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//===- Automaton.td ----------------------------------------*- tablegen -*-===////// Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.// See https://llvm.org/LICENSE.txt for license information.// SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception////===----------------------------------------------------------------------===////// This file defines the key top-level classes needed to produce a reasonably// generic finite-state automaton.////===----------------------------------------------------------------------===//// Define a record inheriting from GenericAutomaton to generate a reasonably// generic finite-state automaton over a set of actions and states.//// This automaton is defined by:// 1) a state space (explicit, always bits<32>).// 2) a set of input symbols (actions, explicit) and// 3) a transition function from state + action -> state.//// A theoretical automaton is defined by <Q, S, d, q0, F>:// Q: A set of possible states.// S: (sigma) The input alphabet.// d: (delta) The transition function f(q in Q, s in S) -> q' in Q.// F: The set of final (accepting) states.//// Because generating all possible states is tedious, we instead define the// transition function only and crawl all reachable states starting from the// initial state with all inputs under all transitions until termination.//// We define F = S, that is, all valid states are accepting.//// To ensure the generation of the automaton terminates, the state transitions// are defined as a lattice (meaning every transitioned-to state is more// specific than the transitioned-from state, for some definition of specificity).// Concretely a transition may set one or more bits in the state that were// previously zero to one. If any bit was not zero, the transition is invalid.//// Instead of defining all possible states (which would be cumbersome), the user// provides a set of possible Transitions from state A, consuming an input// symbol A to state B. The Transition object transforms state A to state B and// acts as a predicate. This means the state space can be discovered by crawling// all the possible transitions until none are valid.//// This automaton is considered to be nondeterministic, meaning that multiple// transitions can occur from any (state, action) pair. The generated automaton// is determinized, meaning that is executes in O(k) time where k is the input// sequence length.//// In addition to a generated automaton that determines if a sequence of inputs// is accepted or not, a table is emitted that allows determining a plausible// sequence of states traversed to accept that input.class GenericAutomaton {// Name of a class that inherits from Transition. All records inheriting from// this class will be considered when constructing the automaton.string TransitionClass;// Names of fields within TransitionClass that define the action symbol. This// defines the action as an N-tuple.//// Each symbol field can be of class, int, string or code type.// If the type of a field is a class, the Record's name is used verbatim// in C++ and the class name is used as the C++ type name.// If the type of a field is a string, code or int, that is also used// verbatim in C++.//// To override the C++ type name for field F, define a field called TypeOf_F.// This should be a string that will be used verbatim in C++.//// As an example, to define a 2-tuple with an enum and a string, one might:// def MyTransition : Transition {// MyEnum S1;// int S2;// }// def MyAutomaton : GenericAutomaton }{// let TransitionClass = "Transition";// let SymbolFields = ["S1", "S2"];// let TypeOf_S1 = "MyEnumInCxxKind";// }list<string> SymbolFields;}// All transitions inherit from Transition.class Transition {// A transition S' = T(S) is valid if, for every set bit in NewState, the// corresponding bit in S is clear. That is:// def T(S):// S' = S | NewState// return S' if S' != S else Failure//// The automaton generator uses this property to crawl the set of possible// transitions from a starting state of 0b0.bits<32> NewState;}