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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 Single bytes (\\C metachar) 
 */ 
 
#ifndef _RE_COMPONENTBYTE_H_ 
#define _RE_COMPONENTBYTE_H_ 
 
#include "Component.h" 
 
namespace ue2 { 
 
class ComponentByte : public Component { 
    friend class DumpVisitor; 
public: 
    ComponentByte(void); 
    ~ComponentByte() override; 
    ComponentByte *clone() const override; 
 
    Component *accept(ComponentVisitor &v) override { 
        Component *c = v.visit(this); 
        v.post(this); 
        return c; 
    } 
 
    void accept(ConstComponentVisitor &v) const override { 
        v.pre(*this); 
        v.during(*this); 
        v.post(*this); 
    } 
 
    std::vector<PositionInfo> first() const override; 
    std::vector<PositionInfo> last() const override; 
 
    bool empty() const override { return false; } 
 
    void notePositions(GlushkovBuildState &bs) override; 
    void buildFollowSet(GlushkovBuildState &, 
                        const std::vector<PositionInfo> &) override { 
        // all follow set construction is handled by firsts/lasts 
        return; 
    } 
 
private: 
    Position position; 
 
    ComponentByte(const ComponentByte &other) 
        : Component(other), position(other.position) {} 
}; 
 
} // namespace ue2 
 
#endif