/* * Copyright 2006-2012 Adrian Thurston */ #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 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 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 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 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 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(); } } } } }