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authorAdrian Thurston <thurston@complang.org>2012-08-01 13:18:02 +0000
committerAdrian Thurston <thurston@complang.org>2012-08-01 13:18:02 +0000
commit6bc9727d3ac615090bf5086cae43d225d3fb552f (patch)
tree695c7894d54b8b9de40e4cf347063e99238b7b0a /src/fsmmin.cc
parent39c9b4a6f1014cb30ee535d4f534d0dcc4fe5905 (diff)
downloadcolm-6bc9727d3ac615090bf5086cae43d225d3fb552f.tar.gz
revert "moved 'colm' dir to 'src'"
Colm includes a library component with headers installed to a private dir inside include: $prefix/include/colm. We need our headers to reference each other using this colm prefix. This needs to be true for compiling our source and also for compiling external programs. It is conventient to have all the source in a directory called colm and then to use -I <source-root> when building colm. We use $prefix/include when building external programs. This reverts commit 247904a84430b8c9151fa6afb68f01b60afb92c9.
Diffstat (limited to 'src/fsmmin.cc')
-rw-r--r--src/fsmmin.cc732
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diff --git a/src/fsmmin.cc b/src/fsmmin.cc
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--- a/src/fsmmin.cc
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@@ -1,732 +0,0 @@
-/*
- * Copyright 2006-2012 Adrian Thurston <thurston@complang.org>
- */
-
-/* This file is part of Colm.
- *
- * Colm is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
- *
- * Colm is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Colm; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- */
-
-#include "fsmgraph.h"
-#include "mergesort.h"
-
-int FsmGraph::partitionRound( FsmState **statePtrs, MinPartition *parts, int numParts )
-{
- /* Need a mergesort object and a single partition compare. */
- MergeSort<FsmState*, PartitionCompare> mergeSort;
- PartitionCompare partCompare;
-
- /* For each partition. */
- for ( int p = 0; p < numParts; p++ ) {
- /* Fill the pointer array with the states in the partition. */
- StateList::Iter state = parts[p].list;
- for ( int s = 0; state.lte(); state++, s++ )
- statePtrs[s] = state;
-
- /* Sort the states using the partitioning compare. */
- int numStates = parts[p].list.length();
- mergeSort.sort( statePtrs, numStates );
-
- /* Assign the states into partitions based on the results of the sort. */
- int destPart = p, firstNewPart = numParts;
- for ( int s = 1; s < numStates; s++ ) {
- /* If this state differs from the last then move to the next partition. */
- if ( partCompare.compare( statePtrs[s-1], statePtrs[s] ) < 0 ) {
- /* The new partition is the next avail spot. */
- destPart = numParts;
- numParts += 1;
- }
-
- /* If the state is not staying in the first partition, then
- * transfer it to its destination partition. */
- if ( destPart != p ) {
- FsmState *state = parts[p].list.detach( statePtrs[s] );
- parts[destPart].list.append( state );
- }
- }
-
- /* Fix the partition pointer for all the states that got moved to a new
- * partition. This must be done after the states are transfered so the
- * result of the sort is not altered. */
- for ( int newPart = firstNewPart; newPart < numParts; newPart++ ) {
- StateList::Iter state = parts[newPart].list;
- for ( ; state.lte(); state++ )
- state->alg.partition = &parts[newPart];
- }
- }
-
- return numParts;
-}
-
-/**
- * \brief Minimize by partitioning version 1.
- *
- * Repeatedly tries to split partitions until all partitions are unsplittable.
- * Produces the most minimal FSM possible.
- */
-void FsmGraph::minimizePartition1()
-{
- /* Need one mergesort object and partition compares. */
- MergeSort<FsmState*, InitPartitionCompare> mergeSort;
- InitPartitionCompare initPartCompare;
-
- /* Nothing to do if there are no states. */
- if ( stateList.length() == 0 )
- return;
-
- /*
- * First thing is to partition the states by final state status and
- * transition functions. This gives us an initial partitioning to work
- * with.
- */
-
- /* Make a array of pointers to states. */
- int numStates = stateList.length();
- FsmState** statePtrs = new FsmState*[numStates];
-
- /* Fill up an array of pointers to the states for easy sorting. */
- StateList::Iter state = stateList;
- for ( int s = 0; state.lte(); state++, s++ )
- statePtrs[s] = state;
-
- /* Sort the states using the array of states. */
- mergeSort.sort( statePtrs, numStates );
-
- /* An array of lists of states is used to partition the states. */
- MinPartition *parts = new MinPartition[numStates];
-
- /* Assign the states into partitions. */
- int destPart = 0;
- for ( int s = 0; s < numStates; s++ ) {
- /* If this state differs from the last then move to the next partition. */
- if ( s > 0 && initPartCompare.compare( statePtrs[s-1], statePtrs[s] ) < 0 ) {
- /* Move to the next partition. */
- destPart += 1;
- }
-
- /* Put the state into its partition. */
- statePtrs[s]->alg.partition = &parts[destPart];
- parts[destPart].list.append( statePtrs[s] );
- }
-
- /* We just moved all the states from the main list into partitions without
- * taking them off the main list. So clean up the main list now. */
- stateList.abandon();
-
- /* Split partitions. */
- int numParts = destPart + 1;
- while ( true ) {
- /* Test all partitions for splitting. */
- int newNum = partitionRound( statePtrs, parts, numParts );
-
- /* When no partitions can be split, stop. */
- if ( newNum == numParts )
- break;
-
- numParts = newNum;
- }
-
- /* Fuse states in the same partition. The states will end up back on the
- * main list. */
- fusePartitions( parts, numParts );
-
- /* Cleanup. */
- delete[] statePtrs;
- delete[] parts;
-}
-
-/* Split partitions that need splittting, decide which partitions might need
- * to be split as a result, continue until there are no more that might need
- * to be split. */
-int FsmGraph::splitCandidates( FsmState **statePtrs, MinPartition *parts, int numParts )
-{
- /* Need a mergesort and a partition compare. */
- MergeSort<FsmState*, PartitionCompare> mergeSort;
- PartitionCompare partCompare;
-
- /* The lists of unsplitable (partList) and splitable partitions.
- * Only partitions in the splitable list are check for needing splitting. */
- PartitionList partList, splittable;
-
- /* Initially, all partitions are born from a split (the initial
- * partitioning) and can cause other partitions to be split. So any
- * partition with a state with a transition out to another partition is a
- * candidate for splitting. This will make every partition except possibly
- * partitions of final states split candidates. */
- for ( int p = 0; p < numParts; p++ ) {
- /* Assume not active. */
- parts[p].active = false;
-
- /* Look for a trans out of any state in the partition. */
- for ( StateList::Iter state = parts[p].list; state.lte(); state++ ) {
- /* If there is at least one transition out to another state then
- * the partition becomes splittable. */
- if ( state->outList.length() > 0 ) {
- parts[p].active = true;
- break;
- }
- }
-
- /* If it was found active then it goes on the splittable list. */
- if ( parts[p].active )
- splittable.append( &parts[p] );
- else
- partList.append( &parts[p] );
- }
-
- /* While there are partitions that are splittable, pull one off and try
- * to split it. If it splits, determine which partitions may now be split
- * as a result of the newly split partition. */
- while ( splittable.length() > 0 ) {
- MinPartition *partition = splittable.detachFirst();
-
- /* Fill the pointer array with the states in the partition. */
- StateList::Iter state = partition->list;
- for ( int s = 0; state.lte(); state++, s++ )
- statePtrs[s] = state;
-
- /* Sort the states using the partitioning compare. */
- int numStates = partition->list.length();
- mergeSort.sort( statePtrs, numStates );
-
- /* Assign the states into partitions based on the results of the sort. */
- MinPartition *destPart = partition;
- int firstNewPart = numParts;
- for ( int s = 1; s < numStates; s++ ) {
- /* If this state differs from the last then move to the next partition. */
- if ( partCompare.compare( statePtrs[s-1], statePtrs[s] ) < 0 ) {
- /* The new partition is the next avail spot. */
- destPart = &parts[numParts];
- numParts += 1;
- }
-
- /* If the state is not staying in the first partition, then
- * transfer it to its destination partition. */
- if ( destPart != partition ) {
- FsmState *state = partition->list.detach( statePtrs[s] );
- destPart->list.append( state );
- }
- }
-
- /* Fix the partition pointer for all the states that got moved to a new
- * partition. This must be done after the states are transfered so the
- * result of the sort is not altered. */
- int newPart;
- for ( newPart = firstNewPart; newPart < numParts; newPart++ ) {
- StateList::Iter state = parts[newPart].list;
- for ( ; state.lte(); state++ )
- state->alg.partition = &parts[newPart];
- }
-
- /* Put the partition we just split and any new partitions that came out
- * of the split onto the inactive list. */
- partition->active = false;
- partList.append( partition );
- for ( newPart = firstNewPart; newPart < numParts; newPart++ ) {
- parts[newPart].active = false;
- partList.append( &parts[newPart] );
- }
-
- if ( destPart == partition )
- continue;
-
- /* Now determine which partitions are splittable as a result of
- * splitting partition by walking the in lists of the states in
- * partitions that got split. Partition is the faked first item in the
- * loop. */
- MinPartition *causalPart = partition;
- newPart = firstNewPart - 1;
- while ( newPart < numParts ) {
- /* Loop all states in the causal partition. */
- StateList::Iter state = causalPart->list;
- for ( ; state.lte(); state++ ) {
- /* Walk all transition into the state and put the partition
- * that the from state is in onto the splittable list. */
- for ( TransInList::Iter trans = state->inList; trans.lte(); trans++ ) {
- MinPartition *fromPart = trans->fromState->alg.partition;
- if ( ! fromPart->active ) {
- fromPart->active = true;
- partList.detach( fromPart );
- splittable.append( fromPart );
- }
- }
- }
-
- newPart += 1;
- causalPart = &parts[newPart];
- }
- }
- return numParts;
-}
-
-
-/**
- * \brief Minimize by partitioning version 2 (best alg).
- *
- * Repeatedly tries to split partitions that may splittable until there are no
- * more partitions that might possibly need splitting. Runs faster than
- * version 1. Produces the most minimal fsm possible.
- */
-void FsmGraph::minimizePartition2()
-{
- /* Need a mergesort and an initial partition compare. */
- MergeSort<FsmState*, InitPartitionCompare> mergeSort;
- InitPartitionCompare initPartCompare;
-
- /* Nothing to do if there are no states. */
- if ( stateList.length() == 0 )
- return;
-
- /*
- * First thing is to partition the states by final state status and
- * transition functions. This gives us an initial partitioning to work
- * with.
- */
-
- /* Make a array of pointers to states. */
- int numStates = stateList.length();
- FsmState** statePtrs = new FsmState*[numStates];
-
- /* Fill up an array of pointers to the states for easy sorting. */
- StateList::Iter state = stateList;
- for ( int s = 0; state.lte(); state++, s++ )
- statePtrs[s] = state;
-
- /* Sort the states using the array of states. */
- mergeSort.sort( statePtrs, numStates );
-
- /* An array of lists of states is used to partition the states. */
- MinPartition *parts = new MinPartition[numStates];
-
- /* Assign the states into partitions. */
- int destPart = 0;
- for ( int s = 0; s < numStates; s++ ) {
- /* If this state differs from the last then move to the next partition. */
- if ( s > 0 && initPartCompare.compare( statePtrs[s-1], statePtrs[s] ) < 0 ) {
- /* Move to the next partition. */
- destPart += 1;
- }
-
- /* Put the state into its partition. */
- statePtrs[s]->alg.partition = &parts[destPart];
- parts[destPart].list.append( statePtrs[s] );
- }
-
- /* We just moved all the states from the main list into partitions without
- * taking them off the main list. So clean up the main list now. */
- stateList.abandon();
-
- /* Split partitions. */
- int numParts = splitCandidates( statePtrs, parts, destPart+1 );
-
- /* Fuse states in the same partition. The states will end up back on the
- * main list. */
- fusePartitions( parts, numParts );
-
- /* Cleanup. */
- delete[] statePtrs;
- delete[] parts;
-}
-
-void FsmGraph::initialMarkRound( MarkIndex &markIndex )
-{
- /* P and q for walking pairs. */
- FsmState *p = stateList.head, *q;
-
- /* Need an initial partition compare. */
- InitPartitionCompare initPartCompare;
-
- /* Walk all unordered pairs of (p, q) where p != q.
- * The second depth of the walk stops before reaching p. This
- * gives us all unordered pairs of states (p, q) where p != q. */
- while ( p != 0 ) {
- q = stateList.head;
- while ( q != p ) {
- /* If the states differ on final state status, out transitions or
- * any transition data then they should be separated on the initial
- * round. */
- if ( initPartCompare.compare( p, q ) != 0 )
- markIndex.markPair( p->alg.stateNum, q->alg.stateNum );
-
- q = q->next;
- }
- p = p->next;
- }
-}
-
-bool FsmGraph::markRound( MarkIndex &markIndex )
-{
- /* P an q for walking pairs. Take note if any pair gets marked. */
- FsmState *p = stateList.head, *q;
- bool pairWasMarked = false;
-
- /* Need a mark comparison. */
- MarkCompare markCompare;
-
- /* Walk all unordered pairs of (p, q) where p != q.
- * The second depth of the walk stops before reaching p. This
- * gives us all unordered pairs of states (p, q) where p != q. */
- while ( p != 0 ) {
- q = stateList.head;
- while ( q != p ) {
- /* Should we mark the pair? */
- if ( !markIndex.isPairMarked( p->alg.stateNum, q->alg.stateNum ) ) {
- if ( markCompare.shouldMark( markIndex, p, q ) ) {
- markIndex.markPair( p->alg.stateNum, q->alg.stateNum );
- pairWasMarked = true;
- }
- }
- q = q->next;
- }
- p = p->next;
- }
-
- return pairWasMarked;
-}
-
-
-/**
- * \brief Minimize by pair marking.
- *
- * Decides if each pair of states is distinct or not. Uses O(n^2) memory and
- * should only be used on small graphs. Produces the most minmimal FSM
- * possible.
- */
-void FsmGraph::minimizeStable()
-{
- /* Set the state numbers. */
- setStateNumbers( 0 );
-
- /* This keeps track of which pairs have been marked. */
- MarkIndex markIndex( stateList.length() );
-
- /* Mark pairs where final stateness, out trans, or trans data differ. */
- initialMarkRound( markIndex );
-
- /* While the last round of marking succeeded in marking a state
- * continue to do another round. */
- int modified = markRound( markIndex );
- while (modified)
- modified = markRound( markIndex );
-
- /* Merge pairs that are unmarked. */
- fuseUnmarkedPairs( markIndex );
-}
-
-bool FsmGraph::minimizeRound()
-{
- /* Nothing to do if there are no states. */
- if ( stateList.length() == 0 )
- return false;
-
- /* Need a mergesort on approx compare and an approx compare. */
- MergeSort<FsmState*, ApproxCompare> mergeSort;
- ApproxCompare approxCompare;
-
- /* Fill up an array of pointers to the states. */
- FsmState **statePtrs = new FsmState*[stateList.length()];
- StateList::Iter state = stateList;
- for ( int s = 0; state.lte(); state++, s++ )
- statePtrs[s] = state;
-
- bool modified = false;
-
- /* Sort The list. */
- mergeSort.sort( statePtrs, stateList.length() );
-
- /* Walk the list looking for duplicates next to each other,
- * merge in any duplicates. */
- FsmState **pLast = statePtrs;
- FsmState **pState = statePtrs + 1;
- for ( int i = 1; i < stateList.length(); i++, pState++ ) {
- if ( approxCompare.compare( *pLast, *pState ) == 0 ) {
- /* Last and pState are the same, so fuse together. Move forward
- * with pState but not with pLast. If any more are identical, we
- * must */
- fuseEquivStates( *pLast, *pState );
- modified = true;
- }
- else {
- /* Last and this are different, do not set to merge them. Move
- * pLast to the current (it may be way behind from merging many
- * states) and pState forward one to consider the next pair. */
- pLast = pState;
- }
- }
- delete[] statePtrs;
- return modified;
-}
-
-/**
- * \brief Minmimize by an approximation.
- *
- * Repeatedly tries to find states with transitions out to the same set of
- * states on the same set of keys until no more identical states can be found.
- * Does not produce the most minimial FSM possible.
- */
-void FsmGraph::minimizeApproximate()
-{
- /* While the last minimization round succeeded in compacting states,
- * continue to try to compact states. */
- while ( true ) {
- bool modified = minimizeRound();
- if ( ! modified )
- break;
- }
-}
-
-
-/* Remove states that have no path to them from the start state. Recursively
- * traverses the graph marking states that have paths into them. Then removes
- * all states that did not get marked. */
-void FsmGraph::removeUnreachableStates()
-{
- /* Misfit accounting should be off and there should be no states on the
- * misfit list. */
- assert( !misfitAccounting && misfitList.length() == 0 );
-
- /* Mark all the states that can be reached
- * through the existing set of entry points. */
- markReachableFromHere( startState );
- for ( EntryMap::Iter en = entryPoints; en.lte(); en++ )
- markReachableFromHere( en->value );
-
- /* Delete all states that are not marked
- * and unmark the ones that are marked. */
- FsmState *state = stateList.head;
- while ( state ) {
- FsmState *next = state->next;
-
- if ( state->stateBits & SB_ISMARKED )
- state->stateBits &= ~ SB_ISMARKED;
- else {
- detachState( state );
- stateList.detach( state );
- delete state;
- }
-
- state = next;
- }
-}
-
-bool FsmGraph::outListCovers( FsmState *state )
-{
- /* Must be at least one range to cover. */
- if ( state->outList.length() == 0 )
- return false;
-
- /* The first must start at the lower bound. */
- TransList::Iter trans = state->outList.first();
- if ( keyOps->minKey < trans->lowKey )
- return false;
-
- /* Loop starts at second el. */
- trans.increment();
-
- /* Loop checks lower against prev upper. */
- for ( ; trans.lte(); trans++ ) {
- /* Lower end of the trans must be one greater than the
- * previous' high end. */
- Key lowKey = trans->lowKey;
- lowKey.decrement();
- if ( trans->prev->highKey < lowKey )
- return false;
- }
-
- /* Require that the last range extends to the upper bound. */
- trans = state->outList.last();
- if ( trans->highKey < keyOps->maxKey )
- return false;
-
- return true;
-}
-
-/* Remove states that that do not lead to a final states. Works recursivly traversing
- * the graph in reverse (starting from all final states) and marking seen states. Then
- * removes states that did not get marked. */
-void FsmGraph::removeDeadEndStates()
-{
- /* Misfit accounting should be off and there should be no states on the
- * misfit list. */
- assert( !misfitAccounting && misfitList.length() == 0 );
-
- /* Mark all states that have paths to the final states. */
- FsmState **st = finStateSet.data;
- int nst = finStateSet.length();
- for ( int i = 0; i < nst; i++, st++ )
- markReachableFromHereReverse( *st );
-
- /* Start state gets honorary marking. If the machine accepts nothing we
- * still want the start state to hang around. This must be done after the
- * recursive call on all the final states so that it does not cause the
- * start state in transitions to be skipped when the start state is
- * visited by the traversal. */
- startState->stateBits |= SB_ISMARKED;
-
- /* Delete all states that are not marked
- * and unmark the ones that are marked. */
- FsmState *state = stateList.head;
- while ( state != 0 ) {
- FsmState *next = state->next;
-
- if ( state->stateBits & SB_ISMARKED )
- state->stateBits &= ~ SB_ISMARKED;
- else {
- detachState( state );
- stateList.detach( state );
- delete state;
- }
-
- state = next;
- }
-}
-
-/* Remove states on the misfit list. To work properly misfit accounting should
- * be on when this is called. The detaching of a state will likely cause
- * another misfit to be collected and it can then be removed. */
-void FsmGraph::removeMisfits()
-{
- while ( misfitList.length() > 0 ) {
- /* Get the first state. */
- FsmState *state = misfitList.head;
-
- /* Detach and delete. */
- detachState( state );
-
- /* The state was previously on the misfit list and detaching can only
- * remove in transitions so the state must still be on the misfit
- * list. */
- misfitList.detach( state );
- delete state;
- }
-}
-
-/* Fuse src into dest because they have been deemed equivalent states.
- * Involves moving transitions into src to go into dest and invoking
- * callbacks. Src is deleted detached from the graph and deleted. */
-void FsmGraph::fuseEquivStates( FsmState *dest, FsmState *src )
-{
- /* This would get ugly. */
- assert( dest != src );
-
- /* Cur is a duplicate. We can merge it with trail. */
- inTransMove( dest, src );
-
- detachState( src );
- stateList.detach( src );
- delete src;
-}
-
-void FsmGraph::fuseUnmarkedPairs( MarkIndex &markIndex )
-{
- FsmState *p = stateList.head, *nextP, *q;
-
- /* Definition: The primary state of an equivalence class is the first state
- * encounterd that belongs to the equivalence class. All equivalence
- * classes have primary state including equivalence classes with one state
- * in it. */
-
- /* For each unmarked pair merge p into q and delete p. q is always the
- * primary state of it's equivalence class. We wouldn't have landed on it
- * here if it were not, because it would have been deleted.
- *
- * Proof that q is the primaray state of it's equivalence class: Assume q
- * is not the primary state of it's equivalence class, then it would be
- * merged into some state that came before it and thus p would be
- * equivalent to that state. But q is the first state that p is equivalent
- * to so we have a contradiction. */
-
- /* Walk all unordered pairs of (p, q) where p != q.
- * The second depth of the walk stops before reaching p. This
- * gives us all unordered pairs of states (p, q) where p != q. */
- while ( p != 0 ) {
- nextP = p->next;
-
- q = stateList.head;
- while ( q != p ) {
- /* If one of p or q is a final state then mark. */
- if ( ! markIndex.isPairMarked( p->alg.stateNum, q->alg.stateNum ) ) {
- fuseEquivStates( q, p );
- break;
- }
- q = q->next;
- }
- p = nextP;
- }
-}
-
-void FsmGraph::fusePartitions( MinPartition *parts, int numParts )
-{
- /* For each partition, fuse state 2, 3, ... into state 1. */
- for ( int p = 0; p < numParts; p++ ) {
- /* Assume that there will always be at least one state. */
- FsmState *first = parts[p].list.head, *toFuse = first->next;
-
- /* Put the first state back onto the main state list. Don't bother
- * removing it from the partition list first. */
- stateList.append( first );
-
- /* Fuse the rest of the state into the first. */
- while ( toFuse != 0 ) {
- /* Save the next. We will trash it before it is needed. */
- FsmState *next = toFuse->next;
-
- /* Put the state to be fused in to the first back onto the main
- * list before it is fuse. the graph. The state needs to be on
- * the main list for the detach from the graph to work. Don't
- * bother removing the state from the partition list first. We
- * need not maintain it. */
- stateList.append( toFuse );
-
- /* Now fuse to the first. */
- fuseEquivStates( first, toFuse );
-
- /* Go to the next that we saved before trashing the next pointer. */
- toFuse = next;
- }
-
- /* We transfered the states from the partition list into the main list without
- * removing the states from the partition list first. Clean it up. */
- parts[p].list.abandon();
- }
-}
-
-
-/* Merge neighboring transitions go to the same state and have the same
- * transitions data. */
-void FsmGraph::compressTransitions()
-{
- for ( StateList::Iter st = stateList; st.lte(); st++ ) {
- if ( st->outList.length() > 1 ) {
- for ( TransList::Iter trans = st->outList, next = trans.next(); next.lte(); ) {
- Key nextLow = next->lowKey;
- nextLow.decrement();
- if ( trans->highKey == nextLow && trans->toState == next->toState &&
- CmpActionTable::compare( trans->actionTable, next->actionTable ) == 0 )
- {
- trans->highKey = next->highKey;
- st->outList.detach( next );
- detachTrans( next->fromState, next->toState, next );
- delete next;
- next = trans.next();
- }
- else {
- trans.increment();
- next.increment();
- }
- }
- }
- }
-}