本文整理汇总了C#中Automaton.GetMoves方法的典型用法代码示例。如果您正苦于以下问题:C# Automaton.GetMoves方法的具体用法?C# Automaton.GetMoves怎么用?C# Automaton.GetMoves使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Automaton
的用法示例。
在下文中一共展示了Automaton.GetMoves方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CheckIsClean
private void CheckIsClean(Automaton<BDD> aut)
{
foreach (var m in aut.GetMoves())
if (m.Label.IsEmpty)
Assert.IsFalse(true);
}
示例2: ShortStringStoTwithC
//check if delta(S,T,c) exists
static string ShortStringStoTwithC(char c, int S, int T, Automaton<BDD> aut, int limit, CharSetSolver solver)
{
var pair = new Pair<int, int>(S, T);
if (S == T)
return "";
var aut1 = Automaton<BDD>.Create(solver, S, new int[] { T }, aut.GetMoves());
var autR = solver.Convert(System.Text.RegularExpressions.Regex.Escape(c.ToString()));
var contst = aut1.Intersect(autR).Determinize().Minimize();
var finst= contst.GetFinalStates();
var strings = new Dictionary<int, string>();
strings[contst.InitialState] = "";
Dictionary<int,int> dist = new Dictionary<int,int>();
HashSet<int> visited = new HashSet<int>();
List<int> toVisit = new List<int>();
visited.Add(contst.InitialState);
toVisit.Add(contst.InitialState);
dist[contst.InitialState] = 0;
while (toVisit.Count > 0)
{
var curr = toVisit[0];
toVisit.RemoveAt(0);
if(dist[curr]<=limit)
foreach (var move in contst.GetMovesFrom(curr))
if (!visited.Contains(move.TargetState))
{
dist[move.TargetState] = dist[move.SourceState] + 1;
visited.Add(move.TargetState);
toVisit.Add(move.TargetState);
char wit='a';
foreach(var w in solver.GenerateAllCharacters(move.Label,false)){
wit=w;
break;
}
strings[move.TargetState] = strings[move.SourceState] + wit;
if (finst.Contains(move.TargetState))
{
return strings[move.TargetState];
}
}
}
throw new AutomataException("this code shouldn't be reachable");
}
示例3: normalizeDFA
public static Pair<Automaton<BDD>,Dictionary<int,int>> normalizeDFA(Automaton<BDD> dfa)
{
Dictionary<int, int> stateToNewNames = new Dictionary<int, int>();
Dictionary<int, int> newNamesToStates = new Dictionary<int, int>();
int i = 0;
foreach (var state in dfsStartingTimes(dfa))
{
newNamesToStates[i] = state;
stateToNewNames[state] = i;
i++;
}
var oldFinalStates = dfa.GetFinalStates();
var newFinalStates = new List<int>();
foreach (var st in oldFinalStates)
newFinalStates.Add(stateToNewNames[st]);
var oldMoves = dfa.GetMoves();
var newMoves = new List<Move<BDD>>();
foreach (var move in oldMoves)
newMoves.Add(new Move<BDD>(stateToNewNames[move.SourceState], stateToNewNames[move.TargetState], move.Label));
return new Pair<Automaton<BDD>, Dictionary<int, int>>(Automaton<BDD>.Create(0, newFinalStates, newMoves), newNamesToStates);
}
示例4: ConvertToAutomatonOverBvSet
static Automaton<BDD> ConvertToAutomatonOverBvSet(Z3Provider solver, Automaton<Expr> aut)
{
var moves = new List<Move<BDD>>();
foreach (var move in aut.GetMoves())
if (move.IsEpsilon)
moves.Add(Move<BDD>.Epsilon(move.SourceState, move.TargetState));
else
moves.Add(Move<BDD>.Create(move.SourceState, move.TargetState, solver.ConvertToCharSet(move.Label)));
var res = Automaton<BDD>.Create(solver.CharSetProvider, aut.InitialState, aut.GetFinalStates(), moves);
return res;
}
示例5: GetNFAEditScriptTimeout
// looks for an edit at depth "depth"
// returns false and null in bestScript if no edit is found at depth "depth"
// returns false and not null in bestScript if found
// returns true if timeout
internal bool GetNFAEditScriptTimeout(
int depth, long lastEditHash,
Automaton<BDD> currentNfa2,
List<NFAEdit> editList, int scriptCost,
NFAEditScript bestScript)
{
// if timeout return true
if (sw.ElapsedMilliseconds > timeout)
return true;
//Stop if no more moves left
if (depth == 0)
{
if (DFAUtilities.ApproximateMNEquivalent(tests, nfa1density, currentNfa2, al, solver) && currentNfa2.IsEquivalentWith(nfa1, solver))
//check if totalCost < finalScript cost and replace if needed
if (bestScript.script == null || scriptCost < bestScript.GetCost())
bestScript.script = ObjectCopier.Clone<List<NFAEdit>>(editList);
return false;
}
NFAEdit edit = null;
long thisEditHash = 0;
#region Flip one state from fin to non fin
foreach (var state in currentNfa2.States)
{
thisEditHash = state;
if (CanAdd(thisEditHash, lastEditHash))
{
//flip its final non final status
var newFinalStates = new HashSet<int>(currentNfa2.GetFinalStates());
Automaton<BDD> nfa2new = null;
if (currentNfa2.GetFinalStates().Contains(state))
{
edit = new NFAEditState(state, false);
editList.Insert(0, edit);
newFinalStates.Remove(state);
nfa2new = Automaton<BDD>.Create(currentNfa2.InitialState, newFinalStates, currentNfa2.GetMoves());
}
else
{
edit = new NFAEditState(state, true);
editList.Insert(0, edit);
newFinalStates.Add(state);
nfa2new = Automaton<BDD>.Create(currentNfa2.InitialState, newFinalStates, currentNfa2.GetMoves());
}
if (GetNFAEditScriptTimeout(depth - 1, thisEditHash, nfa2new, editList, scriptCost + edit.GetCost(), bestScript))
return true;
editList.RemoveAt(0);
}
}
#endregion
#region Change transition from source state
currentNfa2 = NFAUtilities.normalizeMoves(currentNfa2, solver);
foreach (var sourceState in currentNfa2.States)
{
HashSet<int> unreachedStates = new HashSet<int>(currentNfa2.States);
foreach (var moveFromSource in currentNfa2.GetMovesFrom(sourceState))
{
// take all chars in alphabet
foreach (var c in al)
{
long moveHash = currentNfa2.StateCount + IntegerUtil.TripleToInt(sourceState, moveFromSource.TargetState, alphabetMap[c]);
thisEditHash = currentNfa2.StateCount + moveHash;
if (CanAdd(thisEditHash, lastEditHash))
{
BDD cCond = solver.False;
BDD newCond = solver.False;
//skip epsilon moves
if (moveFromSource.Label != null)
{
// if c in move, remove it and recursion
if (solver.Contains(moveFromSource.Label, c))
{
cCond = solver.MkNot(solver.MkCharConstraint(false, c));
newCond = solver.MkAnd(moveFromSource.Label, cCond);
}
else // if c not in move, add it and recursion
{
cCond = solver.MkCharConstraint(false, c);
newCond = solver.MkOr(moveFromSource.Label, cCond);
}
var newMoves = new List<Move<BDD>>(currentNfa2.GetMoves());
newMoves.Remove(moveFromSource);
newMoves.Add(new Move<BDD>(sourceState, moveFromSource.TargetState, newCond));
var nfa2new = Automaton<BDD>.Create(currentNfa2.InitialState, currentNfa2.GetFinalStates(), newMoves);
edit = new NFAEditMove(sourceState, moveFromSource.TargetState, c);
//.........这里部分代码省略.........
示例6: GetDFAEditScriptTimeout
// looks for an edit at depth "depth"
// returns false and null in bestScript if no edit is found at depth "depth"
// returns false and not null in bestScript if found
// returns true if timeout
internal static bool GetDFAEditScriptTimeout(
Automaton<BDD> dfa1, Automaton<BDD> dfa2,
HashSet<char> al, CharSetSolver solver,
List<long> editScriptHash, List<DFAEdit> editList,
int depth, long timeout, Stopwatch sw,
Pair<IEnumerable<string>, IEnumerable<string>> tests,
double dfa1density,
int totalCost,
DFAEditScript bestScript, Dictionary<int, int> stateNamesMapping)
{
// check timer
if (sw.ElapsedMilliseconds > timeout)
return true;
//Compute worst case distance, call finalScript with this value?
int dist = (dfa1.StateCount + dfa2.StateCount) * (al.Count + 1);
//Stop if no more moves left
if (depth == 0)
{
if (DFAUtilities.ApproximateMNEquivalent(tests, dfa1density, dfa2, al, solver) && dfa2.IsEquivalentWith(dfa1, solver))
//check if totalCost < finalScript cost and replace if needed
if (bestScript.script == null || totalCost < bestScript.GetCost())
bestScript.script = ObjectCopier.Clone<List<DFAEdit>>(editList);
return false;
}
DFAEdit edit = null;
#region Flip one move target state
foreach (var move in dfa2.GetMoves())
{
//Creaty copy of the moves without current move
var movesWithoutCurrMove = dfa2.GetMoves().ToList();
movesWithoutCurrMove.Remove(move);
//Redirect every ch belonging to move condition
foreach (var c in solver.GenerateAllCharacters(move.Label, false))
{
long hash = IntegerUtil.PairToInt(move.SourceState, c - 97) + dfa2.StateCount;
if (CanAdd(hash, editScriptHash))
{
editScriptHash.Insert(0, hash);
//Local copy of moves
var newMoves = movesWithoutCurrMove.ToList();
var newMoveCondition = solver.MkCharConstraint(false, c);
#region Remove ch from current move
var andCond = solver.MkAnd(move.Label, solver.MkNot(newMoveCondition));
//add back move without ch iff satisfiable
if (solver.IsSatisfiable(andCond))
newMoves.Add(new Move<BDD>(move.SourceState, move.TargetState, andCond));
#endregion
#region Redirect c to a different state
foreach (var state in dfa2.States)
if (state != move.TargetState)
{
var newMovesComplete = newMoves.ToList();
newMovesComplete.Add(new Move<BDD>(move.SourceState, state, newMoveCondition));
var dfa2new = Automaton<BDD>.Create(dfa2.InitialState, dfa2.GetFinalStates(), newMovesComplete);
edit = new DFAEditMove(stateNamesMapping[move.SourceState], stateNamesMapping[state], c);
editList.Insert(0, edit);
if (GetDFAEditScriptTimeout(dfa1, dfa2new, al, solver, editScriptHash, editList, depth - 1, timeout, sw, tests, dfa1density, totalCost + edit.GetCost(), bestScript, stateNamesMapping))
return true;
editList.RemoveAt(0);
}
#endregion
editScriptHash.RemoveAt(0);
}
}
}
#endregion
#region Flip one state from fin to non fin
foreach (var state in dfa2.States)
{
if (CanAdd(state, editScriptHash))
{
//flip its final non final status
editScriptHash.Insert(0, state);
var newFinalStates = new HashSet<int>(dfa2.GetFinalStates());
Automaton<BDD> dfa2new = null;
if (dfa2.GetFinalStates().Contains(state))
{
edit = new DFAEditState(stateNamesMapping[state], false);
editList.Insert(0, edit);
newFinalStates.Remove(state);
dfa2new = Automaton<BDD>.Create(dfa2.InitialState, newFinalStates, dfa2.GetMoves());
}
//.........这里部分代码省略.........
示例7: canRemoveState
public static bool canRemoveState(Automaton<BDD> nfa, int state, CharSetSolver solver, Pair<IEnumerable<string>, IEnumerable<string>> tests, HashSet<char> al)
{
var newNfa = Automaton<BDD>.Create(nfa.InitialState, nfa.GetFinalStates(), nfa.GetMoves());
newNfa.RemoveTheState(state);
if (DFAUtilities.ApproximateMNEquivalent(tests, 0.5, newNfa, al, solver))
return nfa.IsEquivalentWith(newNfa, solver);
return false;
}
示例8: canRemoveEdge
public static bool canRemoveEdge(Automaton<BDD> nfa, int sourceState, int targetState, CharSetSolver solver, Pair<IEnumerable<string>, IEnumerable<string>> tests, HashSet<char> al)
{
List<Move<BDD>> newMoves = new List<Move<BDD>>();
newMoves = nfa.GetMoves().ToList();
bool moveExists = false;
//goes through each move from state1 and remove it if it goes to state2 resp.
foreach (var move in nfa.GetMovesFrom(sourceState))
if (move.TargetState == targetState)
{
newMoves.Remove(move);
moveExists = true;
}
var newNfa = Automaton<BDD>.Create(nfa.InitialState, nfa.GetFinalStates(), newMoves);
if(moveExists)
if (DFAUtilities.ApproximateMNEquivalent(tests, 0.5, newNfa, al, solver))
return nfa.IsEquivalentWith(newNfa, solver);
return false;
}
示例9: canCollapseStates
public static bool canCollapseStates(Automaton<BDD> nfa, int state1, int state2, CharSetSolver solver, Pair<IEnumerable<string>, IEnumerable<string>> tests, HashSet<char> al)
{
var density = DFADensity.GetDFADensity(nfa, al, solver);
// collapses state2 to state1
List<Move<BDD>> newMoves = new List<Move<BDD>>();
foreach (var move in nfa.GetMoves())
{
var newSource = move.SourceState;
var newTarget = move.TargetState;
if (newSource == state2)
newSource = state1;
if (newTarget == state2)
newTarget = state1;
newMoves.Add(new Move<BDD>(newSource, newTarget, move.Label));
}
// replace state2 with state1 if initial state
// no need to remove state2 from final state list, as it is unreachable
int newInitialState = nfa.InitialState;
if (nfa.InitialState == state2)
newInitialState = state1;
//makes new Nfa and returns collapse state edit if are equiv
var newNfa = Automaton<BDD>.Create(newInitialState, nfa.GetFinalStates(), newMoves);
if(DFAUtilities.ApproximateMNEquivalent(tests, density, newNfa, al, solver))
return nfa.IsEquivalentWith(newNfa, solver);
return false;
}