void GenBase::reduceActionTables() { /* Reduce the actions tables to a set. */ for ( StateList::Iter st = fsm->stateList; st.lte(); st++ ) { RedActionTable *actionTable = 0; /* Reduce To State Actions. */ if ( st->toStateActionTable.length() > 0 ) { if ( actionTableMap.insert( st->toStateActionTable, &actionTable ) ) actionTable->id = nextActionTableId++; } /* Reduce From State Actions. */ if ( st->fromStateActionTable.length() > 0 ) { if ( actionTableMap.insert( st->fromStateActionTable, &actionTable ) ) actionTable->id = nextActionTableId++; } /* Reduce EOF actions. */ if ( st->eofActionTable.length() > 0 ) { if ( actionTableMap.insert( st->eofActionTable, &actionTable ) ) actionTable->id = nextActionTableId++; } /* Loop the transitions and reduce their actions. */ for ( TransList::Iter trans = st->outList; trans.lte(); trans++ ) { if ( trans->actionTable.length() > 0 ) { if ( actionTableMap.insert( trans->actionTable, &actionTable ) ) actionTable->id = nextActionTableId++; } } } }
bool FsmAp::outListCovers( StateAp *state ) { /* Must be at least one range to cover. */ if ( state->outList.length() == 0 ) return false; /* The first must start at the lower bound. */ TransList::Iter trans = state->outList.first(); if ( keyOps->minKey < trans->lowKey ) return false; /* Loop starts at second el. */ trans.increment(); /* Loop checks lower against prev upper. */ for ( ; trans.lte(); trans++ ) { /* Lower end of the trans must be one greater than the * previous' high end. */ Key lowKey = trans->lowKey; lowKey.decrement(); if ( trans->prev->highKey < lowKey ) return false; } /* Require that the last range extends to the upper bound. */ trans = state->outList.last(); if ( trans->highKey < keyOps->maxKey ) return false; return true; }
/* Detach a state from the graph. Detaches and deletes transitions in and out * of the state. Empties inList and outList. Removes the state from the final * state set. A detached state becomes useless and should be deleted. */ void FsmAp::detachState( StateAp *state ) { /* Detach the in transitions from the inList list of transitions. */ while ( state->inList.head != 0 ) { /* Get pointers to the trans and the state. */ TransAp *trans = state->inList.head; StateAp *fromState = trans->fromState; /* Detach the transitions from the source state. */ detachTrans( fromState, state, trans ); /* Ok to delete the transition. */ fromState->outList.detach( trans ); delete trans; } /* Remove the entry points in on the machine. */ while ( state->entryIds.length() > 0 ) unsetEntry( state->entryIds[0], state ); /* Detach out range transitions. */ for ( TransList::Iter trans = state->outList; trans.lte(); ) { TransList::Iter next = trans.next(); detachTrans( state, trans->toState, trans ); delete trans; trans = next; } /* Delete all of the out range pointers. */ state->outList.abandon(); /* Unset final stateness before detaching from graph. */ if ( state->stateBits & SB_ISFINAL ) finStateSet.remove( state ); }
void FsmAp::fillGaps( StateAp *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 ); } } }
/* Remove all priorities. */ void FsmAp::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(); } }
void FsmAp::setErrorAction( StateAp *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 ); } }
/* Set functions to execute on all transitions. Walks the out lists of all * states. */ void FsmAp::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 ); } } }
/* 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 FsmAp::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 the priority of all transitions in a graph. Walks all transition lists * and all def transitions. */ void FsmAp::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 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 FsmAp::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 ); } }
/* Give a target state for error transitions. */ void FsmAp::setErrorTarget( StateAp *state, StateAp *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 XMLCodeGen::writeTransList( StateAp *state ) { TransListVect outList; /* If there is only are no ranges the task is simple. */ if ( state->outList.length() > 0 ) { /* Loop each source range. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { /* Reduce the transition. If it reduced to anything then add it. */ appendTrans( outList, trans->lowKey, trans->highKey, trans ); } } out << " <trans_list length=\"" << outList.length() << "\">\n"; for ( TransListVect::Iter tvi = outList; tvi.lte(); tvi++ ) writeTrans( tvi->lowKey, tvi->highKey, tvi->value ); out << " </trans_list>\n"; }
/* 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 FsmAp::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; } }
/* 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 FsmAp::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; }
void BackendGen::makeTransList( StateAp *state ) { TransListVect outList; /* If there is only are no ranges the task is simple. */ if ( state->outList.length() > 0 ) { /* Loop each source range. */ for ( TransList::Iter trans = state->outList; trans.lte(); trans++ ) { /* Reduce the transition. If it reduced to anything then add it. */ appendTrans( outList, trans->lowKey, trans->highKey, trans ); } } cgd->initTransList( curState, outList.length() ); curTrans = 0; for ( TransListVect::Iter tvi = outList; tvi.lte(); tvi++ ) makeTrans( tvi->lowKey, tvi->highKey, tvi->value ); cgd->finishTransList( curState ); }