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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
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