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/* GRAPHITE2 LICENSING
Copyright 2011, SIL International
All rights reserved.
This library is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published
by the Free Software Foundation; either version 2.1 of License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should also have received a copy of the GNU Lesser General Public
License along with this library in the file named "LICENSE".
If not, write to the Free Software Foundation, 51 Franklin Street,
Suite 500, Boston, MA 02110-1335, USA or visit their web page on the
internet at http://www.fsf.org/licenses/lgpl.html.
Alternatively, the contents of this file may be used under the terms of the
Mozilla Public License (http://mozilla.org/MPL) or the GNU General Public
License, as published by the Free Software Foundation, either version 2
of the License or (at your option) any later version.
*/
#pragma once
#include "inc/Code.h"
#include "inc/Slot.h"
namespace graphite2 {
struct Rule {
const vm::Machine::Code * constraint,
* action;
unsigned short sort;
byte preContext;
#ifndef NDEBUG
uint16 rule_idx;
#endif
Rule();
~Rule() {}
CLASS_NEW_DELETE;
private:
Rule(const Rule &);
Rule & operator = (const Rule &);
};
inline
Rule::Rule()
: constraint(0),
action(0),
sort(0),
preContext(0)
{
#ifndef NDEBUG
rule_idx = 0;
#endif
}
struct RuleEntry
{
const Rule * rule;
inline
bool operator < (const RuleEntry &r) const
{
const unsigned short lsort = rule->sort, rsort = r.rule->sort;
return lsort > rsort || (lsort == rsort && rule < r.rule);
}
inline
bool operator == (const RuleEntry &r) const
{
return rule == r.rule;
}
};
struct State
{
const RuleEntry * rules,
* rules_end;
bool empty() const;
};
inline
bool State::empty() const
{
return rules_end == rules;
}
class SlotMap
{
public:
enum {MAX_SLOTS=64};
SlotMap(Segment & seg, uint8 direction, size_t maxSize);
Slot * * begin();
Slot * * end();
size_t size() const;
unsigned short context() const;
void reset(Slot &, unsigned short);
Slot * const & operator[](int n) const;
Slot * & operator [] (int);
void pushSlot(Slot * const slot);
void collectGarbage(Slot *& aSlot);
Slot * highwater() { return m_highwater; }
void highwater(Slot *s) { m_highwater = s; m_highpassed = false; }
bool highpassed() const { return m_highpassed; }
void highpassed(bool v) { m_highpassed = v; }
uint8 dir() const { return m_dir; }
int decMax() { return --m_maxSize; }
Segment & segment;
private:
Slot * m_slot_map[MAX_SLOTS+1];
unsigned short m_size;
unsigned short m_precontext;
Slot * m_highwater;
int m_maxSize;
uint8 m_dir;
bool m_highpassed;
};
class FiniteStateMachine
{
public:
enum {MAX_RULES=128};
private:
class Rules
{
public:
Rules();
void clear();
const RuleEntry * begin() const;
const RuleEntry * end() const;
size_t size() const;
void accumulate_rules(const State &state);
private:
RuleEntry * m_begin,
* m_end,
m_rules[MAX_RULES*2];
};
public:
FiniteStateMachine(SlotMap & map, json * logger);
void reset(Slot * & slot, const short unsigned int max_pre_ctxt);
Rules rules;
SlotMap & slots;
json * const dbgout;
};
inline
FiniteStateMachine::FiniteStateMachine(SlotMap& map, json * logger)
: slots(map),
dbgout(logger)
{
}
inline
void FiniteStateMachine::reset(Slot * & slot, const short unsigned int max_pre_ctxt)
{
rules.clear();
int ctxt = 0;
for (; ctxt != max_pre_ctxt && slot->prev(); ++ctxt, slot = slot->prev());
slots.reset(*slot, ctxt);
}
inline
FiniteStateMachine::Rules::Rules()
: m_begin(m_rules), m_end(m_rules)
{
}
inline
void FiniteStateMachine::Rules::clear()
{
m_end = m_begin;
}
inline
const RuleEntry * FiniteStateMachine::Rules::begin() const
{
return m_begin;
}
inline
const RuleEntry * FiniteStateMachine::Rules::end() const
{
return m_end;
}
inline
size_t FiniteStateMachine::Rules::size() const
{
return m_end - m_begin;
}
inline
void FiniteStateMachine::Rules::accumulate_rules(const State &state)
{
// Only bother if there are rules in the State object.
if (state.empty()) return;
// Merge the new sorted rules list into the current sorted result set.
const RuleEntry * lre = begin(), * rre = state.rules;
RuleEntry * out = m_rules + (m_begin == m_rules)*MAX_RULES;
const RuleEntry * const lrend = out + MAX_RULES,
* const rrend = state.rules_end;
m_begin = out;
while (lre != end() && out != lrend)
{
if (*lre < *rre) *out++ = *lre++;
else if (*rre < *lre) { *out++ = *rre++; }
else { *out++ = *lre++; ++rre; }
if (rre == rrend)
{
while (lre != end() && out != lrend) { *out++ = *lre++; }
m_end = out;
return;
}
}
while (rre != rrend && out != lrend) { *out++ = *rre++; }
m_end = out;
}
inline
SlotMap::SlotMap(Segment & seg, uint8 direction, size_t maxSize)
: segment(seg), m_size(0), m_precontext(0), m_highwater(0),
m_maxSize(int(maxSize)), m_dir(direction), m_highpassed(false)
{
m_slot_map[0] = 0;
}
inline
Slot * * SlotMap::begin()
{
return &m_slot_map[1]; // allow map to go 1 before slot_map when inserting
// at start of segment.
}
inline
Slot * * SlotMap::end()
{
return m_slot_map + m_size + 1;
}
inline
size_t SlotMap::size() const
{
return m_size;
}
inline
short unsigned int SlotMap::context() const
{
return m_precontext;
}
inline
void SlotMap::reset(Slot & slot, short unsigned int ctxt)
{
m_size = 0;
m_precontext = ctxt;
*m_slot_map = slot.prev();
}
inline
void SlotMap::pushSlot(Slot*const slot)
{
m_slot_map[++m_size] = slot;
}
inline
Slot * const & SlotMap::operator[](int n) const
{
return m_slot_map[n + 1];
}
inline
Slot * & SlotMap::operator[](int n)
{
return m_slot_map[n + 1];
}
} // namespace graphite2
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