deterministic_automata 0.1.6

A framework for implementing deterministic and mutation automata with arbitrary state complexity
Documentation
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//! A framework for implementing deterministic and mutation automata with arbitrary state complexity.
//!
//! This crate provides a generic trait-based framework for creating deterministic and mutation automata
//! that can handle state machines more complex than traditional finite state automata.
//! States can carry arbitrary data, allowing recognition of some patterns beyond regular
//! languages, and multiple automata can be composed using product constructions.
//!
//! # Core Concepts
//!
//! - **Blueprint**: Defines the structure and behavior of an automaton through the
//!   [`DeterministicAutomatonBlueprint`] or [`MutationAutomatonBlueprint`] traits
//! - **State**: Can be any `Clone` type, not limited to simple enums
//! - **Alphabet**: Input symbols that can be compared for equality
//! - **StateSort**: Classification of states (e.g., Accept/Reject)
//! - **Paradigms**: Functional (deterministic) vs. in-place mutation approaches
//! - **Product Construction**: Combining multiple automata to run in parallel
//!
//! # Modules
//!
//! ## [`counter_automaton_example`]
//! 
//! Demonstrates recognition of the context-free language a^n b^n using counter-based
//! states, showcasing capabilities beyond regular languages.
//!
//! ## [`product_automaton`]
//!
//! Provides product construction blueprints for combining automata, including general
//! product operations and specialized boolean operations (union, intersection) for
//! automata with [`BasicStateSort`].
//!
//! ## [`either_automaton`]
//!
//! Provides runtime choice between two different automaton blueprint types using
//! Either sum types, with separate implementations for deterministic and mutation
//! paradigms in the `deterministic` and `mutation` submodules.
//!
//! ## [`mutation_automaton`]
//!
//! Provides the [`MutationAutomatonBlueprint`] trait for automata that modify state
//! in-place rather than returning new states, with automatic interoperability with
//! deterministic automata through a blanket implementation.
//!
//! ## [`dynamic_automaton`]
//!
//! Provides dyn-compatible traits enabling runtime polymorphism over automata with
//! different state types. Solves the trait object compatibility problem by erasing
//! only the state type while keeping alphabet, state sort, and error types concrete.
//!
//! # Examples
//!
//! ## Simple Context-Free Language Recognition
//!
//! ```
//! use deterministic_automata::{DeterministicAutomatonBlueprint, BasicStateSort, counter_automaton_example::CounterAutomatonBlueprint};
//!
//! let blueprint = CounterAutomatonBlueprint::new('a', 'b');
//! let input: Vec<char> = "aabb".chars().collect();
//!
//! assert_eq!(blueprint.characterise(&input).unwrap(), BasicStateSort::Accept);
//! ```
//!
//! ## Mutation Automaton with In-Place State Updates
//!
//! ```
//! use deterministic_automata::{BasicStateSort, MutationAutomatonBlueprint};
//!
//! struct CountingBlueprint;
//!
//! impl MutationAutomatonBlueprint for CountingBlueprint {
//!     type State = i32;
//!     type Alphabet = char;
//!     type StateSort = BasicStateSort;
//!     type ErrorType = String;
//!
//!     fn initial_mutation_state(&self) -> Self::State { 0 }
//!
//!     fn mutation_state_sort_map(&self, state: &Self::State) -> Result<Self::StateSort, Self::ErrorType> {
//!         Ok(if *state >= 0 { BasicStateSort::Accept } else { BasicStateSort::Reject })
//!     }
//!
//!     fn mutation_transition_map(&self, state: &mut Self::State, character: &Self::Alphabet) -> Result<(), Self::ErrorType> {
//!         match character {
//!             '+' => *state += 1,
//!             '-' => *state -= 1,
//!             _ => return Err("Invalid character".to_string()),
//!         }
//!         Ok(())
//!     }
//! }
//!
//! let blueprint = CountingBlueprint;
//! assert_eq!(blueprint.mutation_characterise(&['+', '+', '-']).unwrap(), BasicStateSort::Accept);
//! ```
//!
//! ## Basic Finite State Automaton
//!
//! Here's a simple DFA that detects byte sequences containing the pattern \[0,0\]:
//!
//! ```
//! use deterministic_automata::{DeterministicAutomatonBlueprint, BasicStateSort};
//!
//! #[derive(Clone, PartialEq, Debug)]
//! enum ContainsDoubleZeroState {
//!     Start,     // Initial state - haven't seen pattern yet
//!     SawZero,   // Just saw a 0, looking for another
//!     Found,     // Found [0,0] - accepting state
//! }
//!
//! struct ContainsDoubleZero;
//!
//! impl DeterministicAutomatonBlueprint for ContainsDoubleZero {
//!     type State = ContainsDoubleZeroState;
//!     type Alphabet = u8;
//!     type StateSort = BasicStateSort;
//!     type ErrorType = String;
//!
//!     fn initial_state(&self) -> Self::State {
//!         ContainsDoubleZeroState::Start
//!     }
//!
//!     fn state_sort_map(&self, state: &Self::State) -> Result<Self::StateSort, Self::ErrorType> {
//!         Ok(match state {
//!             ContainsDoubleZeroState::Found => BasicStateSort::Accept,
//!             _ => BasicStateSort::Reject,
//!         })
//!     }
//!
//!     fn transition_map(&self, state: &Self::State, byte: &Self::Alphabet) -> Result<Self::State, Self::ErrorType> {
//!         Ok(match (state, *byte) {
//!             (ContainsDoubleZeroState::Start, 0) => ContainsDoubleZeroState::SawZero,
//!             (ContainsDoubleZeroState::Start, _) => ContainsDoubleZeroState::Start,
//!             (ContainsDoubleZeroState::SawZero, 0) => ContainsDoubleZeroState::Found,
//!             (ContainsDoubleZeroState::SawZero, _) => ContainsDoubleZeroState::Start,
//!             (ContainsDoubleZeroState::Found, _) => ContainsDoubleZeroState::Found, // Stay accepting
//!         })
//!     }
//! }
//!
//! let dfa = ContainsDoubleZero;
//! assert_eq!(dfa.characterise(&vec![1, 0, 0, 2]).unwrap(), BasicStateSort::Accept);
//! assert_eq!(dfa.characterise(&vec![0, 0]).unwrap(), BasicStateSort::Accept);
//! assert_eq!(dfa.characterise(&vec![1, 0, 1, 0]).unwrap(), BasicStateSort::Reject);
//! assert_eq!(dfa.characterise(&vec![1, 2, 3]).unwrap(), BasicStateSort::Reject);
//! ```
//!
//! ## Dynamic Dispatch Over Heterogeneous State Types
//!
//! ```
//! use deterministic_automata::{DynamicAutomatonBlueprint, counter_automaton_example::CounterAutomatonBlueprint};
//! # use deterministic_automata::{DeterministicAutomatonBlueprint, BasicStateSort};
//! #
//! # #[derive(Clone, PartialEq, Debug)]
//! # enum ContainsDoubleZeroState {
//! #     Start,
//! #     SawZero,
//! #     Found,
//! # }
//! #
//! # struct ContainsDoubleZero;
//! #
//! # impl DeterministicAutomatonBlueprint for ContainsDoubleZero {
//! #     type State = ContainsDoubleZeroState;
//! #     type Alphabet = u8;
//! #     type StateSort = BasicStateSort;
//! #     type ErrorType = String;
//! #
//! #     fn initial_state(&self) -> Self::State {
//! #         ContainsDoubleZeroState::Start
//! #     }
//! #
//! #     fn state_sort_map(&self, state: &Self::State) -> Result<Self::StateSort, Self::ErrorType> {
//! #         Ok(match state {
//! #             ContainsDoubleZeroState::Found => BasicStateSort::Accept,
//! #             _ => BasicStateSort::Reject,
//! #         })
//! #     }
//! #
//! #     fn transition_map(&self, state: &Self::State, byte: &Self::Alphabet) -> Result<Self::State, Self::ErrorType> {
//! #         Ok(match (state, *byte) {
//! #             (ContainsDoubleZeroState::Start, 0) => ContainsDoubleZeroState::SawZero,
//! #             (ContainsDoubleZeroState::Start, _) => ContainsDoubleZeroState::Start,
//! #             (ContainsDoubleZeroState::SawZero, 0) => ContainsDoubleZeroState::Found,
//! #             (ContainsDoubleZeroState::SawZero, _) => ContainsDoubleZeroState::Start,
//! #             (ContainsDoubleZeroState::Found, _) => ContainsDoubleZeroState::Found,
//! #         })
//! #     }
//! # }
//!
//! let pattern_automaton = ContainsDoubleZero;  // Uses enum state
//! let counter_automaton = CounterAutomatonBlueprint::new(1, 2);  // Uses counter state
//!
//! // Store automata with different state types in the same collection
//! let automata: Vec<&DynamicAutomatonBlueprint<u8, BasicStateSort, String>> = vec![
//!     &pattern_automaton,
//!     &counter_automaton,  
//! ];
//!
//! // Use them polymorphically despite different internal state representations
//! assert_eq!(automata[0].characterise(&vec![1, 0, 0]).unwrap(), BasicStateSort::Accept);
//! assert_eq!(automata[1].characterise(&vec![1, 1, 2, 2]).unwrap(), BasicStateSort::Accept);
//! ```
//!
//! These examples demonstrate how the framework handles both individual complex automata
//! and compositions of multiple automata, maintaining deterministic behavior throughout.

pub mod counter_automaton_example;
pub mod product_automaton;
pub mod either_automaton;
pub mod mutation_automaton;
pub mod dynamic_automaton;

pub use mutation_automaton::{MutationAutomatonBlueprint, MutationAutomaton};
pub use dynamic_automaton::{DynamicAutomaton, DynamicAutomatonBlueprint};

/// A blueprint for defining deterministic automata with custom state and alphabet types.
///
/// This trait allows you to define the structure and behavior of a deterministic automaton
/// by specifying how states transition, how states are classified, and what the initial
/// state should be.
///
/// # Associated Types
///
/// * `State` - The type representing internal automaton states. Must be `Clone`.
/// * `Alphabet` - The type of input symbols. Must support equality comparison.
/// * `StateSort` - The classification type for states (e.g., Accept/Reject).
/// * `ErrorType` - The type used for error handling when states are invalid.
///
/// # Error Handling
///
/// The `Result` return types in [`state_sort_map`](Self::state_sort_map) and 
/// [`transition_map`](Self::transition_map) are intended for runtime validation of state
/// invariants. If your `State` type represents a refinement of a broader type space,
/// these methods can return errors when encountering invalid states that have somehow
/// escaped the intended state machine constraints.
///
/// # Required Methods
///
/// * [`initial_state`](Self::initial_state) - Returns the starting state
/// * [`state_sort_map`](Self::state_sort_map) - Classifies a state, with validation
/// * [`transition_map`](Self::transition_map) - Defines state transitions, with validation
///
/// # Provided Methods
///
/// * [`characterise`](Self::characterise) - Processes an entire input sequence
///
/// # Example: Simple Finite State Automaton
///
/// Here's how to implement a basic DFA that accepts strings ending with "ab":
///
/// ```
/// use deterministic_automata::{DeterministicAutomatonBlueprint, BasicStateSort};
///
/// // Define the states of our DFA
/// #[derive(Clone, PartialEq, Debug)]
/// enum SimpleState {
///     Start,     // Initial state
///     SawA,      // Just saw an 'a'
///     AcceptAB,  // Saw "ab" - accepting state
/// }
///
/// // Our DFA blueprint
/// struct EndsWithAB;
///
/// impl DeterministicAutomatonBlueprint for EndsWithAB {
///     type State = SimpleState;
///     type Alphabet = char;
///     type StateSort = BasicStateSort;
///     type ErrorType = String;
///
///     fn initial_state(&self) -> Self::State {
///         SimpleState::Start
///     }
///
///     fn state_sort_map(&self, state: &Self::State) -> Result<Self::StateSort, Self::ErrorType> {
///         Ok(match state {
///             SimpleState::AcceptAB => BasicStateSort::Accept,
///             _ => BasicStateSort::Reject,
///         })
///     }
///
///     fn transition_map(&self, state: &Self::State, character: &Self::Alphabet) -> Result<Self::State, Self::ErrorType> {
///         Ok(match (state, character) {
///             (SimpleState::Start, 'a') => SimpleState::SawA,
///             (SimpleState::Start, _) => SimpleState::Start,
///             (SimpleState::SawA, 'a') => SimpleState::SawA,  // Stay in SawA for multiple 'a's
///             (SimpleState::SawA, 'b') => SimpleState::AcceptAB,
///             (SimpleState::SawA, _) => SimpleState::Start,
///             (SimpleState::AcceptAB, 'a') => SimpleState::SawA,
///             (SimpleState::AcceptAB, _) => SimpleState::Start,
///         })
///     }
/// }
///
/// // Usage
/// let dfa = EndsWithAB;
/// assert_eq!(dfa.characterise(&"ab".chars().collect::<Vec<_>>()).unwrap(), BasicStateSort::Accept);
/// assert_eq!(dfa.characterise(&"cab".chars().collect::<Vec<_>>()).unwrap(), BasicStateSort::Accept);
/// assert_eq!(dfa.characterise(&"aab".chars().collect::<Vec<_>>()).unwrap(), BasicStateSort::Accept);
/// assert_eq!(dfa.characterise(&"a".chars().collect::<Vec<_>>()).unwrap(), BasicStateSort::Reject);
/// assert_eq!(dfa.characterise(&"ba".chars().collect::<Vec<_>>()).unwrap(), BasicStateSort::Reject);
/// ```
///
/// # Interoperability
///
/// All types implementing `DeterministicAutomatonBlueprint` automatically implement
/// [`MutationAutomatonBlueprint`] through a blanket implementation, enabling seamless
/// interoperability between functional and mutation-based automaton paradigms.
pub trait DeterministicAutomatonBlueprint {
    /// The type representing internal automaton states.
    ///
    /// States can carry arbitrary data and are not limited to simple enumerations.
    /// This allows for automata with unbounded state spaces.
    type State: Clone;
    
    /// The type of input symbols that the automaton processes.
    type Alphabet: PartialEq;
    
    /// The classification type for states.
    ///
    /// Typically used to distinguish between accepting and rejecting states,
    /// but can represent any state categorization scheme.
    type StateSort;
    
    /// The error type returned when state validation fails.
    ///
    /// Used to signal when a state is invalid or violates automaton invariants.
    type ErrorType;

    /// Returns the initial state of the automaton.
    fn initial_state(&self) -> Self::State;

    /// Maps a state to its classification, with validation.
    ///
    /// This function determines what kind of state the given state represents.
    /// Returns an error if the provided state is invalid.
    fn state_sort_map(&self, state: &Self::State) -> Result<Self::StateSort,Self::ErrorType>;

    /// Defines the transition function with state validation.
    ///
    /// Given a current state and an input symbol, returns the next state.
    /// Returns an error if the current state is invalid or if the transition
    /// would produce an invalid state.
    fn transition_map(&self, state: &Self::State, character: &Self::Alphabet) -> Result<Self::State, Self::ErrorType>;

    /// Processes an entire input sequence and returns the final state classification.
    ///
    /// Creates a runtime automaton, processes the input sequence, and returns
    /// the classification of the final state. Propagates any validation errors
    /// encountered during state transitions.
    fn characterise(&self, word: &[Self::Alphabet]) -> Result<Self::StateSort, Self::ErrorType>
    where
        Self: Sized
    {
        let mut automaton = self.automaton();
        for character in word {
            automaton.update_state(character)?;
        }
        automaton.current_state_sort()
    }

    fn automaton(&self) -> DeterministicAutomaton<'_, Self> 
    where
        Self: Sized
    {
        DeterministicAutomaton::new(self)
    }
}

/// A runtime instance of a deterministic automaton.
///
/// This struct represents an automaton in execution, maintaining the current state
/// and providing methods to process input symbols one at a time. It borrows a
/// blueprint that defines the automaton's behavior.
///
/// # Lifetime
///
/// The automaton holds a reference to its blueprint for the lifetime `'a`, ensuring
/// the blueprint remains valid while the automaton is in use.
pub struct DeterministicAutomaton<'a, Blueprint: DeterministicAutomatonBlueprint> {
    blueprint: &'a Blueprint,
    current_state: Blueprint::State,
}

impl<'a, Blueprint> DeterministicAutomaton<'a, Blueprint>
where
    Blueprint: DeterministicAutomatonBlueprint
{
    /// Creates a new automaton instance from a blueprint.
    ///
    /// The automaton starts in the initial state defined by the blueprint.
    pub fn new(blueprint: &'a Blueprint) -> Self {
        Self {
            blueprint,
            current_state: blueprint.initial_state()
        }
    }

    /// Returns the classification of the current state.
    ///
    /// This method queries the blueprint to determine what kind of state
    /// the automaton is currently in (e.g., accepting or rejecting).
    pub fn current_state_sort(&self) -> Result<Blueprint::StateSort,Blueprint::ErrorType> {
        self.blueprint.state_sort_map(&self.current_state)
    }

    /// Processes a single input symbol and updates the automaton's state.
    ///
    /// This method transitions the automaton to the next state based on the
    /// current state and the input symbol, then returns the classification
    /// of the new state.
    ///
    /// # Returns
    ///
    /// The state classification after the transition, or an error if the
    /// transition or state validation fails.
    pub fn update_state(&mut self, character: &Blueprint::Alphabet) -> Result<(), Blueprint::ErrorType> {
        let next_state: <Blueprint as DeterministicAutomatonBlueprint>::State = self.blueprint.transition_map(&self.current_state, character)?;
        self.current_state = next_state;
        Ok(())
    }

    pub fn update_sort_state(&mut self, character: &Blueprint::Alphabet) -> Result<Blueprint::StateSort, Blueprint::ErrorType> {
        self.update_state(character)?;
        self.current_state_sort()
    }

    /// Returns a reference to the current state.
    ///
    /// This method provides read-only access to the automaton's internal state,
    /// which can be useful for inspecting state data beyond simple classification.
    /// Unlike [`current_state_sort`](Self::current_state_sort), this returns the
    /// actual state value rather than its classification.
    pub fn view_state(&'a self) -> &'a Blueprint::State {
        &self.current_state
    }

    /// Consumes the automaton and returns the current state.
    ///
    /// This method takes ownership of the automaton and extracts its current state.
    /// Useful when you need to transfer the state to another context or when the
    /// automaton's lifetime is ending but you want to preserve the state.
    pub fn take_state(self) -> Blueprint::State {
        self.current_state
    }
}

/// Basic binary classification for automaton states.
///
/// This simple enum distinguishes between accepting and rejecting states,
/// suitable for recognizing formal languages.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum BasicStateSort {
    /// The state accepts the input string.
    Accept, 
    
    /// The state rejects the input string.
    Reject
}