예제 #1
0
        /// <summary>
        /// Dumps an <seealso cref="FST"/> to a GraphViz's <code>dot</code> language description
        /// for visualization. Example of use:
        ///
        /// <pre class="prettyprint">
        /// PrintWriter pw = new PrintWriter(&quot;out.dot&quot;);
        /// Util.toDot(fst, pw, true, true);
        /// pw.close();
        /// </pre>
        ///
        /// and then, from command line:
        ///
        /// <pre>
        /// dot -Tpng -o out.png out.dot
        /// </pre>
        ///
        /// <p>
        /// Note: larger FSTs (a few thousand nodes) won't even
        /// render, don't bother.  If the FST is > 2.1 GB in size
        /// then this method will throw strange exceptions.
        /// </summary>
        /// <param name="sameRank">
        ///          If <code>true</code>, the resulting <code>dot</code> file will try
        ///          to order states in layers of breadth-first traversal. this may
        ///          mess up arcs, but makes the output FST's structure a bit clearer.
        /// </param>
        /// <param name="labelStates">
        ///          If <code>true</code> states will have labels equal to their offsets in their
        ///          binary format. Expands the graph considerably.
        /// </param>
        /// <seealso cref= "http://www.graphviz.org/" </seealso>
        public static void toDot <T>(FST <T> fst, TextWriter @out, bool sameRank, bool labelStates)
        {
            const string expandedNodeColor = "blue";

            // this is the start arc in the automaton (from the epsilon state to the first state
            // with outgoing transitions.
            FST <T> .Arc <T> startArc = fst.GetFirstArc(new FST <T> .Arc <T>());

            // A queue of transitions to consider for the next level.
            IList <FST <T> .Arc <T> > thisLevelQueue = new List <FST <T> .Arc <T> >();

            // A queue of transitions to consider when processing the next level.
            IList <FST <T> .Arc <T> > nextLevelQueue = new List <FST <T> .Arc <T> >();

            nextLevelQueue.Add(startArc);
            //System.out.println("toDot: startArc: " + startArc);

            // A list of states on the same level (for ranking).
            IList <int?> sameLevelStates = new List <int?>();

            // A bitset of already seen states (target offset).
            BitArray seen = new BitArray(32);

            seen.SafeSet((int)startArc.Target, true);

            // Shape for states.
            const string stateShape      = "circle";
            const string finalStateShape = "doublecircle";

            // Emit DOT prologue.
            @out.Write("digraph FST {\n");
            @out.Write("  rankdir = LR; splines=true; concentrate=true; ordering=out; ranksep=2.5; \n");

            if (!labelStates)
            {
                @out.Write("  node [shape=circle, width=.2, height=.2, style=filled]\n");
            }

            EmitDotState(@out, "initial", "point", "white", "");

            T   NO_OUTPUT = fst.Outputs.NoOutput;
            var r         = fst.BytesReader;

            // final FST.Arc<T> scratchArc = new FST.Arc<>();

            {
                string stateColor;
                if (fst.IsExpandedTarget(startArc, r))
                {
                    stateColor = expandedNodeColor;
                }
                else
                {
                    stateColor = null;
                }

                bool isFinal;
                T    finalOutput;
                if (startArc.Final)
                {
                    isFinal     = true;
                    finalOutput = startArc.NextFinalOutput.Equals(NO_OUTPUT) ? default(T) : startArc.NextFinalOutput;
                }
                else
                {
                    isFinal     = false;
                    finalOutput = default(T);
                }

                EmitDotState(@out, Convert.ToString(startArc.Target), isFinal ? finalStateShape : stateShape, stateColor, finalOutput == null ? "" : fst.Outputs.OutputToString(finalOutput));
            }

            @out.Write("  initial -> " + startArc.Target + "\n");

            int level = 0;

            while (nextLevelQueue.Count > 0)
            {
                // we could double buffer here, but it doesn't matter probably.
                //System.out.println("next level=" + level);
                thisLevelQueue.AddRange(nextLevelQueue);
                nextLevelQueue.Clear();

                level++;
                @out.Write("\n  // Transitions and states at level: " + level + "\n");
                while (thisLevelQueue.Count > 0)
                {
                    FST <T> .Arc <T> arc = thisLevelQueue[thisLevelQueue.Count - 1];
                    thisLevelQueue.RemoveAt(thisLevelQueue.Count - 1);
                    //System.out.println("  pop: " + arc);
                    if (FST <T> .TargetHasArcs(arc))
                    {
                        // scan all target arcs
                        //System.out.println("  readFirstTarget...");

                        long node = arc.Target;

                        fst.ReadFirstRealTargetArc(arc.Target, arc, r);

                        //System.out.println("    firstTarget: " + arc);

                        while (true)
                        {
                            //System.out.println("  cycle arc=" + arc);
                            // Emit the unseen state and add it to the queue for the next level.
                            if (arc.Target >= 0 && !seen.SafeGet((int)arc.Target))
                            {
                                /*
                                 * boolean isFinal = false;
                                 * T finalOutput = null;
                                 * fst.readFirstTargetArc(arc, scratchArc);
                                 * if (scratchArc.isFinal() && fst.targetHasArcs(scratchArc)) {
                                 * // target is final
                                 * isFinal = true;
                                 * finalOutput = scratchArc.output == NO_OUTPUT ? null : scratchArc.output;
                                 * System.out.println("dot hit final label=" + (char) scratchArc.label);
                                 * }
                                 */
                                string stateColor;
                                if (fst.IsExpandedTarget(arc, r))
                                {
                                    stateColor = expandedNodeColor;
                                }
                                else
                                {
                                    stateColor = null;
                                }

                                string finalOutput;
                                if (arc.NextFinalOutput != null && !arc.NextFinalOutput.Equals(NO_OUTPUT))
                                {
                                    finalOutput = fst.Outputs.OutputToString(arc.NextFinalOutput);
                                }
                                else
                                {
                                    finalOutput = "";
                                }

                                EmitDotState(@out, Convert.ToString(arc.Target), stateShape, stateColor, finalOutput);
                                // To see the node address, use this instead:
                                //emitDotState(out, Integer.toString(arc.target), stateShape, stateColor, String.valueOf(arc.target));
                                seen.SafeSet((int)arc.Target, true);
                                nextLevelQueue.Add((new FST <T> .Arc <T>()).CopyFrom(arc));
                                sameLevelStates.Add((int)arc.Target);
                            }

                            string outs;
                            if (!arc.Output.Equals(NO_OUTPUT))
                            {
                                outs = "/" + fst.Outputs.OutputToString(arc.Output);
                            }
                            else
                            {
                                outs = "";
                            }

                            if (!FST <T> .TargetHasArcs(arc) && arc.Final && !arc.NextFinalOutput.Equals(NO_OUTPUT))
                            {
                                // Tricky special case: sometimes, due to
                                // pruning, the builder can [sillily] produce
                                // an FST with an arc into the final end state
                                // (-1) but also with a next final output; in
                                // this case we pull that output up onto this
                                // arc
                                outs = outs + "/[" + fst.Outputs.OutputToString(arc.NextFinalOutput) + "]";
                            }

                            string arcColor;
                            if (arc.Flag(FST <T> .BIT_TARGET_NEXT))
                            {
                                arcColor = "red";
                            }
                            else
                            {
                                arcColor = "black";
                            }

                            Debug.Assert(arc.Label != FST <T> .END_LABEL);
                            @out.Write("  " + node + " -> " + arc.Target + " [label=\"" + PrintableLabel(arc.Label) + outs + "\"" + (arc.Final ? " style=\"bold\"" : "") + " color=\"" + arcColor + "\"]\n");

                            // Break the loop if we're on the last arc of this state.
                            if (arc.Last)
                            {
                                //System.out.println("    break");
                                break;
                            }
                            fst.ReadNextRealArc(arc, r);
                        }
                    }
                }

                // Emit state ranking information.
                if (sameRank && sameLevelStates.Count > 1)
                {
                    @out.Write("  {rank=same; ");
                    foreach (int state in sameLevelStates)
                    {
                        @out.Write(state + "; ");
                    }
                    @out.Write(" }\n");
                }
                sameLevelStates.Clear();
            }

            // Emit terminating state (always there anyway).
            @out.Write("  -1 [style=filled, color=black, shape=doublecircle, label=\"\"]\n\n");
            @out.Write("  {rank=sink; -1 }\n");

            @out.Write("}\n");
            @out.Flush();
        }