using Implab; using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Implab.Automaton { public abstract class DFAutomaton { protected struct ContextFrame { public DFAStateDescriptior[] states; public int current; public T info; } public const int INITIAL_STATE = DFADefinition.INITIAL_STATE; public const int UNREACHEBLE_STATE = DFADefinition.UNREACHEBLE_STATE; protected ContextFrame m_context; Stack m_contextStack = new Stack(); protected int Level { get { return m_contextStack.Count; } } protected DFAutomaton(DFAStateDescriptior[] states, int startState, T info) { Safe.ArgumentNotNull(states, "states"); Safe.ArgumentInRange(startState, 0, states.Length - 1, "startState"); m_context.states = states; m_context.current = startState; m_context.info = info; } protected void Switch(DFAStateDescriptior[] states, int current, T info) { Debug.Assert(states != null); Debug.Assert(current >= 0 && current < states.Length); m_contextStack.Push(m_context); m_context.states = states; m_context.current = current; m_context.info = info; } protected void Restore() { Debug.Assert(m_contextStack.Count > 0); m_context = m_contextStack.Pop(); } protected void Move(int input) { Debug.Assert(input > 0 && input < m_context.states[m_context.current].transitions.Length); m_context.current = m_context.states[m_context.current].transitions[input]; } protected bool CanMove(int input) { Debug.Assert(input > 0 && input < m_context.states[m_context.current].transitions.Length); return m_context.states[m_context.current].transitions[input] != UNREACHEBLE_STATE; } } }