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Initial commit of Hyperscan
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src/nfa/nfa_build_util.h
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src/nfa/nfa_build_util.h
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/*
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* Copyright (c) 2015, 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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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Intel Corporation nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef NFA_BUILD_UTIL_H
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#define NFA_BUILD_UTIL_H
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#include "ue2common.h"
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#include "nfa_internal.h"
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#include <string>
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struct NFA;
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namespace ue2 {
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#ifdef DUMP_SUPPORT
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/* provided for debugging functions */
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const char *nfa_type_name(NFAEngineType type);
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std::string describe(const NFA &nfa);
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#endif
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// For a given NFA, retrieve the alignment required by its uncompressed state.
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u32 state_alignment(const NFA &nfa);
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/* returns true if the nfa is considered 'fast'. TODO: work out what we mean by
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* fast. */
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bool is_fast(const NFA &n);
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bool has_bounded_repeats_other_than_firsts(const NFA &n);
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bool has_bounded_repeats(const NFA &n);
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bool has_accel(const NFA &n);
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bool requires_decompress_key(const NFA &n);
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} // namespace ue2
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#endif
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