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This commit replaces the ue2::unordered_{set,map} types with their STL versions, with some new hashing utilities in util/hash.h. The new types ue2_unordered_set<T> and ue2_unordered_map<Key, T> default to using the ue2_hasher. The header util/ue2_containers.h has been removed, and the flat_set/map containers moved to util/flat_containers.h.
137 lines
4.6 KiB
C++
137 lines
4.6 KiB
C++
/*
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* Copyright (c) 2015-2017, 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 Create an undirected graph from an NFAGraph.
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*/
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#ifndef NG_UNDIRECTED_H
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#define NG_UNDIRECTED_H
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#include "ng_holder.h"
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#include "ng_util.h"
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#include "ue2common.h"
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#include "util/graph_range.h"
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#include "util/unordered.h"
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#include <vector>
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#include <boost/graph/adjacency_list.hpp>
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namespace ue2 {
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/**
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* \brief BGL graph type for the undirected NFA graph.
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*
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* Note that we use a set for the out-edge lists: this avoids the construction
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* of parallel edges. The only vertex property constructed is \a
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* vertex_index_t.
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*/
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using NFAUndirectedGraph = boost::adjacency_list<
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boost::listS, // out edges
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boost::listS, // vertices
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boost::undirectedS, // graph is undirected
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boost::property<boost::vertex_index_t, size_t>>; // vertex properties
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using NFAUndirectedVertex = NFAUndirectedGraph::vertex_descriptor;
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/**
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* Make a copy of an NFAGraph with undirected edges, optionally without start
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* vertices. Mappings from the original graph to the new one are provided.
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*
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* Note that new vertex indices are assigned contiguously in \a vertices(g)
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* order.
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*/
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template <typename Graph>
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NFAUndirectedGraph createUnGraph(const Graph &g,
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bool excludeStarts,
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bool excludeAccepts,
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std::unordered_map<typename Graph::vertex_descriptor,
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NFAUndirectedVertex> &old2new) {
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NFAUndirectedGraph ug;
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size_t idx = 0;
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assert(old2new.empty());
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old2new.reserve(num_vertices(g));
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for (auto v : ue2::vertices_range(g)) {
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// skip all accept nodes
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if (excludeAccepts && is_any_accept(v, g)) {
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continue;
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}
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// skip starts if required
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if (excludeStarts && is_any_start(v, g)) {
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continue;
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}
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auto nuv = boost::add_vertex(ug);
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old2new.emplace(v, nuv);
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boost::put(boost::vertex_index, ug, nuv, idx++);
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}
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// Track seen edges so that we don't insert parallel edges.
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using Vertex = typename Graph::vertex_descriptor;
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ue2_unordered_set<std::pair<Vertex, Vertex>> seen;
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seen.reserve(num_edges(g));
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auto make_ordered_edge = [](Vertex a, Vertex b) {
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return std::make_pair(std::min(a, b), std::max(a, b));
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};
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for (const auto &e : ue2::edges_range(g)) {
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auto u = source(e, g);
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auto v = target(e, g);
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if ((excludeAccepts && is_any_accept(u, g))
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|| (excludeStarts && is_any_start(u, g))) {
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continue;
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}
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if ((excludeAccepts && is_any_accept(v, g))
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|| (excludeStarts && is_any_start(v, g))) {
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continue;
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}
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if (!seen.emplace(make_ordered_edge(u, v)).second) {
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continue; // skip parallel edge.
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}
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NFAUndirectedVertex new_u = old2new.at(u);
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NFAUndirectedVertex new_v = old2new.at(v);
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boost::add_edge(new_u, new_v, ug);
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}
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assert(!has_parallel_edge(ug));
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return ug;
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}
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} // namespace ue2
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#endif /* NG_UNDIRECTED_H */
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