Esempio n. 1
0
 /// <summary>
 /// Returns a (deterministic) automaton that accepts the intersection of the
 /// language of <paramref name="a1"/> and the complement of the language of
 /// <paramref name="a2"/>. As a side-effect, the automata may be determinized, if not
 /// already deterministic.
 /// <para/>
 /// Complexity: quadratic in number of states (if already deterministic).
 /// </summary>
 public static Automaton Minus(Automaton a1, Automaton a2)
 {
     if (BasicOperations.IsEmpty(a1) || a1 == a2)
     {
         return(BasicAutomata.MakeEmpty());
     }
     if (BasicOperations.IsEmpty(a2))
     {
         return(a1.CloneIfRequired());
     }
     if (a1.IsSingleton)
     {
         if (BasicOperations.Run(a2, a1.singleton))
         {
             return(BasicAutomata.MakeEmpty());
         }
         else
         {
             return(a1.CloneIfRequired());
         }
     }
     return(Intersection(a1, a2.Complement()));
 }
Esempio n. 2
0
        /// <summary>
        /// Returns true if the language of <paramref name="a1"/> is a subset of the language
        /// of <paramref name="a2"/>. As a side-effect, <paramref name="a2"/> is determinized if
        /// not already marked as deterministic.
        /// <para/>
        /// Complexity: quadratic in number of states.
        /// </summary>
        public static bool SubsetOf(Automaton a1, Automaton a2)
        {
            if (a1 == a2)
            {
                return(true);
            }
            if (a1.IsSingleton)
            {
                if (a2.IsSingleton)
                {
                    return(a1.singleton.Equals(a2.singleton, StringComparison.Ordinal));
                }
                return(BasicOperations.Run(a2, a1.singleton));
            }
            a2.Determinize();
            Transition[][]    transitions1 = a1.GetSortedTransitions();
            Transition[][]    transitions2 = a2.GetSortedTransitions();
            Queue <StatePair> worklist     = new Queue <StatePair>(); // LUCENENET specific - Queue is much more performant than LinkedList

            JCG.HashSet <StatePair> visited = new JCG.HashSet <StatePair>();
            StatePair p = new StatePair(a1.initial, a2.initial);

            worklist.Enqueue(p);
            visited.Add(p);
            while (worklist.Count > 0)
            {
                p = worklist.Dequeue();
                if (p.s1.accept && !p.s2.accept)
                {
                    return(false);
                }
                Transition[] t1 = transitions1[p.s1.number];
                Transition[] t2 = transitions2[p.s2.number];
                for (int n1 = 0, b2 = 0; n1 < t1.Length; n1++)
                {
                    while (b2 < t2.Length && t2[b2].max < t1[n1].min)
                    {
                        b2++;
                    }
                    int min1 = t1[n1].min, max1 = t1[n1].max;

                    for (int n2 = b2; n2 < t2.Length && t1[n1].max >= t2[n2].min; n2++)
                    {
                        if (t2[n2].min > min1)
                        {
                            return(false);
                        }
                        if (t2[n2].max < Character.MaxCodePoint)
                        {
                            min1 = t2[n2].max + 1;
                        }
                        else
                        {
                            min1 = Character.MaxCodePoint;
                            max1 = Character.MinCodePoint;
                        }
                        StatePair q = new StatePair(t1[n1].to, t2[n2].to);
                        if (!visited.Contains(q))
                        {
                            worklist.Enqueue(q);
                            visited.Add(q);
                        }
                    }
                    if (min1 <= max1)
                    {
                        return(false);
                    }
                }
            }
            return(true);
        }
Esempio n. 3
0
        /// <summary>
        /// Returns an automaton that accepts the intersection of the languages of the
        /// given automata. Never modifies the input automata languages.
        /// <para/>
        /// Complexity: quadratic in number of states.
        /// </summary>
        public static Automaton Intersection(Automaton a1, Automaton a2)
        {
            if (a1.IsSingleton)
            {
                if (BasicOperations.Run(a2, a1.singleton))
                {
                    return(a1.CloneIfRequired());
                }
                else
                {
                    return(BasicAutomata.MakeEmpty());
                }
            }
            if (a2.IsSingleton)
            {
                if (BasicOperations.Run(a1, a2.singleton))
                {
                    return(a2.CloneIfRequired());
                }
                else
                {
                    return(BasicAutomata.MakeEmpty());
                }
            }
            if (a1 == a2)
            {
                return(a1.CloneIfRequired());
            }
            Transition[][]    transitions1 = a1.GetSortedTransitions();
            Transition[][]    transitions2 = a2.GetSortedTransitions();
            Automaton         c            = new Automaton();
            Queue <StatePair> worklist     = new Queue <StatePair>(); // LUCENENET specific - Queue is much more performant than LinkedList
            Dictionary <StatePair, StatePair> newstates = new Dictionary <StatePair, StatePair>();
            StatePair p = new StatePair(c.initial, a1.initial, a2.initial);

            worklist.Enqueue(p);
            newstates[p] = p;
            while (worklist.Count > 0)
            {
                p          = worklist.Dequeue();
                p.s.accept = p.s1.accept && p.s2.accept;
                Transition[] t1 = transitions1[p.s1.number];
                Transition[] t2 = transitions2[p.s2.number];
                for (int n1 = 0, b2 = 0; n1 < t1.Length; n1++)
                {
                    while (b2 < t2.Length && t2[b2].max < t1[n1].min)
                    {
                        b2++;
                    }
                    for (int n2 = b2; n2 < t2.Length && t1[n1].max >= t2[n2].min; n2++)
                    {
                        if (t2[n2].max >= t1[n1].min)
                        {
                            StatePair q = new StatePair(t1[n1].to, t2[n2].to);
                            if (!newstates.TryGetValue(q, out StatePair r) || r is null)
                            {
                                q.s = new State();
                                worklist.Enqueue(q);
                                newstates[q] = q;
                                r            = q;
                            }
                            int min = t1[n1].min > t2[n2].min ? t1[n1].min : t2[n2].min;
                            int max = t1[n1].max < t2[n2].max ? t1[n1].max : t2[n2].max;
                            p.s.AddTransition(new Transition(min, max, r.s));
                        }
                    }
                }
            }
            c.deterministic = a1.deterministic && a2.deterministic;
            c.RemoveDeadTransitions();
            c.CheckMinimizeAlways();
            return(c);
        }
Esempio n. 4
0
        /// <summary>
        /// Returns true if the language of <paramref name="a1"/> is a subset of the language
        /// of <paramref name="a2"/>. As a side-effect, <paramref name="a2"/> is determinized if
        /// not already marked as deterministic.
        /// <para/>
        /// Complexity: quadratic in number of states.
        /// </summary>
        public static bool SubsetOf(Automaton a1, Automaton a2)
        {
            if (a1 == a2)
            {
                return(true);
            }
            if (a1.IsSingleton)
            {
                if (a2.IsSingleton)
                {
                    return(a1.singleton.Equals(a2.singleton, StringComparison.Ordinal));
                }
                return(BasicOperations.Run(a2, a1.singleton));
            }
            a2.Determinize();
            Transition[][]         transitions1 = a1.GetSortedTransitions();
            Transition[][]         transitions2 = a2.GetSortedTransitions();
            LinkedList <StatePair> worklist     = new LinkedList <StatePair>();
            HashSet <StatePair>    visited      = new HashSet <StatePair>();
            StatePair p = new StatePair(a1.initial, a2.initial);

            worklist.AddLast(p);
            visited.Add(p);
            while (worklist.Count > 0)
            {
                p = worklist.First.Value;
                worklist.Remove(p);
                if (p.S1.accept && !p.S2.accept)
                {
                    return(false);
                }
                Transition[] t1 = transitions1[p.S1.number];
                Transition[] t2 = transitions2[p.S2.number];
                for (int n1 = 0, b2 = 0; n1 < t1.Length; n1++)
                {
                    while (b2 < t2.Length && t2[b2].max < t1[n1].min)
                    {
                        b2++;
                    }
                    int min1 = t1[n1].min, max1 = t1[n1].max;

                    for (int n2 = b2; n2 < t2.Length && t1[n1].max >= t2[n2].min; n2++)
                    {
                        if (t2[n2].min > min1)
                        {
                            return(false);
                        }
                        if (t2[n2].max < Character.MAX_CODE_POINT)
                        {
                            min1 = t2[n2].max + 1;
                        }
                        else
                        {
                            min1 = Character.MAX_CODE_POINT;
                            max1 = Character.MIN_CODE_POINT;
                        }
                        StatePair q = new StatePair(t1[n1].to, t2[n2].to);
                        if (!visited.Contains(q))
                        {
                            worklist.AddLast(q);
                            visited.Add(q);
                        }
                    }
                    if (min1 <= max1)
                    {
                        return(false);
                    }
                }
            }
            return(true);
        }