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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 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
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