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/* 
 * Copyright (c) 2015-2020, 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. 
 */ 
 
#ifndef NFA_BUILD_UTIL_H 
#define NFA_BUILD_UTIL_H 
 
#include "ue2common.h" 
#include "nfa_internal.h" 
 
#include <string> 
 
struct NFA; 
 
namespace ue2 { 
 
#ifdef DUMP_SUPPORT 
/* provided for debugging functions */ 
const char *nfa_type_name(NFAEngineType type); 
std::string describe(const NFA &nfa); 
#endif 
 
// For a given NFA, retrieve the alignment required by its uncompressed state. 
u32 state_alignment(const NFA &nfa); 
 
bool has_bounded_repeats_other_than_firsts(const NFA &n); 
 
bool has_bounded_repeats(const NFA &n); 
 
bool has_accel(const NFA &n); 
 
bool requires_decompress_key(const NFA &n); 
 
} // namespace ue2 
 
#endif