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The multiple inheritance here was slightly overkill, and it also appears to trigger a MSVC bug when writing through the pointer to member.
100 lines
3.2 KiB
C++
100 lines
3.2 KiB
C++
/*
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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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*
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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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/** \file
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* \brief NFA graph vertex depth calculations.
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*/
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#ifndef STRUCTURAL_ANALYSIS_H
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#define STRUCTURAL_ANALYSIS_H
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#include "nfagraph/ng_holder.h"
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#include "ue2common.h"
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#include "util/depth.h"
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#include <vector>
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namespace ue2 {
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class NGHolder;
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/**
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* \brief Encapsulates min/max depths relative to the start and startDs
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* vertices.
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*/
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struct NFAVertexDepth {
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DepthMinMax fromStart;
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DepthMinMax fromStartDotStar;
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};
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/**
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* \brief Encapsulates min/max depths relative to the accept and acceptEod
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* vertices.
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*/
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struct NFAVertexRevDepth {
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DepthMinMax toAccept;
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DepthMinMax toAcceptEod;
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};
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/**
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* \brief Encapsulates min/max depths relative to all of our special vertices.
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*/
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struct NFAVertexBidiDepth {
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DepthMinMax fromStart;
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DepthMinMax fromStartDotStar;
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DepthMinMax toAccept;
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DepthMinMax toAcceptEod;
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};
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/**
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* \brief Calculate depths from start and startDs.
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* Fills the vector \p depths (indexed by \p vertex_index).
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*/
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void calcDepths(const NGHolder &g, std::vector<NFAVertexDepth> &depths);
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/**
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* \brief Calculate depths to accept and acceptEod.
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* Fills the vector \p depths (indexed by \p vertex_index).
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*/
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void calcDepths(const NGHolder &g, std::vector<NFAVertexRevDepth> &depths);
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/**
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* \brief Calculate depths to/from all special vertices.
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* Fills the vector \p depths (indexed by \p vertex_index).
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*/
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void calcDepths(const NGHolder &g, std::vector<NFAVertexBidiDepth> &depths);
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/** Calculate the (min, max) depths from the given \p src to every vertex in
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* the graph and return them in a vector, indexed by \p vertex_index. */
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void calcDepthsFrom(const NGHolder &g, const NFAVertex src,
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std::vector<DepthMinMax> &depths);
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} // namespace ue2
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#endif
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