// 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{}