public ValueState Goto(ValueState i, Symbol x)
        {
            ValueState j = new ValueState();

            foreach (var ruleI in i.Rules)
            {
                if (ruleI.Destiny.Contains(x))
                {
                    if (ruleI.Pointer < ruleI.Destiny.Count)
                    {
                        var destiny = ruleI.Destiny[ruleI.Pointer];

                        if (destiny == x)
                        {
                            RuleProductionState rule = new RuleProductionState();
                            rule.Id = ruleI.Id;
                            rule.Source = ruleI.Source;
                            rule.Lookahead = ruleI.Lookahead;
                            rule.Destiny.AddRange(ruleI.Destiny);
                            rule.Parent = ruleI.Parent;
                            rule.Pertinence = ruleI.Pertinence;
                            rule.TypeName = ruleI.TypeName;
                            rule.Pointer = ruleI.Pointer + 1;
                            rule.CalculateHash();

                            if (!j.HashCodeRules.ContainsKey(rule.HashCode))
                            {
                                j.AddRule(rule);

                            }

                        }
                    }
                }
            }
            return Closure(j);
        }
        private void CreateAutoma()
        {
            ValueState value = new ValueState();
            RuleProductionState rule = new RuleProductionState();

            rule.Source = GrammarLine.VariableStart;
            rule.Destiny = GrammarLine.GetRules(rule.Source)[0].Destiny;
            rule.Id = GrammarLine.GetRules(rule.Source)[0].Id;
            rule.TypeName = GrammarLine.GetRules(rule.Source)[0].TypeName;

            rule.Pointer = 0;
            rule.Pertinence = 1;
            rule.Lookahead = Symbol.TapeFinal;
            rule.Parent = GrammarLine.GetRules(rule.Source)[0].Parent;
            value.Rules.Add(rule);
            State<Symbol> state = new State<Symbol>(0, "I000", 1, 0, Closure(value));
            FirstState = state;
            // Rules.AddRange(state.GetValue<ValueState>().Rules);

            Automa.States.Add(state);
            bool change = true;
            //  while (change)
            {
                change = false;

                for (int i = 0; i < Automa.States.Count; i++)
                {

                    var stateActualI = Automa.States[i];

                    SymbolList symbols = Grammar.Symbols;
                    for (int j = 0; j < symbols.Count; j++)
                    {

                        var symbolX = symbols[j];

                        var valStateI = stateActualI.GetValue<ValueState>();

                        var valueGoto = Goto(valStateI, symbolX);

                        if (valueGoto.Rules.Count > 0)
                        {
                            //var item = value.Rules
                            // foreach (var item in value.Rules)
                            {
                                state = Automa.States.FirstOrDefault(s => s.GetValue<ValueState>().Equals(valueGoto));
                                if (state == null)
                                {
                                    state = new State<Symbol>(-1, "Temp", 1, 0, valueGoto);
                                    state.Name = string.Format("I{0:000}", state.Id);
                                    Automa.States.Add(state);
                                }

                                //    Rules.AddRange(value.Rules);

                                Transition<Symbol> transition = new Transition<Symbol>();
                                transition.From = stateActualI;
                                stateActualI.Transitions.Add(transition);

                                transition.To = state;
                                var sir = new SimpleIncludeRule<Symbol>(symbolX, 1);
                                //  sir.Pertinence = item.Pertinence * Automa.States[i].GetValue<ValueState>().Rules[0].Pertinence;

                                transition.Rule = sir;

                                Automa.Transitions.Add(transition);

                                change = true;

                            }
                        }

                    }
                }

            }
        }
        public ValueState Closure(ValueState state)
        {
            // ValueState returns = new ValueState();

            bool change = true;
            //while (change)
            {
                change = false;
                //
                for (int i = 0; i < state.Rules.Count; i++)
                {
                    //A->alphaBbeta, a
                    Symbol A = state.Rules[i].Source;
                    List<Symbol> alpha = state.Rules[i].Destiny.Take(state.Rules[i].Pointer).ToList();
                    if (alpha.Count == 0)
                    {
                        alpha.Add(Symbol.EmptySymbol);
                    }
                    Symbol B = Symbol.EmptySymbol;
                    if (state.Rules[i].Destiny.Count > state.Rules[i].Pointer)
                    {
                        B = state.Rules[i].Destiny[state.Rules[i].Pointer];
                    }
                    Symbol beta = Symbol.TapeFinal;
                    if (state.Rules[i].Pointer + 1 < state.Rules[i].Destiny.Count)
                        beta = state.Rules[i].Destiny[state.Rules[i].Pointer + 1];

                    Symbol a = state.Rules[i].Lookahead;

                    var rolesB = GrammarLine.GetRules(B);
                    for (int j = 0; j < rolesB.Count; j++)
                    {
                        var first = First(beta, a);

                        for (int k = 0; k < first.Count; k++)
                        {
                            if (first[k].Terminal || first[k] == Symbol.TapeFinal)
                            {
                                RuleProductionState rule = new RuleProductionState();
                                rule.Id = rolesB[j].Id;
                                rule.TypeName = rolesB[j].TypeName;
                                rule.Source = B;
                                rule.Destiny.AddRange(rolesB[j].Destiny);
                                rule.Pointer = 0;
                                rule.Lookahead = first[k];
                                rule.Parent = rolesB[j].Parent;
                                rule.CalculateHash();
                                // state.Rules[i].Pertinence;

                                if (!state.HashCodeRules.ContainsKey(rule.HashCode))
                                //if (!state.Rules.Any(r => r.Equals(rule)))
                                {
                                    rule.Pertinence = rolesB[j].Pertinence;// *state.Rules[i].Pertinence;// 0.8;
                                    state.AddRule(rule);
                                    change = true;
                                }
                            }
                        }
                    }
                }
            }

            return state;
        }