package subex import ( "main/walk" ) type Transducer struct { storeSize NextSlotIds initialState SubexState } // Where slots are stored type Store struct { values [][]walk.Value runes [][]rune } // Return a new store with all the data from this one func (store Store) clone() Store { newStore := Store{ values: make([][]walk.Value, len(store.values)), runes: make([][]rune, len(store.runes)), } copy(newStore.values, store.values) copy(newStore.runes, store.runes) return newStore } // Return a copy of this store but with an additional slot set func (store Store) withValue(key int, value []walk.Value) Store { newStore := store.clone() newStore.values[key] = value return newStore } func (store Store) withRunes(key int, runes []rune) Store { newStore := store.clone() newStore.runes[key] = runes return newStore } type SlotId struct { id int typ Type } type NextSlotIds struct { values int runes int } type SlotMap struct { next NextSlotIds ids map[rune]SlotId } func (m *SlotMap) getId(slot rune) int { id, exists := m.ids[slot] if exists { if id.typ != ValueType { panic("Slot with wrong type used") } return id.id } id.id = m.next.values id.typ = ValueType m.next.values++ m.ids[slot] = id return id.id } func (m *SlotMap) getRuneId(slot rune) int { id, exists := m.ids[slot] if exists { if id.typ != RuneType { panic("Slot with wrong type used") } return id.id } id.id = m.next.runes id.typ = RuneType m.next.runes++ m.ids[slot] = id return id.id } // Compile the SubexAST into a transducer SubexState that can be run func CompileTransducer(transducerAst SubexAST) Transducer { slotMap := SlotMap{ next: NextSlotIds{ values: 0, runes: 0, }, ids: make(map[rune]SlotId), } initial := transducerAst.compileWith(&SubexNoneState{}, &slotMap, ValueType, ValueType) return Transducer{ storeSize: slotMap.next, initialState: initial, } } // An immutable stack for outputting to type OutputStack struct { head walk.OutputList tail *OutputStack } func (stack OutputStack) pop() ([]walk.Value, OutputStack) { return stack.head.(walk.OutputValueList), *stack.tail } func (stack OutputStack) push(atoms []walk.Value) OutputStack { return OutputStack{ head: walk.OutputValueList(atoms), tail: &stack, } } func (stack OutputStack) replace(atoms []walk.Value) OutputStack { return OutputStack{ head: walk.OutputValueList(atoms), tail: stack.tail, } } func (stack OutputStack) peek() []walk.Value { return stack.head.(walk.OutputValueList) } func topAppend(outputStack OutputStack, values []walk.Value) OutputStack { head := outputStack.peek() head = append([]walk.Value{}, head...) head = append(head, values...) return outputStack.replace(head) } func topAppendRune(outputStack OutputStack, runes []rune) OutputStack { head := outputStack.head.(walk.OutputRuneList) head = append([]rune{}, head...) head = append(head, runes...) return OutputStack{ head: head, tail: outputStack.tail, } } // Additional state that goes along with a subex state in an execution branch type auxiliaryState struct { // Content of slots in this branch store Store // The output stack. At the end of the program, whatever is on top of this will be output // States may push or pop to the stack as they wish, creating sort of a call stack that allows states to capture the output of other states outputStack OutputStack // How deeply nested the current execution is inside of the overall value // i.e. starts at zero, is incremented to one when entering an array nesting []bool } func (aux auxiliaryState) cloneStore() auxiliaryState { aux.store = aux.store.clone() return aux } func (aux auxiliaryState) withValue(slot int, value []walk.Value) auxiliaryState { aux.store = aux.store.withValue(slot, value) return aux } func (aux auxiliaryState) pushOutput(data []walk.Value) auxiliaryState { aux.outputStack = aux.outputStack.push(data) return aux } func (aux auxiliaryState) pushOutputRunes(runes []rune) auxiliaryState { tail := aux.outputStack aux.outputStack = OutputStack{ head: walk.OutputRuneList(runes), tail: &tail, } return aux } func (aux auxiliaryState) popDiscardOutput() auxiliaryState { aux.outputStack = *aux.outputStack.tail return aux } func (aux auxiliaryState) popOutput() ([]walk.Value, auxiliaryState) { data, output := aux.outputStack.pop() aux.outputStack = output return data, aux } func (aux auxiliaryState) popOutputRunes() ([]rune, auxiliaryState) { runes := aux.outputStack.head.(walk.OutputRuneList) aux.outputStack = *aux.outputStack.tail return runes, aux } func (aux auxiliaryState) topAppend(values []walk.Value) auxiliaryState { aux.outputStack = topAppend(aux.outputStack, values) return aux } func (aux auxiliaryState) topAppendRune(runes []rune) auxiliaryState { aux.outputStack = topAppendRune(aux.outputStack, runes) return aux } type SubexBranch struct { state SubexState aux auxiliaryState } // One branch of subex execution type SubexEatBranch struct { // State in this branch state SubexEatState // Axiliary state aux auxiliaryState } // Read a single character and return all the branches resulting from this branch consuming it func (pair SubexEatBranch) eat(edible walk.Edible) []SubexBranch { return pair.state.eat(pair.aux, edible) } func (pair SubexEatBranch) accepting() []OutputStack { return pair.state.accepting(pair.aux) } func equalStates(left SubexEatBranch, right SubexEatBranch) bool { if left.state != right.state || len(left.aux.nesting) != len(right.aux.nesting) { return false } for i, l := range left.aux.nesting { if l != right.aux.nesting[i] { return false } } return true } // If two branches have the same state, only the first has a chance of being successful // This function removes all of the pointless execution branches to save execution time func pruneStates(states []SubexEatBranch) []SubexEatBranch { uniqueStates := 0 outer: for _, state := range states { for i := 0; i < uniqueStates; i++ { if equalStates(state, states[i]) { continue outer } } states[uniqueStates] = state uniqueStates++ } return states[:uniqueStates] } func addStates(curStates []SubexEatBranch, newStates []SubexBranch, nesting []bool) []SubexEatBranch { for _, state := range newStates { switch s := state.state.(type) { case SubexEpsilonState: curStates = addStates(curStates, s.epsilon(state.aux), nesting) case SubexEatState: curStates = append(curStates, SubexEatBranch{ state: s, aux: state.aux, }) default: panic("Invalid type of state") } } return curStates } func processInput(states []SubexEatBranch, input walk.Edible, nesting []bool) []SubexEatBranch { newStates := make([]SubexEatBranch, 0, 2) for _, state := range states { if len(state.aux.nesting) > len(nesting) { continue } if (len(state.aux.nesting) == len(nesting) && (len(state.aux.nesting) == 0 || len(nesting) == 0 || state.aux.nesting[len(nesting) - 1] || nesting[len(nesting) - 1])) { newStates = addStates(newStates, state.eat(input), nesting) } else { newStates = append(newStates, state) } } switch input := input.(type) { case walk.StringValue: for _, r := range input { newStates = processInput(newStates, walk.RuneEdible(r), append(nesting, true)) } newStates = processInput(newStates, walk.StringEnd, append(nesting, true)) case walk.ArrayValue: for _, el := range input { newStates = processInput(newStates, walk.NumberValue(el.Index), append(nesting, false)) newStates = processInput(newStates, el.Value, append(nesting, true)) } newStates = processInput(newStates, walk.ArrayEnd, append(nesting, true)) case walk.MapValue: for _, el := range input { newStates = processInput(newStates, walk.StringValue(el.Key), append(nesting, false)) newStates = processInput(newStates, el.Value, append(nesting, true)) } newStates = processInput(newStates, walk.MapEnd, append(nesting, true)) } newStates = pruneStates(newStates) return newStates } // Run the subex transducer func RunTransducer(transducer Transducer, input []walk.Value) (output []walk.Value, err bool) { states := addStates(nil, []SubexBranch{{ state: transducer.initialState, aux: auxiliaryState{ outputStack: OutputStack{ head: walk.OutputValueList(nil), tail: nil, }, store: Store{ values: make([][]walk.Value, transducer.storeSize.values), runes: make([][]rune, transducer.storeSize.runes), }, nesting: nil, }, }}, nil) for _, value := range input { if len(states) == 0 { break } states = processInput(states, value, nil) } for _, state := range states { if len(state.aux.nesting) > 0 { continue } acceptingStacks := state.accepting() for _, stack := range acceptingStacks { return stack.head.(walk.OutputValueList), false } } return nil, true }