// Copyright 2012-2014 The Rust Project Developers. See the COPYRIGHT // file at the top-level directory of this distribution and at // http://rust-lang.org/COPYRIGHT. // // Licensed under the Apache License, Version 2.0 or the MIT license // , at your // option. This file may not be copied, modified, or distributed // except according to those terms. //! A graph module for use in dataflow, region resolution, and elsewhere. //! //! # Interface details //! //! You customize the graph by specifying a "node data" type `N` and an //! "edge data" type `E`. You can then later gain access (mutable or //! immutable) to these "user-data" bits. Currently, you can only add //! nodes or edges to the graph. You cannot remove or modify them once //! added. This could be changed if we have a need. //! //! # Implementation details //! //! The main tricky thing about this code is the way that edges are //! stored. The edges are stored in a central array, but they are also //! threaded onto two linked lists for each node, one for incoming edges //! and one for outgoing edges. Note that every edge is a member of some //! incoming list and some outgoing list. Basically you can load the //! first index of the linked list from the node data structures (the //! field `first_edge`) and then, for each edge, load the next index from //! the field `next_edge`). Each of those fields is an array that should //! be indexed by the direction (see the type `Direction`). use bitvec::BitVector; use std::fmt::{Formatter, Error, Debug}; use std::usize; use snapshot_vec::{SnapshotVec, SnapshotVecDelegate}; #[cfg(test)] mod tests; pub struct Graph { nodes: SnapshotVec>, edges: SnapshotVec>, } pub struct Node { first_edge: [EdgeIndex; 2], // see module comment pub data: N, } pub struct Edge { next_edge: [EdgeIndex; 2], // see module comment source: NodeIndex, target: NodeIndex, pub data: E, } impl SnapshotVecDelegate for Node { type Value = Node; type Undo = (); fn reverse(_: &mut Vec>, _: ()) {} } impl SnapshotVecDelegate for Edge { type Value = Edge; type Undo = (); fn reverse(_: &mut Vec>, _: ()) {} } impl Debug for Edge { fn fmt(&self, f: &mut Formatter) -> Result<(), Error> { write!(f, "Edge {{ next_edge: [{:?}, {:?}], source: {:?}, target: {:?}, data: {:?} }}", self.next_edge[0], self.next_edge[1], self.source, self.target, self.data) } } #[derive(Copy, Clone, PartialEq, Eq, Debug, Hash)] pub struct NodeIndex(pub usize); #[derive(Copy, Clone, PartialEq, Eq, Debug, Hash)] pub struct EdgeIndex(pub usize); pub const INVALID_EDGE_INDEX: EdgeIndex = EdgeIndex(usize::MAX); // Use a private field here to guarantee no more instances are created: #[derive(Copy, Clone, Debug, PartialEq)] pub struct Direction { repr: usize, } pub const OUTGOING: Direction = Direction { repr: 0 }; pub const INCOMING: Direction = Direction { repr: 1 }; impl NodeIndex { /// Returns unique id (unique with respect to the graph holding associated node). pub fn node_id(&self) -> usize { self.0 } } impl EdgeIndex { /// Returns unique id (unique with respect to the graph holding associated edge). pub fn edge_id(&self) -> usize { self.0 } } impl Graph { pub fn new() -> Graph { Graph { nodes: SnapshotVec::new(), edges: SnapshotVec::new(), } } // # Simple accessors #[inline] pub fn all_nodes(&self) -> &[Node] { &self.nodes } #[inline] pub fn len_nodes(&self) -> usize { self.nodes.len() } #[inline] pub fn all_edges(&self) -> &[Edge] { &self.edges } #[inline] pub fn len_edges(&self) -> usize { self.edges.len() } // # Node construction pub fn next_node_index(&self) -> NodeIndex { NodeIndex(self.nodes.len()) } pub fn add_node(&mut self, data: N) -> NodeIndex { let idx = self.next_node_index(); self.nodes.push(Node { first_edge: [INVALID_EDGE_INDEX, INVALID_EDGE_INDEX], data: data, }); idx } pub fn mut_node_data(&mut self, idx: NodeIndex) -> &mut N { &mut self.nodes[idx.0].data } pub fn node_data(&self, idx: NodeIndex) -> &N { &self.nodes[idx.0].data } pub fn node(&self, idx: NodeIndex) -> &Node { &self.nodes[idx.0] } // # Edge construction and queries pub fn next_edge_index(&self) -> EdgeIndex { EdgeIndex(self.edges.len()) } pub fn add_edge(&mut self, source: NodeIndex, target: NodeIndex, data: E) -> EdgeIndex { debug!("graph: add_edge({:?}, {:?}, {:?})", source, target, data); let idx = self.next_edge_index(); // read current first of the list of edges from each node let source_first = self.nodes[source.0].first_edge[OUTGOING.repr]; let target_first = self.nodes[target.0].first_edge[INCOMING.repr]; // create the new edge, with the previous firsts from each node // as the next pointers self.edges.push(Edge { next_edge: [source_first, target_first], source: source, target: target, data: data, }); // adjust the firsts for each node target be the next object. self.nodes[source.0].first_edge[OUTGOING.repr] = idx; self.nodes[target.0].first_edge[INCOMING.repr] = idx; return idx; } pub fn mut_edge_data(&mut self, idx: EdgeIndex) -> &mut E { &mut self.edges[idx.0].data } pub fn edge_data(&self, idx: EdgeIndex) -> &E { &self.edges[idx.0].data } pub fn edge(&self, idx: EdgeIndex) -> &Edge { &self.edges[idx.0] } pub fn first_adjacent(&self, node: NodeIndex, dir: Direction) -> EdgeIndex { //! Accesses the index of the first edge adjacent to `node`. //! This is useful if you wish to modify the graph while walking //! the linked list of edges. self.nodes[node.0].first_edge[dir.repr] } pub fn next_adjacent(&self, edge: EdgeIndex, dir: Direction) -> EdgeIndex { //! Accesses the next edge in a given direction. //! This is useful if you wish to modify the graph while walking //! the linked list of edges. self.edges[edge.0].next_edge[dir.repr] } // # Iterating over nodes, edges pub fn each_node<'a, F>(&'a self, mut f: F) -> bool where F: FnMut(NodeIndex, &'a Node) -> bool { //! Iterates over all edges defined in the graph. self.nodes.iter().enumerate().all(|(i, node)| f(NodeIndex(i), node)) } pub fn each_edge<'a, F>(&'a self, mut f: F) -> bool where F: FnMut(EdgeIndex, &'a Edge) -> bool { //! Iterates over all edges defined in the graph self.edges.iter().enumerate().all(|(i, edge)| f(EdgeIndex(i), edge)) } pub fn outgoing_edges(&self, source: NodeIndex) -> AdjacentEdges { self.adjacent_edges(source, OUTGOING) } pub fn incoming_edges(&self, source: NodeIndex) -> AdjacentEdges { self.adjacent_edges(source, INCOMING) } pub fn adjacent_edges(&self, source: NodeIndex, direction: Direction) -> AdjacentEdges { let first_edge = self.node(source).first_edge[direction.repr]; AdjacentEdges { graph: self, direction: direction, next: first_edge, } } pub fn successor_nodes(&self, source: NodeIndex) -> AdjacentTargets { self.outgoing_edges(source).targets() } pub fn predecessor_nodes(&self, target: NodeIndex) -> AdjacentSources { self.incoming_edges(target).sources() } // # Fixed-point iteration // // A common use for graphs in our compiler is to perform // fixed-point iteration. In this case, each edge represents a // constraint, and the nodes themselves are associated with // variables or other bitsets. This method facilitates such a // computation. pub fn iterate_until_fixed_point<'a, F>(&'a self, mut op: F) where F: FnMut(usize, EdgeIndex, &'a Edge) -> bool { let mut iteration = 0; let mut changed = true; while changed { changed = false; iteration += 1; for (i, edge) in self.edges.iter().enumerate() { changed |= op(iteration, EdgeIndex(i), edge); } } } pub fn depth_traverse<'a>(&'a self, start: NodeIndex, direction: Direction) -> DepthFirstTraversal<'a, N, E> { DepthFirstTraversal { graph: self, stack: vec![start], visited: BitVector::new(self.nodes.len()), direction: direction, } } } // # Iterators pub struct AdjacentEdges<'g, N, E> where N: 'g, E: 'g { graph: &'g Graph, direction: Direction, next: EdgeIndex, } impl<'g, N, E> AdjacentEdges<'g, N, E> { fn targets(self) -> AdjacentTargets<'g, N, E> { AdjacentTargets { edges: self } } fn sources(self) -> AdjacentSources<'g, N, E> { AdjacentSources { edges: self } } } impl<'g, N: Debug, E: Debug> Iterator for AdjacentEdges<'g, N, E> { type Item = (EdgeIndex, &'g Edge); fn next(&mut self) -> Option<(EdgeIndex, &'g Edge)> { let edge_index = self.next; if edge_index == INVALID_EDGE_INDEX { return None; } let edge = self.graph.edge(edge_index); self.next = edge.next_edge[self.direction.repr]; Some((edge_index, edge)) } } pub struct AdjacentTargets<'g, N: 'g, E: 'g> where N: 'g, E: 'g { edges: AdjacentEdges<'g, N, E>, } impl<'g, N: Debug, E: Debug> Iterator for AdjacentTargets<'g, N, E> { type Item = NodeIndex; fn next(&mut self) -> Option { self.edges.next().map(|(_, edge)| edge.target) } } pub struct AdjacentSources<'g, N: 'g, E: 'g> where N: 'g, E: 'g { edges: AdjacentEdges<'g, N, E>, } impl<'g, N: Debug, E: Debug> Iterator for AdjacentSources<'g, N, E> { type Item = NodeIndex; fn next(&mut self) -> Option { self.edges.next().map(|(_, edge)| edge.source) } } pub struct DepthFirstTraversal<'g, N: 'g, E: 'g> { graph: &'g Graph, stack: Vec, visited: BitVector, direction: Direction, } impl<'g, N: Debug, E: Debug> Iterator for DepthFirstTraversal<'g, N, E> { type Item = NodeIndex; fn next(&mut self) -> Option { while let Some(idx) = self.stack.pop() { if !self.visited.insert(idx.node_id()) { continue; } for (_, edge) in self.graph.adjacent_edges(idx, self.direction) { let target = edge.source_or_target(self.direction); if !self.visited.contains(target.node_id()) { self.stack.push(target); } } return Some(idx); } return None; } } pub fn each_edge_index(max_edge_index: EdgeIndex, mut f: F) where F: FnMut(EdgeIndex) -> bool { let mut i = 0; let n = max_edge_index.0; while i < n { if !f(EdgeIndex(i)) { return; } i += 1; } } impl Edge { pub fn source(&self) -> NodeIndex { self.source } pub fn target(&self) -> NodeIndex { self.target } pub fn source_or_target(&self, direction: Direction) -> NodeIndex { if direction == OUTGOING { self.target } else { self.source } } }