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/*
* 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 NFA graph vertex depth calculations.
*/
#ifndef NG_DEPTH_H
#define NG_DEPTH_H
#include "ue2common.h"
#include "nfagraph/ng_holder.h"
#include "util/depth.h"
#include <vector>
namespace ue2 {
/**
* \brief Encapsulates min/max depths relative to the start and startDs
* vertices.
*/
struct NFAVertexDepth {
DepthMinMax fromStart;
DepthMinMax fromStartDotStar;
};
/**
* \brief Encapsulates min/max depths relative to the accept and acceptEod
* vertices.
*/
struct NFAVertexRevDepth {
DepthMinMax toAccept;
DepthMinMax toAcceptEod;
};
/**
* \brief Encapsulates min/max depths relative to all of our special vertices.
*/
struct NFAVertexBidiDepth {
DepthMinMax fromStart;
DepthMinMax fromStartDotStar;
DepthMinMax toAccept;
DepthMinMax toAcceptEod;
};
/**
* \brief Calculate depths from start and startDs. Returns them in a vector,
* indexed by vertex index.
*/
std::vector<NFAVertexDepth> calcDepths(const NGHolder &g);
/**
* \brief Calculate depths to accept and acceptEod. Returns them in a vector,
* indexed by vertex index.
*/
std::vector<NFAVertexRevDepth> calcRevDepths(const NGHolder &g);
/**
* \brief Calculate depths to/from all special vertices. Returns them in a
* vector, indexed by vertex index.
*/
std::vector<NFAVertexBidiDepth> calcBidiDepths(const NGHolder &g);
/**
* \brief Calculate the (min, max) depths from the given \p src to every vertex
* in the graph and return them in a vector, indexed by \p vertex_index.
*/
std::vector<DepthMinMax> calcDepthsFrom(const NGHolder &g, const NFAVertex src);
} // namespace ue2
#endif // NG_DEPTH_H
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