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104 lines
3.9 KiB
C++
104 lines
3.9 KiB
C++
/*
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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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/** \file
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* \brief Glushkov construction.
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*/
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#ifndef BUILDSTATE_H
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#define BUILDSTATE_H
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#include "ue2common.h"
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#include "position.h"
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#include <memory>
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#include <vector>
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#include <boost/core/noncopyable.hpp>
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namespace ue2 {
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class NFABuilder;
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class PositionInfo;
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/** \brief Machinery for Glushkov construction.
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*
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* Abstract base class; use \ref makeGlushkovBuildState to get one of these you
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* can use. */
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class GlushkovBuildState : boost::noncopyable {
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public:
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/** \brief Represents an uninitialized state. */
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static const Position POS_UNINITIALIZED;
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/** \brief Represents an epsilon transition in the firsts of a component. */
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static const Position POS_EPSILON;
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virtual ~GlushkovBuildState();
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/** \brief Returns a reference to the NFABuilder being used. */
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virtual NFABuilder &getBuilder() = 0;
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/** \brief Returns a const reference to the NFABuilder being used. */
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virtual const NFABuilder &getBuilder() const = 0;
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/** \brief Wire up edges from the lasts of one component to the firsts of
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* another. */
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virtual void connectRegions(const std::vector<PositionInfo> &lasts,
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const std::vector<PositionInfo> &firsts) = 0;
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/** \brief Wire the lasts of the main sequence to accepts. */
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virtual void connectAccepts(const std::vector<PositionInfo> &lasts) = 0;
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/** \brief Wire up a pair of positions. */
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virtual void addSuccessor(Position from, Position to) = 0;
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/** \brief Clone the vertex properties and edges of all vertices between
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* two positions. */
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virtual void cloneFollowSet(Position from, Position to, u32 offset) = 0;
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/** \brief Build the prioritised list of edges out of our successor map. */
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virtual void buildEdges() = 0;
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};
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/** \brief Returns a new GlushkovBuildState object. */
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std::unique_ptr<GlushkovBuildState> makeGlushkovBuildState(NFABuilder &b,
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bool prefilter);
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/** \brief Replace all epsilons with the given positions. */
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void replaceEpsilons(std::vector<PositionInfo> &target,
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const std::vector<PositionInfo> &source);
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/** \brief Eliminate lower-priority duplicate PositionInfo entries.
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*
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* Scans through a list of positions and retains only the highest priority
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* version of a given (position, flags) entry. */
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void cleanupPositions(std::vector<PositionInfo> &a);
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} // namespace ue2
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#endif
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