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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 state squashing analysis. 
 */ 
#ifndef NG_SQUASH_H 
#define NG_SQUASH_H 
 
#include "ng_holder.h" 
#include "som/som.h" 
#include "ue2common.h" 
 
#include <unordered_map>
#include <boost/dynamic_bitset.hpp> 
 
namespace ue2 { 
 
class NGHolder; 
class ReportManager; 
 
/**
 * Dynamically-sized bitset, as an NFA can have an arbitrary number of states.
 */
using NFAStateSet = boost::dynamic_bitset<>;
 
/** 
 * Populates the squash mask for each vertex (i.e. the set of states to be left 
 * on during squashing). 
 * 
 * The NFAStateSet in the output map is indexed by vertex_index. 
 */ 
std::unordered_map<NFAVertex, NFAStateSet>
findSquashers(const NGHolder &g, som_type som = SOM_NONE);
 
/** Filters out squash states intended only for use in DFA construction. */ 
void filterSquashers(const NGHolder &g, 
                     std::unordered_map<NFAVertex, NFAStateSet> &squash);
 
/** Populates squash masks for states that can be switched off by highlander 
 * (single match) reporters. */ 
std::unordered_map<NFAVertex, NFAStateSet>
findHighlanderSquashers(const NGHolder &g, const ReportManager &rm); 
 
} // namespace ue2 
 
#endif // NG_SQUASH_H