When it comes to data structures - especially self balancing data structures - it is no secret that the algorithms for removing an entry are often many, many times more complex than the algorithms for adding a value. Anyone w
This post was originally featured as a section of my post on implementing Thompsons Construction for NFA from a regular expression. Having since implemented several FA constructions, all of which utilized an AST representation of the given exp
In part one of this post I covered building and annotating an abstract syntax tree from a postfix regular expression, as well as populating the firstpos, lastpos, and followpos sets for each node in the AST is it relates to it's position in the regular
Todays post is an overview of a implementing the Aho-Sethi-Ullman Direct DFA Construction algorithm, aka "Algorithm 3.5: Construction of a DFA from a Regular Expression" as originally found in "the dragon" book[1]. This post is going to go deep in the
When creating a classical Rogue-like and for many other dungeon based games as well, the levels of the game are procedurally generated. This is so that each play through of the game offers the player a new experience - no two games are the sam
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From Finite Automata To A Lexical Analyzer
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DFA Minimization: Moore's Algorithm
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Parsing Regular Expressions with MGCPGen
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Determinization: Converting εNFA to DFA
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Implementing Lexical Scoping: Resolving Variable Names with De Bruijn Indices
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Improving Balance of Ternary Search Tries
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Making Sense of LALR Parser Construction
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Compiling Set Comprehensions to Bytecode: an exercise in managing abstractions
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Fast Multi-Pattern String Searching with the Aho-Corasick Algorithm
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Capture Groups: Tracking Regular Expression Sub Matches