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Create combo tops for trigger limexes
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@@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2015, Intel Corporation
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* Copyright (c) 2015-2016, Intel Corporation
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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@@ -37,23 +37,8 @@
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#include "ue2common.h"
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#include "util/ue2_containers.h"
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#include <map>
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#include <vector>
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namespace ue2 {
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class NGHolder;
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/** Construct a reversed copy of an arbitrary NGHolder, mapping starts to
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* accepts. */
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void reverseHolder(const NGHolder &g, NGHolder &out);
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/** Connect the start vertex to each of the vertices in \p tops. This is useful
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* temporarily for when we need to run a graph algorithm that expects a single
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* source vertex. */
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void wireStartToTops(NGHolder &g, const std::map<u32, NFAVertex> &tops,
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std::vector<NFAEdge> &topEdges);
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/**
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* \brief Special state index value meaning that the vertex will not
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* participate in an (NFA/DFA/etc) implementation.
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@@ -63,30 +48,14 @@ static constexpr u32 NO_STATE = ~0;
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/**
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* \brief Gives each participating vertex in the graph a unique state index.
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*/
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ue2::unordered_map<NFAVertex, u32>
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numberStates(NGHolder &h,
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const std::map<u32, NFAVertex> &tops = std::map<u32, NFAVertex>{});
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unordered_map<NFAVertex, u32>
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numberStates(NGHolder &h, const flat_set<NFAVertex> &tops);
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/**
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* \brief Counts the number of states (vertices with state indices) in the
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* graph.
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*
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* If addTops is true, also accounts for states that will be constructed for
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* each unique top.
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*/
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u32 countStates(const NGHolder &g,
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const ue2::unordered_map<NFAVertex, u32> &state_ids,
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bool addTops = true);
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/** Optimisation: drop unnecessary start states. */
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void dropUnusedStarts(NGHolder &g, ue2::unordered_map<NFAVertex, u32> &states);
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/**
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* \brief Returns a set of vertices that will not participate in an
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* implementation (NFA, DFA etc) of this graph. For example, starts with no
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* successors.
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*/
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flat_set<NFAVertex> findUnusedStates(const NGHolder &g);
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u32 countStates(const unordered_map<NFAVertex, u32> &state_ids);
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} // namespace ue2
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