fn copy_state(&self, si: StatePtr) -> State {
        let mut state = self.cache.state(si).clone();
        // Make sure to erase any pointers from this state, so that
        // they are forced to be re-computed.
        let unknowns = vec![STATE_UNKNOWN; self.num_byte_classes()];
        state.next = unknowns.into_boxed_slice();
        state
    }
/// Returns a fresh copy of state si with all of its next pointers set to
/// unknown.
Returns a fresh copy of state si with all of its next pointers set to
unknown.
Returns a fresh copy of state si with all of its next pointers set to unknown .
fn copy_state(&self, si: StatePtr) -> State {
        let mut state = self.cache.state(si).clone();
        // Make sure to erase any pointers from this state, so that
        // they are forced to be re-computed.
        let unknowns = vec![STATE_UNKNOWN; self.num_byte_classes()];
        state.next = unknowns.into_boxed_slice();
        state
    }
fn copy_state ( & self , si : StatePtr ) -> State { let mut state = self . cache . state ( si ) . clone ( ) ; // Make sure to erase any pointers from this state, so that // they are forced to be re-computed. let unknowns = vec ! [ STATE_UNKNOWN self num_byte_classes ( ) ] ; state . next = unknowns . into_boxed_slice ( ) ; state }
Returns a fresh copy of state si with all of its next pointers set to
unknown.
Returns a fresh copy of state si with all of its next pointers set to unknown .
&self
si
StatePtr
&self
si
StatePtr