ng_execute: update interface to use flat_set

This changes all the execute_graph() interfaces so that instead of
mutating a std::set of vertices, they accept an initial flat_set of
states and return a resultant flat_set of states after execution.

(Note that internally execute_graph() still uses bitsets)

This is both faster and more flexible.
This commit is contained in:
Justin Viiret
2015-11-13 14:36:28 +11:00
committed by Matthew Barr
parent fd19168025
commit abbd548899
5 changed files with 79 additions and 69 deletions

View File

@@ -125,61 +125,62 @@ void execute_graph_i(const NGHolder &g, const vector<StateInfo> &info,
}
static
void fillStateBitset(const NGHolder &g, const set<NFAVertex> &in,
dynamic_bitset<> &out) {
out.reset();
for (auto v : in) {
dynamic_bitset<> makeStateBitset(const NGHolder &g,
const flat_set<NFAVertex> &in) {
dynamic_bitset<> work_states(num_vertices(g));
for (const auto &v : in) {
u32 idx = g[v].index;
out.set(idx);
work_states.set(idx);
}
return work_states;
}
static
void fillVertexSet(const dynamic_bitset<> &in,
const vector<StateInfo> &info, set<NFAVertex> &out) {
out.clear();
flat_set<NFAVertex> getVertices(const dynamic_bitset<> &in,
const vector<StateInfo> &info) {
flat_set<NFAVertex> out;
for (size_t i = in.find_first(); i != in.npos; i = in.find_next(i)) {
out.insert(info[i].vertex);
}
return out;
}
static
void fillInfoTable(const NGHolder &g, vector<StateInfo> &info) {
info.resize(num_vertices(g));
vector<StateInfo> makeInfoTable(const NGHolder &g) {
vector<StateInfo> info(num_vertices(g));
for (auto v : vertices_range(g)) {
u32 idx = g[v].index;
const CharReach &cr = g[v].char_reach;
assert(idx < info.size());
info[idx] = StateInfo(v, cr);
}
return info;
}
void execute_graph(const NGHolder &g, const ue2_literal &input,
set<NFAVertex> *states, bool kill_sds) {
flat_set<NFAVertex> execute_graph(const NGHolder &g, const ue2_literal &input,
const flat_set<NFAVertex> &initial_states,
bool kill_sds) {
assert(hasCorrectlyNumberedVertices(g));
vector<StateInfo> info;
fillInfoTable(g, info);
dynamic_bitset<> work_states(num_vertices(g));
fillStateBitset(g, *states, work_states);
auto info = makeInfoTable(g);
auto work_states = makeStateBitset(g, initial_states);
execute_graph_i(g, info, input, &work_states, kill_sds);
fillVertexSet(work_states, info, *states);
return getVertices(work_states, info);
}
void execute_graph(const NGHolder &g, const vector<CharReach> &input,
set<NFAVertex> *states) {
flat_set<NFAVertex> execute_graph(const NGHolder &g,
const vector<CharReach> &input,
const flat_set<NFAVertex> &initial_states) {
assert(hasCorrectlyNumberedVertices(g));
vector<StateInfo> info;
fillInfoTable(g, info);
dynamic_bitset<> work_states(num_vertices(g));
fillStateBitset(g, *states, work_states);
auto info = makeInfoTable(g);
auto work_states = makeStateBitset(g, initial_states);
execute_graph_i(g, info, input, &work_states, false);
fillVertexSet(work_states, info, *states);
return getVertices(work_states, info);
}
typedef boost::reverse_graph<const NFAGraph, const NFAGraph &> RevNFAGraph;
@@ -276,9 +277,10 @@ private:
};
} // namespace
void execute_graph(const NGHolder &running_g, const NGHolder &input_dag,
const set<NFAVertex> &input_start_states,
set<NFAVertex> *states) {
flat_set<NFAVertex> execute_graph(const NGHolder &running_g,
const NGHolder &input_dag,
const flat_set<NFAVertex> &input_start_states,
const flat_set<NFAVertex> &initial_states) {
DEBUG_PRINTF("g has %zu vertices, input_dag has %zu vertices\n",
num_vertices(running_g), num_vertices(input_dag));
assert(hasCorrectlyNumberedVertices(running_g));
@@ -290,10 +292,8 @@ void execute_graph(const NGHolder &running_g, const NGHolder &input_dag,
RevNFAGraph revg(input_dag.g);
map<NFAVertex, dynamic_bitset<> > dfs_states;
vector<StateInfo> info;
fillInfoTable(running_g, info);
dynamic_bitset<> input_fs(num_vertices(running_g));
fillStateBitset(running_g, *states, input_fs);
auto info = makeInfoTable(running_g);
auto input_fs = makeStateBitset(running_g, initial_states);
for (auto v : input_start_states) {
dfs_states[v] = input_fs;
@@ -303,21 +303,25 @@ void execute_graph(const NGHolder &running_g, const NGHolder &input_dag,
eg_visitor(running_g, info, input_dag, dfs_states),
make_assoc_property_map(colours));
fillVertexSet(dfs_states[input_dag.accept], info, *states);
auto states = getVertices(dfs_states[input_dag.accept], info);
#ifdef DEBUG
DEBUG_PRINTF(" output rstates:");
for (auto v : *states) {
printf(" %u", running_g[v].index);
}
printf("\n");
DEBUG_PRINTF(" output rstates:");
for (const auto &v : states) {
printf(" %u", running_g[v].index);
}
printf("\n");
#endif
return states;
}
void execute_graph(const NGHolder &running_g, const NGHolder &input_dag,
set<NFAVertex> *states) {
set<NFAVertex> input_start_states = {input_dag.start, input_dag.startDs};
execute_graph(running_g, input_dag, input_start_states, states);
flat_set<NFAVertex> execute_graph(const NGHolder &running_g,
const NGHolder &input_dag,
const flat_set<NFAVertex> &initial_states) {
auto input_start_states = {input_dag.start, input_dag.startDs};
return execute_graph(running_g, input_dag, input_start_states,
initial_states);
}
} // namespace ue2