/* * Copyright (c) 2015-2016, Intel Corporation * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Intel Corporation nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ /** \file * \brief NFA graph vertex depth calculations. */ #ifndef STRUCTURAL_ANALYSIS_H #define STRUCTURAL_ANALYSIS_H #include "nfagraph/ng_holder.h" #include "ue2common.h" #include "util/depth.h" #include namespace ue2 { class NGHolder; /** * \brief Encapsulates min/max depths relative to the start and startDs * vertices. */ struct NFAVertexDepth { DepthMinMax fromStart; DepthMinMax fromStartDotStar; }; /** * \brief Encapsulates min/max depths relative to the accept and acceptEod * vertices. */ struct NFAVertexRevDepth { DepthMinMax toAccept; DepthMinMax toAcceptEod; }; /** * \brief Encapsulates min/max depths relative to all of our special vertices. */ struct NFAVertexBidiDepth { DepthMinMax fromStart; DepthMinMax fromStartDotStar; DepthMinMax toAccept; DepthMinMax toAcceptEod; }; /** * \brief Calculate depths from start and startDs. * Fills the vector \p depths (indexed by \p vertex_index). */ void calcDepths(const NGHolder &g, std::vector &depths); /** * \brief Calculate depths to accept and acceptEod. * Fills the vector \p depths (indexed by \p vertex_index). */ void calcDepths(const NGHolder &g, std::vector &depths); /** * \brief Calculate depths to/from all special vertices. * Fills the vector \p depths (indexed by \p vertex_index). */ void calcDepths(const NGHolder &g, std::vector &depths); /** Calculate the (min, max) depths from the given \p src to every vertex in * the graph and return them in a vector, indexed by \p vertex_index. */ void calcDepthsFrom(const NGHolder &g, const NFAVertex src, std::vector &depths); } // namespace ue2 #endif