/* * Copyright (c) 2015-2017, 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 Glushkov construction. */ #ifndef BUILDSTATE_H #define BUILDSTATE_H #include "ue2common.h" #include "position.h" #include "util/noncopyable.h" #include <memory> #include <vector> namespace ue2 { class NFABuilder; class PositionInfo; /** \brief Machinery for Glushkov construction. * * Abstract base class; use \ref makeGlushkovBuildState to get one of these you * can use. */ class GlushkovBuildState : noncopyable { public: /** \brief Represents an uninitialized state. */ static const Position POS_UNINITIALIZED; /** \brief Represents an epsilon transition in the firsts of a component. */ static const Position POS_EPSILON; virtual ~GlushkovBuildState(); /** \brief Returns a reference to the NFABuilder being used. */ virtual NFABuilder &getBuilder() = 0; /** \brief Returns a const reference to the NFABuilder being used. */ virtual const NFABuilder &getBuilder() const = 0; /** \brief Wire up edges from the lasts of one component to the firsts of * another. */ virtual void connectRegions(const std::vector<PositionInfo> &lasts, const std::vector<PositionInfo> &firsts) = 0; /** \brief Wire the lasts of the main sequence to accepts. */ virtual void connectAccepts(const std::vector<PositionInfo> &lasts) = 0; /** \brief Wire up a pair of positions. */ virtual void addSuccessor(Position from, Position to) = 0; /** \brief Clone the vertex properties and edges of all vertices between * two positions. */ virtual void cloneFollowSet(Position from, Position to, u32 offset) = 0; /** \brief Build the prioritised list of edges out of our successor map. */ virtual void buildEdges() = 0; }; /** \brief Returns a new GlushkovBuildState object. */ std::unique_ptr<GlushkovBuildState> makeGlushkovBuildState(NFABuilder &b, bool prefilter); /** \brief Replace all epsilons with the given positions. */ void replaceEpsilons(std::vector<PositionInfo> &target, const std::vector<PositionInfo> &source); /** \brief Eliminate lower-priority duplicate PositionInfo entries. * * Scans through a list of positions and retains only the highest priority * version of a given (position, flags) entry. */ void cleanupPositions(std::vector<PositionInfo> &a); } // namespace ue2 #endif