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fuse.js
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/**
* @license
* Fuse - Lightweight fuzzy-search
*
* Copyright (c) 2012 Kirollos Risk <[email protected]>.
* All Rights Reserved. Apache Software License 2.0
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
(function(global) {
/**
* Adapted from "Diff, Match and Patch", by Google
*
* http://code.google.com/p/google-diff-match-patch/
*
* Modified by: Kirollos Risk <[email protected]>
* -----------------------------------------------
* Details: the algorithm and structure was modified to allow the creation of
* <Searcher> instances with a <search> method which does the actual
* bitap search. The <pattern> (the string that is searched for) is only defined
* once per instance and thus it eliminates redundant re-creation when searching
* over a list of strings.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*/
var BitapSearcher = function(pattern, options) {
options = options || {};
this.options = options;
this.options.location = options.location || BitapSearcher.defaultOptions.location;
this.options.distance = 'distance' in options ? options.distance : BitapSearcher.defaultOptions.distance;
this.options.threshold = 'threshold' in options ? options.threshold : BitapSearcher.defaultOptions.threshold;
this.options.maxPatternLength = options.maxPatternLength || BitapSearcher.defaultOptions.maxPatternLength;
this.pattern = options.caseSensitive ? pattern : pattern.toLowerCase();
this.patternLen = pattern.length;
if (this.patternLen > this.options.maxPatternLength) {
throw new Error('Pattern length is too long');
}
this.matchmask = 1 << (this.patternLen - 1);
this.patternAlphabet = this._calculatePatternAlphabet();
};
BitapSearcher.defaultOptions = {
// Approximately where in the text is the pattern expected to be found?
location: 0,
// Determines how close the match must be to the fuzzy location (specified above).
// An exact letter match which is 'distance' characters away from the fuzzy location
// would score as a complete mismatch. A distance of '0' requires the match be at
// the exact location specified, a threshold of '1000' would require a perfect match
// to be within 800 characters of the fuzzy location to be found using a 0.8 threshold.
distance: 100,
// At what point does the match algorithm give up. A threshold of '0.0' requires a perfect match
// (of both letters and location), a threshold of '1.0' would match anything.
threshold: 0.6,
// Machine word size
maxPatternLength: 32
};
/**
* Initialize the alphabet for the Bitap algorithm.
* @return {Object} Hash of character locations.
* @private
*/
BitapSearcher.prototype._calculatePatternAlphabet = function() {
var mask = {},
i = 0;
for (i = 0; i < this.patternLen; i++) {
mask[this.pattern.charAt(i)] = 0;
}
for (i = 0; i < this.patternLen; i++) {
mask[this.pattern.charAt(i)] |= 1 << (this.pattern.length - i - 1);
}
return mask;
};
/**
* Compute and return the score for a match with `e` errors and `x` location.
* @param {number} errors Number of errors in match.
* @param {number} location Location of match.
* @return {number} Overall score for match (0.0 = good, 1.0 = bad).
* @private
*/
BitapSearcher.prototype._bitapScore = function(errors, location) {
var accuracy = errors / this.patternLen,
proximity = Math.abs(this.options.location - location);
if (!this.options.distance) {
// Dodge divide by zero error.
return proximity ? 1.0 : accuracy;
}
return accuracy + (proximity / this.options.distance);
};
/**
* Compute and return the result of the search
* @param {String} text The text to search in
* @return {Object} Literal containing:
* {Boolean} isMatch Whether the text is a match or not
* {Decimal} score Overall score for the match
* @public
*/
BitapSearcher.prototype.search = function(text) {
text = this.options.caseSensitive ? text : text.toLowerCase();
if (this.pattern === text) {
// Exact match
return {
isMatch: true,
score: 0
};
}
var i, j,
// Set starting location at beginning text and initialize the alphabet.
textLen = text.length,
LOCATION = this.options.location,
// Highest score beyond which we give up.
THRESHOLD = this.options.threshold,
// Is there a nearby exact match? (speedup)
bestLoc = text.indexOf(this.pattern, LOCATION),
binMin, binMid,
binMax = this.patternLen + textLen,
start, finish,
bitArr, lastBitArr,
charMatch,
score = 1,
locations = [];
if (bestLoc != -1) {
THRESHOLD = Math.min(this._bitapScore(0, bestLoc), THRESHOLD);
// What about in the other direction? (speedup)
bestLoc = text.lastIndexOf(this.pattern, LOCATION + this.patternLen);
if (bestLoc != -1) {
THRESHOLD = Math.min(this._bitapScore(0, bestLoc), THRESHOLD);
}
}
bestLoc = -1;
for (i = 0; i < this.patternLen; i++) {
// Scan for the best match; each iteration allows for one more error.
// Run a binary search to determine how far from 'MATCH_LOCATION' we can stray at this
// error level.
binMin = 0;
binMid = binMax;
while (binMin < binMid) {
if (this._bitapScore(i, LOCATION + binMid) <= THRESHOLD) {
binMin = binMid;
} else {
binMax = binMid;
}
binMid = Math.floor((binMax - binMin) / 2 + binMin);
}
// Use the result from this iteration as the maximum for the next.
binMax = binMid;
start = Math.max(1, LOCATION - binMid + 1);
finish = Math.min(LOCATION + binMid, textLen) + this.patternLen;
// Initialize the bit array
bitArr = Array(finish + 2);
bitArr[finish + 1] = (1 << i) - 1;
for (j = finish; j >= start; j--) {
// The alphabet <patternAlphabet> is a sparse hash, so the following line generates warnings.
charMatch = this.patternAlphabet[text.charAt(j - 1)];
if (i === 0) {
// First pass: exact match.
bitArr[j] = ((bitArr[j + 1] << 1) | 1) & charMatch;
} else {
// Subsequent passes: fuzzy match.
bitArr[j] = ((bitArr[j + 1] << 1) | 1) & charMatch | (((lastBitArr[j + 1] | lastBitArr[j]) << 1) | 1) | lastBitArr[j + 1];
}
if (bitArr[j] & this.matchmask) {
score = this._bitapScore(i, j - 1);
// This match will almost certainly be better than any existing match.
// But check anyway.
if (score <= THRESHOLD) {
// Told you so.
THRESHOLD = score;
bestLoc = j - 1;
locations.push(bestLoc);
if (bestLoc > LOCATION) {
// When passing loc, don't exceed our current distance from loc.
start = Math.max(1, 2 * LOCATION - bestLoc);
} else {
// Already passed loc, downhill from here on in.
break;
}
}
}
}
// No hope for a (better) match at greater error levels.
if (this._bitapScore(i + 1, LOCATION) > THRESHOLD) {
break;
}
lastBitArr = bitArr;
}
return {
isMatch: bestLoc >= 0,
score: score
};
};
var deepValueHelper = function(obj, path, list) {
var firstSegment, remaining, dotIndex;
if (!path) {
// If there's no path left, we've gotten to the object we care about.
list.push(obj);
} else {
dotIndex = path.indexOf('.');
if (dotIndex !== -1) {
firstSegment = path.slice(0, dotIndex);
remaining = path.slice(dotIndex + 1);
} else {
firstSegment = path;
}
var value = obj[firstSegment];
if (value) {
if (!remaining && (typeof value === 'string' || typeof value === 'number')) {
list.push(value);
} else if (Utils.isArray(value)) {
// Search each item in the array.
for (var i = 0, len = value.length; i < len; i++) {
deepValueHelper(value[i], remaining, list);
}
} else if (remaining) {
// An object. Recurse further.
deepValueHelper(value, remaining, list);
}
}
}
return list;
};
var Utils = {
/**
* Traverse an object
* @param {Object} obj The object to traverse
* @param {String} path A . separated path to a key in the object. Example 'Data.Object.Somevalue'
* @return {Object}
*/
deepValue: function(obj, path) {
return deepValueHelper(obj, path, []);
},
isArray: function(obj) {
return Object.prototype.toString.call(obj) === '[object Array]';
}
};
/**
* @param {Array} list
* @param {Object} options
* @public
*/
function Fuse(list, options) {
this.list = list;
this.options = options = options || {};
var i, len, key, keys;
// Add boolean type options
for (i = 0, keys = ['sort', 'includeScore', 'shouldSort'], len = keys.length; i < len; i++) {
key = keys[i];
this.options[key] = key in options ? options[key] : Fuse.defaultOptions[key];
}
// Add all other options
for (i = 0, keys = ['searchFn', 'sortFn', 'keys', 'getFn'], len = keys.length; i < len; i++) {
key = keys[i];
this.options[key] = options[key] || Fuse.defaultOptions[key];
}
};
Fuse.defaultOptions = {
id: null,
caseSensitive: false,
// Whether the score should be included in the result set.
// When <true>, each result in the list will be of the form: `{ item: ..., score: ... }`
includeScore: false,
// Whether to sort the result list, by score
shouldSort: true,
// The search function to use
// Note that the default search function ([[Function]]) must conform to the following API:
//
// @param pattern The pattern string to search
// @param options The search option
// [[Function]].constructor = function(pattern, options)
//
// @param text: the string to search in for the pattern
// @return Object in the form of:
// - isMatch: boolean
// - score: Int
// [[Function]].prototype.search = function(text)
searchFn: BitapSearcher,
// Default sort function
sortFn: function(a, b) {
return a.score - b.score;
},
// Default get function
getFn: Utils.deepValue,
keys: []
};
/**
* Sets a new list for Fuse to match against.
* @param {Array} list
* @return {Array} The newly set list
* @public
*/
Fuse.prototype.set = function(list) {
this.list = list;
return list;
};
/**
* Searches for all the items whose keys (fuzzy) match the pattern.
* @param {String} pattern The pattern string to fuzzy search on.
* @return {Array} A list of all serch matches.
* @public
*/
Fuse.prototype.search = function(pattern) {
var searcher = new(this.options.searchFn)(pattern, this.options),
j, item,
list = this.list,
dataLen = list.length,
options = this.options,
searchKeys = this.options.keys,
searchKeysLen = searchKeys.length,
bitapResult,
rawResults = [],
resultMap = {},
existingResult,
results = [];
/**
* Calls <Searcher::search> for bitap analysis. Builds the raw result list.
* @param {String} text The pattern string to fuzzy search on.
* @param {String|Number} entity If the <data> is an Array, then entity will be an index,
* otherwise it's the item object.
* @param {Number} index
* @private
*/
var analyzeText = function(text, entity, index) {
// Check if the text can be searched
if (text === undefined || text === null) {
return;
}
if (typeof text === 'string') {
// Get the result
bitapResult = searcher.search(text);
// If a match is found, add the item to <rawResults>, including its score
if (bitapResult.isMatch) {
// Check if the item already exists in our results
existingResult = resultMap[index];
if (existingResult) {
// Use the lowest score
existingResult.score = Math.min(existingResult.score, bitapResult.score);
} else {
// Add it to the raw result list
resultMap[index] = {
item: entity,
score: bitapResult.score
};
rawResults.push(resultMap[index]);
}
}
} else if (Utils.isArray(text)) {
for (var i = 0; i < text.length; i++) {
analyzeText(text[i], entity, index);
}
}
};
// Check the first item in the list, if it's a string, then we assume
// that every item in the list is also a string, and thus it's a flattened array.
if (typeof list[0] === 'string') {
// Iterate over every item
for (var i = 0; i < dataLen; i++) {
analyzeText(list[i], i, i);
}
} else {
// Otherwise, the first item is an Object (hopefully), and thus the searching
// is done on the values of the keys of each item.
// Iterate over every item
for (var i = 0; i < dataLen; i++) {
item = list[i];
// Iterate over every key
for (j = 0; j < searchKeysLen; j++) {
analyzeText(options.getFn(item, searchKeys[j]), item, i);
}
}
}
if (options.shouldSort) {
rawResults.sort(options.sortFn);
}
// Helper function, here for speed-up, which returns the
// the raw item, including the score, or simply the item itself, depending
// on the specified option
var getItem = options.includeScore ? function(i) {
return rawResults[i];
} : function(i) {
return rawResults[i].item;
};
// Helper function, here for speed-up, which replaces the item with its value,
// if the options specifies it,
var replaceValue = options.id ? function(i) {
rawResults[i].item = options.getFn(rawResults[i].item, options.id)[0];
} : function() {
return; // no-op
};
// From the results, push into a new array only the item identifier (if specified)
// of the entire item. This is because we don't want to return the <rawResults>,
// since it contains other metadata;
for (var i = 0, len = rawResults.length; i < len; i++) {
// replace the item with its value, which can be its id if the options specifies it
replaceValue(i);
results.push(getItem(i));
}
return results;
};
// Export to Common JS Loader
if (typeof exports === 'object') {
// Node. Does not work with strict CommonJS, but
// only CommonJS-like environments that support module.exports,
// like Node.
module.exports = Fuse;
} else if (typeof define === 'function' && define.amd) {
// AMD. Register as an anonymous module.
define(function() {
return Fuse;
});
} else {
// Browser globals (root is window)
global.Fuse = Fuse;
}
})(this);