueGraph &cg) {
+ stack<vector<u32>> gStack;
+
+ // Create mapping between vertex and id
+ map<u32, CliqueVertex> vertexMap;
+ vector<u32> init;
+ for (const auto &v : vertices_range(cg)) {
+ vertexMap[cg[v].stateId] = v;
+ init.push_back(cg[v].stateId);
+ }
+ gStack.push(init);
+
+ // Get the vertex to start from
+ vector<u32> clique;
+ while (!gStack.empty()) {
+ vector<u32> g = move(gStack.top());
+ gStack.pop();
+
+ // Choose a vertex from the graph
+ u32 id = g[0];
+ CliqueVertex &n = vertexMap.at(id);
+ clique.push_back(id);
+ // Corresponding vertex in the original graph
+ set<u32> subgraphId(g.begin(), g.end());
+ auto neighbor = getNeighborInfo(cg, n, subgraphId);
+ // Get graph consisting of neighbors for left branch
+ if (!neighbor.empty()) {
+ gStack.push(neighbor);
+ }
+ }
+
+ return clique;
+}
+
+template<typename Graph>
+bool graph_empty(const Graph &g) {
+ typename Graph::vertex_iterator vi, ve;
+ tie(vi, ve) = vertices(g);
+ return vi == ve;
+}
+
+vector<vector<u32>> removeClique(CliqueGraph &cg) {
+ DEBUG_PRINTF("graph size:%zu\n", num_vertices(cg));
+ vector<vector<u32>> cliquesVec = {findCliqueGroup(cg)};
+ while (!graph_empty(cg)) {
+ const vector<u32> &c = cliquesVec.back();
+ vector<CliqueVertex> dead;
+ for (const auto &v : vertices_range(cg)) {
+ u32 id = cg[v].stateId;
+ if (find(c.begin(), c.end(), id) != c.end()) {
+ dead.push_back(v);
+ }
+ }
+ for (const auto &v : dead) {
+ clear_vertex(v, cg);
+ remove_vertex(v, cg);
+ }
+ if (graph_empty(cg)) {
+ break;
+ }
+ auto clique = findCliqueGroup(cg);
+ cliquesVec.push_back(clique);
+ }
+
+ return cliquesVec;
+}
+
+} // namespace ue2