/* * Copyright (c) 2015-2016, 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 Miscellaneous optimisations. */ #ifndef NG_MISC_OPT_H #define NG_MISC_OPT_H #include <map> #include <vector> #include "ng_holder.h" #include "som/som.h" #include "util/depth.h" namespace ue2 { /** Small structure describing the bounds on a repeat. */ struct BoundedRepeatSummary { BoundedRepeatSummary(void) : repeatMin(0), repeatMax(depth::infinity()) {} BoundedRepeatSummary(const depth &min_in, const depth &max_in) : repeatMin(min_in), repeatMax(max_in) { assert(repeatMin <= repeatMax); assert(repeatMax.is_reachable()); } bool unbounded(void) const { return repeatMax.is_infinite(); } depth repeatMin; //!< minimum repeat bound. depth repeatMax; //!< maximum repeat bound. }; /* returns true if anything changed */ bool improveGraph(NGHolder &g, som_type som); /** Sometimes the reach of a vertex is greater than it needs to be to reduce * stop chars for the benefit of the rest of our code base (accel, etc). In * these circumstances, we can treat the reach as the smaller one as * the graphs are equivalent. */ CharReach reduced_cr(NFAVertex v, const NGHolder &g, const std::map<NFAVertex, BoundedRepeatSummary> &br_cyclic); std::vector<CharReach> reduced_cr(const NGHolder &g, const std::map<NFAVertex, BoundedRepeatSummary> &br_cyclic); /** Remove cyclic stars connected to start */ bool mergeCyclicDotStars(NGHolder &g); /** * Given a cyclic state 'c' with a broad reach and a later state 'v' that is * only reachable if c is still on, then any edges to a successor of a direct * successor of c with reach a superset of v are redundant. */ bool prunePathsRedundantWithSuccessorOfCyclics(NGHolder &h, som_type som); } // namespace ue2 #endif