in assets/js/lunr/lunr.js [1706:1767]
lunr.TokenSet.prototype.intersect = function (b) {
var output = new lunr.TokenSet,
frame = undefined
var stack = [{
qNode: b,
output: output,
node: this
}]
while (stack.length) {
frame = stack.pop()
// NOTE: As with the #toString method, we are using
// Object.keys and a for loop instead of a for-in loop
// as both of these objects enter 'hash' mode, causing
// the function to be de-optimised in V8
var qEdges = Object.keys(frame.qNode.edges),
qLen = qEdges.length,
nEdges = Object.keys(frame.node.edges),
nLen = nEdges.length
for (var q = 0; q < qLen; q++) {
var qEdge = qEdges[q]
for (var n = 0; n < nLen; n++) {
var nEdge = nEdges[n]
if (nEdge == qEdge || qEdge == '*') {
var node = frame.node.edges[nEdge],
qNode = frame.qNode.edges[qEdge],
final = node.final && qNode.final,
next = undefined
if (nEdge in frame.output.edges) {
// an edge already exists for this character
// no need to create a new node, just set the finality
// bit unless this node is already final
next = frame.output.edges[nEdge]
next.final = next.final || final
} else {
// no edge exists yet, must create one
// set the finality bit and insert it
// into the output
next = new lunr.TokenSet
next.final = final
frame.output.edges[nEdge] = next
}
stack.push({
qNode: qNode,
output: next,
node: node
})
}
}
}
}
return output
}