public final Walk.Cache cache = this;
- private void walk(Element e, HashSet<Element> hs) {
+ private void walk(Element e, HashSet<SequenceOrElement> hs) {
if (e==null) return;
if (hs.contains(e)) return;
hs.add(e);
for(Sequence s : (Union)e)
walk(s, hs);
}
- private void walk(Sequence s, HashSet<Element> hs) {
+ private void walk(Sequence s, HashSet<SequenceOrElement> hs) {
hs.add(s);
for(Position p = s.firstp(); p != null; p = p.next())
walk(p.element(), hs);
cache.eof.put(start0, true);
// construct the set of states
- HashSet<Element> all_elements = new HashSet<Element>();
+ HashSet<SequenceOrElement> all_elements = new HashSet<SequenceOrElement>();
walk(start0, all_elements);
- for(Element e : all_elements)
+ for(SequenceOrElement e : all_elements)
cache.ys.addAll(e, new Walk.YieldSet(e, cache).walk());
HashSet<Position> hp = new HashSet<Position>();
reachable(start0, hp);
public final int idx = master_state_idx++;
private final HashSet<Position> hs;
- public transient HashMap<Element,State<Tok>> gotoSetNonTerminals = new HashMap<Element,State<Tok>>();
+ public transient HashMap<Sequence,State<Tok>> gotoSetNonTerminals = new HashMap<Sequence,State<Tok>>();
private transient TopologicalBag<Tok,State<Tok>> gotoSetTerminals = new TopologicalBag<Tok,State<Tok>>();
private TopologicalBag<Tok,Position> reductions = new TopologicalBag<Tok,Position>();
*/
public State(HashSet<Position> hs,
HashMap<HashSet<Position>,State<Tok>> all_states,
- HashSet<Element> all_elements) {
+ HashSet<SequenceOrElement> all_elements) {
this.hs = hs;
// register ourselves in the all_states hash so that no
// to avoid having to iteratively construct our set of States as shown in most
// expositions of the algorithm (ie "keep doing XYZ until things stop changing").
- HashMapBag<Element,Position> move = new HashMapBag<Element,Position>();
+ HashMapBag<SequenceOrElement,Position> move = new HashMapBag<SequenceOrElement,Position>();
for(Position p : hs) {
Element e = p.element();
if (e==null) continue;
- for(Element y : cache.ys.getAll(e)) {
+ for(SequenceOrElement y : cache.ys.getAll(e)) {
HashSet<Position> hp = new HashSet<Position>();
reachable(p.next(), hp);
move.addAll(y, hp);
}
}
- OUTER: for(Element y : move) {
+ OUTER: for(SequenceOrElement y : move) {
HashSet<Position> h = move.getAll(y);
State<Tok> s = all_states.get(h) == null ? new State<Tok>(h, all_states, all_elements) : all_states.get(h);
// if a reduction is "lame", it should wind up in the dead_state after reducing
for(Sequence seq : u)
if (seq.needs.contains((Sequence)y) || seq.hates.contains((Sequence)y)) {
// FIXME: what if there are two "routes" to get to the sequence?
- ((HashMap)gotoSetNonTerminals).put(y, dead_state);
+ ((HashMap)gotoSetNonTerminals).put((Sequence)y, dead_state);
continue OUTER;
}
}
}
+ gotoSetNonTerminals.put((Sequence)y, s);
}
- gotoSetNonTerminals.put(y, s);
}
}