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/* 
 * Copyright (c) 2015, Intel Corporation 
 * 
 * Redistribution and use in source and binary forms, with or without 
 * modification, are permitted provided that the following conditions are met: 
 * 
 *  * Redistributions of source code must retain the above copyright notice, 
 *    this list of conditions and the following disclaimer. 
 *  * Redistributions in binary form must reproduce the above copyright 
 *    notice, this list of conditions and the following disclaimer in the 
 *    documentation and/or other materials provided with the distribution. 
 *  * Neither the name of Intel Corporation nor the names of its contributors 
 *    may be used to endorse or promote products derived from this software 
 *    without specific prior written permission. 
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 
 * POSSIBILITY OF SUCH DAMAGE. 
 */ 
 
/** \file 
 * \brief Base class for all components. 
 */ 
 
 
#include "Component.h" 
 
#include "buildstate.h" 
#include "position.h" 
#include "position_info.h" 
#include "ue2common.h" 
 
using namespace std; 
 
namespace ue2 { 
 
Component::Component() 
    : pos_begin(GlushkovBuildState::POS_UNINITIALIZED), 
      pos_end(GlushkovBuildState::POS_UNINITIALIZED) {} 
 
Component::~Component() {} 
 
bool Component::repeatable() const { 
    return true; 
} 
 
void Component::recordPosBounds(u32 b, u32 e) { 
    pos_begin = b; 
    pos_end = e; 
} 
 
void Component::optimise(bool) { 
} 
 
bool Component::vacuous_everywhere(void) const { 
    return false; 
} 
 
bool Component::checkEmbeddedStartAnchor(bool) const { 
    return false; 
} 
 
bool Component::checkEmbeddedEndAnchor(bool) const { 
    return false; 
} 
 
} // namespace ue2