| 1 | /* |
| 2 | * Copyright (c) 2015-2017, 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 Glushkov construction. |
| 31 | */ |
| 32 | |
| 33 | #ifndef BUILDSTATE_H |
| 34 | #define BUILDSTATE_H |
| 35 | |
| 36 | #include "ue2common.h" |
| 37 | #include "position.h" |
| 38 | #include "util/noncopyable.h" |
| 39 | |
| 40 | #include <memory> |
| 41 | #include <vector> |
| 42 | |
| 43 | namespace ue2 { |
| 44 | |
| 45 | class NFABuilder; |
| 46 | class PositionInfo; |
| 47 | |
| 48 | /** \brief Machinery for Glushkov construction. |
| 49 | * |
| 50 | * Abstract base class; use \ref makeGlushkovBuildState to get one of these you |
| 51 | * can use. */ |
| 52 | class GlushkovBuildState : noncopyable { |
| 53 | public: |
| 54 | /** \brief Represents an uninitialized state. */ |
| 55 | static const Position POS_UNINITIALIZED; |
| 56 | |
| 57 | /** \brief Represents an epsilon transition in the firsts of a component. */ |
| 58 | static const Position POS_EPSILON; |
| 59 | |
| 60 | virtual ~GlushkovBuildState(); |
| 61 | |
| 62 | /** \brief Returns a reference to the NFABuilder being used. */ |
| 63 | virtual NFABuilder &getBuilder() = 0; |
| 64 | |
| 65 | /** \brief Returns a const reference to the NFABuilder being used. */ |
| 66 | virtual const NFABuilder &getBuilder() const = 0; |
| 67 | |
| 68 | /** \brief Wire up edges from the lasts of one component to the firsts of |
| 69 | * another. */ |
| 70 | virtual void connectRegions(const std::vector<PositionInfo> &lasts, |
| 71 | const std::vector<PositionInfo> &firsts) = 0; |
| 72 | |
| 73 | /** \brief Wire the lasts of the main sequence to accepts. */ |
| 74 | virtual void connectAccepts(const std::vector<PositionInfo> &lasts) = 0; |
| 75 | |
| 76 | /** \brief Wire up a pair of positions. */ |
| 77 | virtual void addSuccessor(Position from, Position to) = 0; |
| 78 | |
| 79 | /** \brief Clone the vertex properties and edges of all vertices between |
| 80 | * two positions. */ |
| 81 | virtual void cloneFollowSet(Position from, Position to, u32 offset) = 0; |
| 82 | |
| 83 | /** \brief Build the prioritised list of edges out of our successor map. */ |
| 84 | virtual void buildEdges() = 0; |
| 85 | }; |
| 86 | |
| 87 | /** \brief Returns a new GlushkovBuildState object. */ |
| 88 | std::unique_ptr<GlushkovBuildState> makeGlushkovBuildState(NFABuilder &b, |
| 89 | bool prefilter); |
| 90 | |
| 91 | /** \brief Replace all epsilons with the given positions. */ |
| 92 | void replaceEpsilons(std::vector<PositionInfo> &target, |
| 93 | const std::vector<PositionInfo> &source); |
| 94 | |
| 95 | /** \brief Eliminate lower-priority duplicate PositionInfo entries. |
| 96 | * |
| 97 | * Scans through a list of positions and retains only the highest priority |
| 98 | * version of a given (position, flags) entry. */ |
| 99 | void cleanupPositions(std::vector<PositionInfo> &a); |
| 100 | |
| 101 | } // namespace ue2 |
| 102 | |
| 103 | #endif |
| 104 | |