public static void Determinize(Automaton a, List <State> initialset) { var points = a.GetStartPoints(); var comparer = new ListEqualityComparer <State>(); var sets = new Dictionary <List <State>, List <State> >(comparer); var worklist = new LinkedList <List <State> >(); var newstate = new Dictionary <List <State>, State>(comparer); sets.Add(initialset, initialset); _ = worklist.AddLast(initialset); a.Initial = new State(); newstate.Add(initialset, a.Initial); while (worklist.Count > 0) { var s = worklist.RemoveAndReturnFirst(); _ = newstate.TryGetValue(s, out var r); foreach (var q in s) { if (q.Accept) { r.Accept = true; break; } } for (var n = 0; n < points.Length; n++) { var set = new HashSet <State>(); foreach (var c in s) { foreach (var t in c.Transitions) { if (t.Min <= points[n] && points[n] <= t.Max) { _ = set.Add(t.To); } } } var p = set.ToList(); if (!sets.ContainsKey(p)) { sets.Add(p, p); _ = worklist.AddLast(p); newstate.Add(p, new State()); } _ = newstate.TryGetValue(p, out var q); var min = points[n]; var max = n + 1 < points.Length ? (char)(points[n + 1] - 1) : char.MaxValue; r.Transitions.Add(new Transition(min, max, q)); } } a.IsDeterministic = true; a.RemoveDeadTransitions(); }
public static Automaton Complement(Automaton a) { a = a.CloneExpandedIfRequired(); a.Determinize(); a.Totalize(); foreach (var p in a.GetStates()) { p.Accept = !p.Accept; } a.RemoveDeadTransitions(); return(a); }
public static Automaton Intersection(Automaton a1, Automaton a2) { if (a1.IsSingleton) { return(a2.Run(a1.Singleton) ? a1.CloneIfRequired() : BasicAutomata.MakeEmpty()); } if (a2.IsSingleton) { return(a1.Run(a2.Singleton) ? a2.CloneIfRequired() : BasicAutomata.MakeEmpty()); } if (a1 == a2) { return(a1.CloneIfRequired()); } var transitions1 = Automaton.GetSortedTransitions(a1.GetStates()); var transitions2 = Automaton.GetSortedTransitions(a2.GetStates()); var c = new Automaton(); var worklist = new LinkedList <StatePair>(); var newstates = new Dictionary <StatePair, StatePair>(); var p = new StatePair(c.Initial, a1.Initial, a2.Initial); _ = worklist.AddLast(p); newstates.Add(p, p); while (worklist.Count > 0) { p = worklist.RemoveAndReturnFirst(); p.S.Accept = p.FirstState.Accept && p.SecondState.Accept; var t1 = transitions1[p.FirstState.Number]; var t2 = transitions2[p.SecondState.Number]; for (int n1 = 0, b2 = 0; n1 < t1.Length; n1++) { while (b2 < t2.Length && t2[b2].Max < t1[n1].Min) { b2++; } for (var n2 = b2; n2 < t2.Length && t1[n1].Max >= t2[n2].Min; n2++) { if (t2[n2].Max >= t1[n1].Min) { var q = new StatePair(t1[n1].To, t2[n2].To); _ = newstates.TryGetValue(q, out var r); if (r == null) { q.S = new State(); _ = worklist.AddLast(q); newstates.Add(q, q); r = q; } var min = t1[n1].Min > t2[n2].Min ? t1[n1].Min : t2[n2].Min; var max = t1[n1].Max < t2[n2].Max ? t1[n1].Max : t2[n2].Max; p.S.Transitions.Add(new Transition(min, max, r.S)); } } } } c.IsDeterministic = a1.IsDeterministic && a2.IsDeterministic; c.RemoveDeadTransitions(); c.CheckMinimizeAlways(); return(c); }