| 1 | /* | 
| 2 |  * Copyright (c) 2015, Intel Corporation | 
| 3 |  * | 
| 4 |  * Redistribution and use in source and binary forms, with or without | 
| 5 |  * modification, are permitted provided that the following conditions are met: | 
| 6 |  * | 
| 7 |  *  * Redistributions of source code must retain the above copyright notice, | 
| 8 |  *    this list of conditions and the following disclaimer. | 
| 9 |  *  * Redistributions in binary form must reproduce the above copyright | 
| 10 |  *    notice, this list of conditions and the following disclaimer in the | 
| 11 |  *    documentation and/or other materials provided with the distribution. | 
| 12 |  *  * Neither the name of Intel Corporation nor the names of its contributors | 
| 13 |  *    may be used to endorse or promote products derived from this software | 
| 14 |  *    without specific prior written permission. | 
| 15 |  * | 
| 16 |  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | 
| 17 |  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | 
| 18 |  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | 
| 19 |  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE | 
| 20 |  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | 
| 21 |  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | 
| 22 |  * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | 
| 23 |  * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | 
| 24 |  * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | 
| 25 |  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | 
| 26 |  * POSSIBILITY OF SUCH DAMAGE. | 
| 27 |  */ | 
| 28 |  | 
| 29 | /** \file | 
| 30 |  * \brief Short Exhaustible Passthroughs. | 
| 31 |  * | 
| 32 |  * Analysis code for determining whether a graph should be treated specially | 
| 33 |  * because it is short and contains exhaustible reports; typically we turn | 
| 34 |  * these into outfixes rather than risk them becoming Rose literals. | 
| 35 |  * | 
| 36 |  * For example, the pattern: | 
| 37 |  * | 
| 38 |  *     /[a-f]/H | 
| 39 |  * | 
| 40 |  * ... is far better suited to becoming a small outfix that generates one match | 
| 41 |  * and goes dead than being split into six one-byte Rose literals that end up | 
| 42 |  * in the literal matcher. | 
| 43 |  */ | 
| 44 | #include "ng_sep.h" | 
| 45 |  | 
| 46 | #include "grey.h" | 
| 47 | #include "ng_holder.h" | 
| 48 | #include "ng_reports.h" | 
| 49 | #include "ng_util.h" | 
| 50 | #include "ue2common.h" | 
| 51 | #include "util/graph_range.h" | 
| 52 |  | 
| 53 | using namespace std; | 
| 54 |  | 
| 55 | namespace ue2 { | 
| 56 |  | 
| 57 | static | 
| 58 | bool checkFromVertex(const NGHolder &g, NFAVertex start) { | 
| 59 |     for (auto v : adjacent_vertices_range(start, g)) { | 
| 60 |         if (v == g.startDs) { | 
| 61 |             continue; | 
| 62 |         } | 
| 63 |  | 
| 64 |         assert(!is_special(v, g)); /* should not be vacuous */ | 
| 65 |  | 
| 66 |         if (!edge(g.startDs, v, g).second) { /* only floating starts */ | 
| 67 |             return false; | 
| 68 |         } else if (out_degree(v, g) == 1 | 
| 69 |                    && edge(v, g.accept, g).second) { /* only floating end */ | 
| 70 |             ; /* possible sep */ | 
| 71 |         } else { | 
| 72 |             return false; | 
| 73 |         } | 
| 74 |     } | 
| 75 |     return true; | 
| 76 | } | 
| 77 |  | 
| 78 | bool isSEP(const NGHolder &g, const ReportManager &rm, const Grey &grey) { | 
| 79 |     if (!grey.mergeSEP || !can_exhaust(g, rm)) { | 
| 80 |         return false; | 
| 81 |     } | 
| 82 |  | 
| 83 |     if (!checkFromVertex(g, g.start) || !checkFromVertex(g, g.startDs)) { | 
| 84 |         return false; | 
| 85 |     } | 
| 86 |  | 
| 87 |     assert(out_degree(g.start, g) || proper_out_degree(g.startDs, g)); | 
| 88 |  | 
| 89 |     DEBUG_PRINTF("graph is an SEP\n" ); | 
| 90 |     return true; | 
| 91 | } | 
| 92 |  | 
| 93 | } // namespace ue2 | 
| 94 |  |