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+/*
+ * 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 "config.h"
+#include "defs.h"
+#include "fsmgraph.h"
+#include <iostream>
+
+using std::cerr;
+using std::endl;
+
+KeyOps *keyOps = 0;
+
+/* Insert an action into an action table. */
+void ActionTable::setAction( int ordering, Action *action )
+{
+ /* Multi-insert in case specific instances of an action appear in a
+ * transition more than once. */
+ insertMulti( ordering, action );
+}
+
+/* Set all the action from another action table in this table. */
+void ActionTable::setActions( const ActionTable &other )
+{
+ for ( ActionTable::Iter action = other; action.lte(); action++ )
+ insertMulti( action->key, action->value );
+}
+
+void ActionTable::setActions( int *orderings, Action **actions, int nActs )
+{
+ for ( int a = 0; a < nActs; a++ )
+ insertMulti( orderings[a], actions[a] );
+}
+
+bool ActionTable::hasAction( Action *action )
+{
+ for ( int a = 0; a < length(); a++ ) {
+ if ( data[a].value == action )
+ return true;
+ }
+ return false;
+}
+
+/* Insert an action into an action table. */
+void LmActionTable::setAction( int ordering, TokenInstance *action )
+{
+ /* Multi-insert in case specific instances of an action appear in a
+ * transition more than once. */
+ insertMulti( ordering, action );
+}
+
+/* Set all the action from another action table in this table. */
+void LmActionTable::setActions( const LmActionTable &other )
+{
+ for ( LmActionTable::Iter action = other; action.lte(); action++ )
+ insertMulti( action->key, action->value );
+}
+
+void ErrActionTable::setAction( int ordering, Action *action, int transferPoint )
+{
+ insertMulti( ErrActionTableEl( action, ordering, transferPoint ) );
+}
+
+void ErrActionTable::setActions( const ErrActionTable &other )
+{
+ for ( ErrActionTable::Iter act = other; act.lte(); act++ )
+ insertMulti( ErrActionTableEl( act->action, act->ordering, act->transferPoint ) );
+}
+
+/* Insert a priority into this priority table. Looks out for priorities on
+ * duplicate keys. */
+void PriorTable::setPrior( int ordering, PriorDesc *desc )
+{
+ PriorEl *lastHit = 0;
+ PriorEl *insed = insert( PriorEl(ordering, desc), &lastHit );
+ if ( insed == 0 ) {
+ /* This already has a priority on the same key as desc. Overwrite the
+ * priority if the ordering is larger (later in time). */
+ if ( ordering >= lastHit->ordering )
+ *lastHit = PriorEl( ordering, desc );
+ }
+}
+
+/* Set all the priorities from a priorTable in this table. */
+void PriorTable::setPriors( const PriorTable &other )
+{
+ /* Loop src priorities once to overwrite duplicates. */
+ PriorTable::Iter priorIt = other;
+ for ( ; priorIt.lte(); priorIt++ )
+ setPrior( priorIt->ordering, priorIt->desc );
+}
+
+/* Set the priority of starting transitions. Isolates the start state so it has
+ * no other entry points, then sets the priorities of all the transitions out
+ * of the start state. If the start state is final, then the outPrior of the
+ * start state is also set. The idea is that a machine that accepts the null
+ * string can still specify the starting trans prior for when it accepts the
+ * null word. */
+void FsmGraph::startFsmPrior( int ordering, PriorDesc *prior )
+{
+ /* Make sure the start state has no other entry points. */
+ isolateStartState();
+
+ /* Walk all transitions out of the start state. */
+ for ( TransList::Iter trans = startState->outList; trans.lte(); trans++ ) {
+ if ( trans->toState != 0 )
+ trans->priorTable.setPrior( ordering, prior );
+ }
+}
+
+/* Set the priority of all transitions in a graph. Walks all transition lists
+ * and all def transitions. */
+void FsmGraph::allTransPrior( int ordering, PriorDesc *prior )
+{
+ /* Walk the list of all states. */
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ /* Walk the out list of the state. */
+ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) {
+ if ( trans->toState != 0 )
+ trans->priorTable.setPrior( ordering, prior );
+ }
+ }
+}
+
+/* Set the priority of all transitions that go into a final state. Note that if
+ * any entry states are final, we will not be setting the priority of any
+ * transitions that may go into those states in the future. The graph does not
+ * support pending in transitions in the same way pending out transitions are
+ * supported. */
+void FsmGraph::finishFsmPrior( int ordering, PriorDesc *prior )
+{
+ /* Walk all final states. */
+ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) {
+ /* Walk all in transitions of the final state. */
+ for ( TransInList::Iter trans = (*state)->inList; trans.lte(); trans++ )
+ trans->priorTable.setPrior( ordering, prior );
+ }
+}
+
+/* Set the priority of any future out transitions that may be made going out of
+ * this state machine. */
+void FsmGraph::leaveFsmPrior( int ordering, PriorDesc *prior )
+{
+ /* Set priority in all final states. */
+ for ( StateSet::Iter state = finStateSet; state.lte(); state++ )
+ (*state)->outPriorTable.setPrior( ordering, prior );
+}
+
+
+/* Set actions to execute on starting transitions. Isolates the start state
+ * so it has no other entry points, then adds to the transition functions
+ * of all the transitions out of the start state. If the start state is final,
+ * then the func is also added to the start state's out func list. The idea is
+ * that a machine that accepts the null string can execute a start func when it
+ * matches the null word, which can only be done when leaving the start/final
+ * state. */
+void FsmGraph::startFsmAction( int ordering, Action *action )
+{
+ /* Make sure the start state has no other entry points. */
+ isolateStartState();
+
+ /* Walk the start state's transitions, setting functions. */
+ for ( TransList::Iter trans = startState->outList; trans.lte(); trans++ ) {
+ if ( trans->toState != 0 )
+ trans->actionTable.setAction( ordering, action );
+ }
+}
+
+/* Set functions to execute on all transitions. Walks the out lists of all
+ * states. */
+void FsmGraph::allTransAction( int ordering, Action *action )
+{
+ /* Walk all states. */
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ /* Walk the out list of the state. */
+ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) {
+ if ( trans->toState != 0 )
+ trans->actionTable.setAction( ordering, action );
+ }
+ }
+}
+
+/* Specify functions to execute upon entering final states. If the start state
+ * is final we can't really specify a function to execute upon entering that
+ * final state the first time. So function really means whenever entering a
+ * final state from within the same fsm. */
+void FsmGraph::finishFsmAction( int ordering, Action *action )
+{
+ /* Walk all final states. */
+ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) {
+ /* Walk the final state's in list. */
+ for ( TransInList::Iter trans = (*state)->inList; trans.lte(); trans++ )
+ trans->actionTable.setAction( ordering, action );
+ }
+}
+
+/* Add functions to any future out transitions that may be made going out of
+ * this state machine. */
+void FsmGraph::leaveFsmAction( int ordering, Action *action )
+{
+ /* Insert the action in the outActionTable of all final states. */
+ for ( StateSet::Iter state = finStateSet; state.lte(); state++ )
+ (*state)->outActionTable.setAction( ordering, action );
+}
+
+/* Add functions to the longest match action table for constructing scanners. */
+void FsmGraph::longMatchAction( int ordering, TokenInstance *lmPart )
+{
+ /* Walk all final states. */
+ for ( StateSet::Iter state = finStateSet; state.lte(); state++ ) {
+ /* Walk the final state's in list. */
+ for ( TransInList::Iter trans = (*state)->inList; trans.lte(); trans++ )
+ trans->lmActionTable.setAction( ordering, lmPart );
+ }
+}
+
+void FsmGraph::fillGaps( FsmState *state )
+{
+ if ( state->outList.length() == 0 ) {
+ /* Add the range on the lower and upper bound. */
+ attachNewTrans( state, 0, keyOps->minKey, keyOps->maxKey );
+ }
+ else {
+ TransList srcList;
+ srcList.transfer( state->outList );
+
+ /* Check for a gap at the beginning. */
+ TransList::Iter trans = srcList, next;
+ if ( keyOps->minKey < trans->lowKey ) {
+ /* Make the high key and append. */
+ Key highKey = trans->lowKey;
+ highKey.decrement();
+
+ attachNewTrans( state, 0, keyOps->minKey, highKey );
+ }
+
+ /* Write the transition. */
+ next = trans.next();
+ state->outList.append( trans );
+
+ /* Keep the last high end. */
+ Key lastHigh = trans->highKey;
+
+ /* Loop each source range. */
+ for ( trans = next; trans.lte(); trans = next ) {
+ /* Make the next key following the last range. */
+ Key nextKey = lastHigh;
+ nextKey.increment();
+
+ /* Check for a gap from last up to here. */
+ if ( nextKey < trans->lowKey ) {
+ /* Make the high end of the range that fills the gap. */
+ Key highKey = trans->lowKey;
+ highKey.decrement();
+
+ attachNewTrans( state, 0, nextKey, highKey );
+ }
+
+ /* Reduce the transition. If it reduced to anything then add it. */
+ next = trans.next();
+ state->outList.append( trans );
+
+ /* Keep the last high end. */
+ lastHigh = trans->highKey;
+ }
+
+ /* Now check for a gap on the end to fill. */
+ if ( lastHigh < keyOps->maxKey ) {
+ /* Get a copy of the default. */
+ lastHigh.increment();
+
+ attachNewTrans( state, 0, lastHigh, keyOps->maxKey );
+ }
+ }
+}
+
+void FsmGraph::setErrorAction( FsmState *state, int ordering, Action *action )
+{
+ /* Fill any gaps in the out list with an error transition. */
+ fillGaps( state );
+
+ /* Set error transitions in the transitions that go to error. */
+ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) {
+ if ( trans->toState == 0 )
+ trans->actionTable.setAction( ordering, action );
+ }
+}
+
+void FsmGraph::setErrorActions( FsmState *state, const ActionTable &other )
+{
+ /* Fill any gaps in the out list with an error transition. */
+ fillGaps( state );
+
+ /* Set error transitions in the transitions that go to error. */
+ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) {
+ if ( trans->toState == 0 )
+ trans->actionTable.setActions( other );
+ }
+}
+
+
+/* Give a target state for error transitions. */
+void FsmGraph::setErrorTarget( FsmState *state, FsmState *target, int *orderings,
+ Action **actions, int nActs )
+{
+ /* Fill any gaps in the out list with an error transition. */
+ fillGaps( state );
+
+ /* Set error target in the transitions that go to error. */
+ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) {
+ if ( trans->toState == 0 ) {
+ /* The trans goes to error, redirect it. */
+ redirectErrorTrans( trans->fromState, target, trans );
+ trans->actionTable.setActions( orderings, actions, nActs );
+ }
+ }
+}
+
+void FsmGraph::transferErrorActions( FsmState *state, int transferPoint )
+{
+ for ( int i = 0; i < state->errActionTable.length(); ) {
+ ErrActionTableEl *act = state->errActionTable.data + i;
+ if ( act->transferPoint == transferPoint ) {
+ /* Transfer the error action and remove it. */
+ setErrorAction( state, act->ordering, act->action );
+ state->errActionTable.vremove( i );
+ }
+ else {
+ /* Not transfering and deleting, skip over the item. */
+ i += 1;
+ }
+ }
+}
+
+/* Set error actions in the start state. */
+void FsmGraph::startErrorAction( int ordering, Action *action, int transferPoint )
+{
+ /* Make sure the start state has no other entry points. */
+ isolateStartState();
+
+ /* Add the actions. */
+ startState->errActionTable.setAction( ordering, action, transferPoint );
+}
+
+/* Set error actions in all states where there is a transition out. */
+void FsmGraph::allErrorAction( int ordering, Action *action, int transferPoint )
+{
+ /* Insert actions in the error action table of all states. */
+ for ( StateList::Iter state = stateList; state.lte(); state++ )
+ state->errActionTable.setAction( ordering, action, transferPoint );
+}
+
+/* Set error actions in final states. */
+void FsmGraph::finalErrorAction( int ordering, Action *action, int transferPoint )
+{
+ /* Add the action to the error table of final states. */
+ for ( StateSet::Iter state = finStateSet; state.lte(); state++ )
+ (*state)->errActionTable.setAction( ordering, action, transferPoint );
+}
+
+void FsmGraph::notStartErrorAction( int ordering, Action *action, int transferPoint )
+{
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ if ( state != startState )
+ state->errActionTable.setAction( ordering, action, transferPoint );
+ }
+}
+
+void FsmGraph::notFinalErrorAction( int ordering, Action *action, int transferPoint )
+{
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ if ( ! state->isFinState() )
+ state->errActionTable.setAction( ordering, action, transferPoint );
+ }
+}
+
+/* Set error actions in the states that have transitions into a final state. */
+void FsmGraph::middleErrorAction( int ordering, Action *action, int transferPoint )
+{
+ /* Isolate the start state in case it is reachable from in inside the
+ * machine, in which case we don't want it set. */
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ if ( state != startState && ! state->isFinState() )
+ state->errActionTable.setAction( ordering, action, transferPoint );
+ }
+}
+
+/* Set EOF actions in the start state. */
+void FsmGraph::startEOFAction( int ordering, Action *action )
+{
+ /* Make sure the start state has no other entry points. */
+ isolateStartState();
+
+ /* Add the actions. */
+ startState->eofActionTable.setAction( ordering, action );
+}
+
+/* Set EOF actions in all states where there is a transition out. */
+void FsmGraph::allEOFAction( int ordering, Action *action )
+{
+ /* Insert actions in the EOF action table of all states. */
+ for ( StateList::Iter state = stateList; state.lte(); state++ )
+ state->eofActionTable.setAction( ordering, action );
+}
+
+/* Set EOF actions in final states. */
+void FsmGraph::finalEOFAction( int ordering, Action *action )
+{
+ /* Add the action to the error table of final states. */
+ for ( StateSet::Iter state = finStateSet; state.lte(); state++ )
+ (*state)->eofActionTable.setAction( ordering, action );
+}
+
+void FsmGraph::notStartEOFAction( int ordering, Action *action )
+{
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ if ( state != startState )
+ state->eofActionTable.setAction( ordering, action );
+ }
+}
+
+void FsmGraph::notFinalEOFAction( int ordering, Action *action )
+{
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ if ( ! state->isFinState() )
+ state->eofActionTable.setAction( ordering, action );
+ }
+}
+
+/* Set EOF actions in the states that have transitions into a final state. */
+void FsmGraph::middleEOFAction( int ordering, Action *action )
+{
+ /* Set the actions in all states that are not the start state and not final. */
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ if ( state != startState && ! state->isFinState() )
+ state->eofActionTable.setAction( ordering, action );
+ }
+}
+
+/*
+ * Set To State Actions.
+ */
+
+/* Set to state actions in the start state. */
+void FsmGraph::startToStateAction( int ordering, Action *action )
+{
+ /* Make sure the start state has no other entry points. */
+ isolateStartState();
+ startState->toStateActionTable.setAction( ordering, action );
+}
+
+/* Set to state actions in all states. */
+void FsmGraph::allToStateAction( int ordering, Action *action )
+{
+ /* Insert the action on all states. */
+ for ( StateList::Iter state = stateList; state.lte(); state++ )
+ state->toStateActionTable.setAction( ordering, action );
+}
+
+/* Set to state actions in final states. */
+void FsmGraph::finalToStateAction( int ordering, Action *action )
+{
+ /* Add the action to the error table of final states. */
+ for ( StateSet::Iter state = finStateSet; state.lte(); state++ )
+ (*state)->toStateActionTable.setAction( ordering, action );
+}
+
+void FsmGraph::notStartToStateAction( int ordering, Action *action )
+{
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ if ( state != startState )
+ state->toStateActionTable.setAction( ordering, action );
+ }
+}
+
+void FsmGraph::notFinalToStateAction( int ordering, Action *action )
+{
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ if ( ! state->isFinState() )
+ state->toStateActionTable.setAction( ordering, action );
+ }
+}
+
+/* Set to state actions in states that are not final and not the start state. */
+void FsmGraph::middleToStateAction( int ordering, Action *action )
+{
+ /* Set the action in all states that are not the start state and not final. */
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ if ( state != startState && ! state->isFinState() )
+ state->toStateActionTable.setAction( ordering, action );
+ }
+}
+
+/*
+ * Set From State Actions.
+ */
+
+void FsmGraph::startFromStateAction( int ordering, Action *action )
+{
+ /* Make sure the start state has no other entry points. */
+ isolateStartState();
+ startState->fromStateActionTable.setAction( ordering, action );
+}
+
+void FsmGraph::allFromStateAction( int ordering, Action *action )
+{
+ /* Insert the action on all states. */
+ for ( StateList::Iter state = stateList; state.lte(); state++ )
+ state->fromStateActionTable.setAction( ordering, action );
+}
+
+void FsmGraph::finalFromStateAction( int ordering, Action *action )
+{
+ /* Add the action to the error table of final states. */
+ for ( StateSet::Iter state = finStateSet; state.lte(); state++ )
+ (*state)->fromStateActionTable.setAction( ordering, action );
+}
+
+void FsmGraph::notStartFromStateAction( int ordering, Action *action )
+{
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ if ( state != startState )
+ state->fromStateActionTable.setAction( ordering, action );
+ }
+}
+
+void FsmGraph::notFinalFromStateAction( int ordering, Action *action )
+{
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ if ( ! state->isFinState() )
+ state->fromStateActionTable.setAction( ordering, action );
+ }
+}
+
+void FsmGraph::middleFromStateAction( int ordering, Action *action )
+{
+ /* Set the action in all states that are not the start state and not final. */
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ if ( state != startState && ! state->isFinState() )
+ state->fromStateActionTable.setAction( ordering, action );
+ }
+}
+
+/* Shift the function ordering of the start transitions to start
+ * at fromOrder and increase in units of 1. Useful before staring.
+ * Returns the maximum number of order numbers used. */
+int FsmGraph::shiftStartActionOrder( int fromOrder )
+{
+ int maxUsed = 0;
+
+ /* Walk the start state's transitions, shifting function ordering. */
+ for ( TransList::Iter trans = startState->outList; trans.lte(); trans++ ) {
+ /* Walk the function data for the transition and set the keys to
+ * increasing values starting at fromOrder. */
+ int curFromOrder = fromOrder;
+ ActionTable::Iter action = trans->actionTable;
+ for ( ; action.lte(); action++ )
+ action->key = curFromOrder++;
+
+ /* Keep track of the max number of orders used. */
+ if ( curFromOrder - fromOrder > maxUsed )
+ maxUsed = curFromOrder - fromOrder;
+ }
+
+ return maxUsed;
+}
+
+/* Remove all priorities. */
+void FsmGraph::clearAllPriorities()
+{
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ /* Clear out priority data. */
+ state->outPriorTable.empty();
+
+ /* Clear transition data from the out transitions. */
+ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ )
+ trans->priorTable.empty();
+ }
+}
+
+/* Zeros out the function ordering keys. This may be called before minimization
+ * when it is known that no more fsm operations are going to be done. This
+ * will achieve greater reduction as states will not be separated on the basis
+ * of function ordering. */
+void FsmGraph::nullActionKeys( )
+{
+ /* For each state... */
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ /* Walk the transitions for the state. */
+ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) {
+ /* Walk the action table for the transition. */
+ for ( ActionTable::Iter action = trans->actionTable;
+ action.lte(); action++ )
+ action->key = 0;
+
+ /* Walk the action table for the transition. */
+ for ( LmActionTable::Iter action = trans->lmActionTable;
+ action.lte(); action++ )
+ action->key = 0;
+ }
+
+ /* Null the action keys of the to state action table. */
+ for ( ActionTable::Iter action = state->toStateActionTable;
+ action.lte(); action++ )
+ action->key = 0;
+
+ /* Null the action keys of the from state action table. */
+ for ( ActionTable::Iter action = state->fromStateActionTable;
+ action.lte(); action++ )
+ action->key = 0;
+
+ /* Null the action keys of the out transtions. */
+ for ( ActionTable::Iter action = state->outActionTable;
+ action.lte(); action++ )
+ action->key = 0;
+
+ /* Null the action keys of the error action table. */
+ for ( ErrActionTable::Iter action = state->errActionTable;
+ action.lte(); action++ )
+ action->ordering = 0;
+
+ /* Null the action keys eof action table. */
+ for ( ActionTable::Iter action = state->eofActionTable;
+ action.lte(); action++ )
+ action->key = 0;
+ }
+}
+
+/* Walk the list of states and verify that non final states do not have out
+ * data, that all stateBits are cleared, and that there are no states with
+ * zero foreign in transitions. */
+void FsmGraph::verifyStates()
+{
+ for ( StateList::Iter state = stateList; state.lte(); state++ ) {
+ /* Non final states should not have leaving data. */
+ if ( ! (state->stateBits & SB_ISFINAL) ) {
+ assert( state->outActionTable.length() == 0 );
+ assert( state->outCondSet.length() == 0 );
+ assert( state->outPriorTable.length() == 0 );
+ }
+
+ /* Data used in algorithms should be cleared. */
+ assert( (state->stateBits & SB_BOTH) == 0 );
+ assert( state->foreignInTrans > 0 );
+ }
+}
+
+/* Compare two transitions according to their relative priority. Since the
+ * base transition has no priority associated with it, the default is to
+ * return equal. */
+int FsmGraph::comparePrior( const PriorTable &priorTable1, const PriorTable &priorTable2 )
+{
+ /* Looking for differing priorities on same keys. Need to concurrently
+ * scan the priority lists. */
+ PriorTable::Iter pd1 = priorTable1;
+ PriorTable::Iter pd2 = priorTable2;
+ while ( pd1.lte() && pd2.lte() ) {
+ /* Check keys. */
+ if ( pd1->desc->key < pd2->desc->key )
+ pd1.increment();
+ else if ( pd1->desc->key > pd2->desc->key )
+ pd2.increment();
+ /* Keys are the same, check priorities. */
+ else if ( pd1->desc->priority < pd2->desc->priority )
+ return -1;
+ else if ( pd1->desc->priority > pd2->desc->priority )
+ return 1;
+ else {
+ /* Keys and priorities are equal, advance both. */
+ pd1.increment();
+ pd2.increment();
+ }
+ }
+
+ /* No differing priorities on the same key. */
+ return 0;
+}
+
+/* Compares two transitions according to priority and functions. Pointers
+ * should not be null. Does not consider to state or from state. Compare two
+ * transitions according to the data contained in the transitions. Data means
+ * any properties added to user transitions that may differentiate them. Since
+ * the base transition has no data, the default is to return equal. */
+int FsmGraph::compareTransData( FsmTrans *trans1, FsmTrans *trans2 )
+{
+ /* Compare the prior table. */
+ int cmpRes = CmpPriorTable::compare( trans1->priorTable,
+ trans2->priorTable );
+ if ( cmpRes != 0 )
+ return cmpRes;
+
+ /* Compare longest match action tables. */
+ cmpRes = CmpLmActionTable::compare(trans1->lmActionTable,
+ trans2->lmActionTable);
+ if ( cmpRes != 0 )
+ return cmpRes;
+
+ /* Compare action tables. */
+ return CmpActionTable::compare(trans1->actionTable,
+ trans2->actionTable);
+}
+
+/* Callback invoked when another trans (or possibly this) is added into this
+ * transition during the merging process. Draw in any properties of srcTrans
+ * into this transition. AddInTrans is called when a new transitions is made
+ * that will be a duplicate of another transition or a combination of several
+ * other transitions. AddInTrans will be called for each transition that the
+ * new transition is to represent. */
+void FsmGraph::addInTrans( FsmTrans *destTrans, FsmTrans *srcTrans )
+{
+ /* Protect against adding in from ourselves. */
+ if ( srcTrans == destTrans ) {
+ /* Adding in ourselves, need to make a copy of the source transitions.
+ * The priorities are not copied in as that would have no effect. */
+ destTrans->lmActionTable.setActions( LmActionTable(srcTrans->lmActionTable) );
+ destTrans->actionTable.setActions( ActionTable(srcTrans->actionTable) );
+ }
+ else {
+ /* Not a copy of ourself, get the functions and priorities. */
+ destTrans->lmActionTable.setActions( srcTrans->lmActionTable );
+ destTrans->actionTable.setActions( srcTrans->actionTable );
+ destTrans->priorTable.setPriors( srcTrans->priorTable );
+ }
+}
+
+/* Compare the properties of states that are embedded by users. Compares out
+ * priorities, out transitions, to, from, out, error and eof action tables. */
+int FsmGraph::compareStateData( const FsmState *state1, const FsmState *state2 )
+{
+ /* Compare the out priority table. */
+ int cmpRes = CmpPriorTable::
+ compare( state1->outPriorTable, state2->outPriorTable );
+ if ( cmpRes != 0 )
+ return cmpRes;
+
+ /* Test to state action tables. */
+ cmpRes = CmpActionTable::compare( state1->toStateActionTable,
+ state2->toStateActionTable );
+ if ( cmpRes != 0 )
+ return cmpRes;
+
+ /* Test from state action tables. */
+ cmpRes = CmpActionTable::compare( state1->fromStateActionTable,
+ state2->fromStateActionTable );
+ if ( cmpRes != 0 )
+ return cmpRes;
+
+ /* Test out action tables. */
+ cmpRes = CmpActionTable::compare( state1->outActionTable,
+ state2->outActionTable );
+ if ( cmpRes != 0 )
+ return cmpRes;
+
+ /* Test out condition sets. */
+ cmpRes = CmpActionSet::compare( state1->outCondSet,
+ state2->outCondSet );
+ if ( cmpRes != 0 )
+ return cmpRes;
+
+ /* Test out error action tables. */
+ cmpRes = CmpErrActionTable::compare( state1->errActionTable,
+ state2->errActionTable );
+ if ( cmpRes != 0 )
+ return cmpRes;
+
+ /* Test eof action tables. */
+ return CmpActionTable::compare( state1->eofActionTable,
+ state2->eofActionTable );
+}
+
+/* Invoked when a state looses its final state status and the leaving
+ * transition embedding data should be deleted. */
+void FsmGraph::clearOutData( FsmState *state )
+{
+ /* Kill the out actions and priorities. */
+ state->outActionTable.empty();
+ state->outCondSet.empty();
+ state->outPriorTable.empty();
+}
+
+bool FsmGraph::hasOutData( FsmState *state )
+{
+ return ( state->outActionTable.length() > 0 ||
+ state->outCondSet.length() > 0 ||
+ state->outPriorTable.length() > 0 );
+}