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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 Lookahead/lookbehind zero-width assertions.
*/
#include "ComponentAssertion.h"
#include "buildstate.h"
#include "position.h"
#include "position_info.h"
#include "ue2common.h"
#include <cassert>
#include <algorithm>
using namespace std;
namespace ue2 {
ComponentAssertion::ComponentAssertion(enum Direction dir, enum Sense sense)
: m_dir(dir), m_sense(sense) {}
ComponentAssertion::~ComponentAssertion() { }
ComponentAssertion *ComponentAssertion::clone() const {
return new ComponentAssertion(*this);
}
Component * ComponentAssertion::accept(ComponentVisitor &v) {
Component *c = v.visit(this);
if (c != this) {
v.post(this);
return c;
}
for (auto i = children.begin(), e = children.end(); i != e; ++i) {
Component *child = i->get();
c = (*i)->accept(v);
if (c != child) {
// Child has been replaced (new Component pointer) or we've been
// instructed to delete it (null).
i->reset(c);
}
}
// Remove deleted children.
children.erase(remove(children.begin(), children.end(), nullptr),
children.end());
v.post(this);
return this;
}
void ComponentAssertion::accept(ConstComponentVisitor &v) const {
v.pre(*this);
for (auto i = children.begin(), e = children.end(); i != e; ++i) {
(*i)->accept(v);
if (i + 1 != e) {
v.during(*this);
}
}
v.post(*this);
}
vector<PositionInfo> ComponentAssertion::first() const {
assert(0);
return vector<PositionInfo>();
}
vector<PositionInfo> ComponentAssertion::last() const {
assert(0);
return vector<PositionInfo>();
}
bool ComponentAssertion::empty() const {
return true;
}
void ComponentAssertion::notePositions(GlushkovBuildState &) {
assert(0);
}
void ComponentAssertion::buildFollowSet(GlushkovBuildState &,
const vector<PositionInfo> &) {
assert(0);
}
bool ComponentAssertion::repeatable() const {
// If this assertion has no children (it's an empty sequence, like that
// produced by '(?!)') then PCRE would throw a "nothing to repeat" error.
// So we do as well.
return !children.empty();
}
} // namespace ue2
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