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ext param - more consistent depth check
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@@ -32,7 +32,6 @@
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#include "ng_util.h"
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#include "grey.h"
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#include "ng_depth.h" // for NFAVertexDepth
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#include "ng_dump.h"
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#include "ng_prune.h"
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#include "ue2common.h"
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@@ -61,25 +60,6 @@ using boost::make_assoc_property_map;
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namespace ue2 {
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depth maxDistFromInit(const NFAVertexDepth &vd) {
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if (vd.fromStart.max.is_unreachable()) {
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return vd.fromStartDotStar.max;
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} else if (vd.fromStartDotStar.max.is_unreachable()) {
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return vd.fromStart.max;
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} else {
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return max(vd.fromStartDotStar.max, vd.fromStart.max);
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}
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}
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depth maxDistFromStartOfData(const NFAVertexDepth &vd) {
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if (vd.fromStartDotStar.max.is_reachable()) {
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/* the irrepressible nature of floating literals cannot be contained */
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return depth::infinity();
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} else {
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return vd.fromStart.max;
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}
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}
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NFAVertex getSoleDestVertex(const NGHolder &g, NFAVertex a) {
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assert(a != NGHolder::null_vertex());
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