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- // Copyright (c) 2017 Couchbase, Inc.
- //
- // Licensed under the Apache License, Version 2.0 (the "License");
- // you may not use this file except in compliance with the License.
- // You may obtain a copy of the License at
- //
- // http://www.apache.org/licenses/LICENSE-2.0
- //
- // Unless required by applicable law or agreed to in writing, software
- // distributed under the License is distributed on an "AS IS" BASIS,
- // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- // See the License for the specific language governing permissions and
- // limitations under the License.
-
- package vellum
-
- // Automaton represents the general contract of a byte-based finite automaton
- type Automaton interface {
-
- // Start returns the start state
- Start() int
-
- // IsMatch returns true if and only if the state is a match
- IsMatch(int) bool
-
- // CanMatch returns true if and only if it is possible to reach a match
- // in zero or more steps
- CanMatch(int) bool
-
- // WillAlwaysMatch returns true if and only if the current state matches
- // and will always match no matter what steps are taken
- WillAlwaysMatch(int) bool
-
- // Accept returns the next state given the input to the specified state
- Accept(int, byte) int
- }
-
- // AutomatonContains implements an generic Contains() method which works
- // on any implementation of Automaton
- func AutomatonContains(a Automaton, k []byte) bool {
- i := 0
- curr := a.Start()
- for a.CanMatch(curr) && i < len(k) {
- curr = a.Accept(curr, k[i])
- if curr == noneAddr {
- break
- }
- i++
- }
- if i != len(k) {
- return false
- }
- return a.IsMatch(curr)
- }
-
- // AlwaysMatch is an Automaton implementation which always matches
- type AlwaysMatch struct{}
-
- // Start returns the AlwaysMatch start state
- func (m *AlwaysMatch) Start() int {
- return 0
- }
-
- // IsMatch always returns true
- func (m *AlwaysMatch) IsMatch(int) bool {
- return true
- }
-
- // CanMatch always returns true
- func (m *AlwaysMatch) CanMatch(int) bool {
- return true
- }
-
- // WillAlwaysMatch always returns true
- func (m *AlwaysMatch) WillAlwaysMatch(int) bool {
- return true
- }
-
- // Accept returns the next AlwaysMatch state
- func (m *AlwaysMatch) Accept(int, byte) int {
- return 0
- }
-
- // creating an alwaysMatchAutomaton to avoid unnecessary repeated allocations.
- var alwaysMatchAutomaton = &AlwaysMatch{}
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