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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 Extended Unicode sequences (\\X)
*/
#include "ComponentEUS.h"
#include "buildstate.h"
#include "position.h"
#include "position_info.h"
#include "Parser.h"
#include "nfagraph/ng_builder.h"
#include "util/charreach.h"
using namespace std;
namespace ue2 {
ComponentEUS::ComponentEUS(u32 loc_in, const ParseMode &mode)
: loc(loc_in), utf8(mode.utf8),
position(GlushkovBuildState::POS_UNINITIALIZED) {}
ComponentEUS::~ComponentEUS() {}
ComponentEUS * ComponentEUS::clone() const {
return new ComponentEUS(*this);
}
vector<PositionInfo> ComponentEUS::first() const {
return vector<PositionInfo>(1, PositionInfo(position));
}
vector<PositionInfo> ComponentEUS::last() const {
return vector<PositionInfo>(1, PositionInfo(position));
}
void ComponentEUS::notePositions(GlushkovBuildState &bs) {
NFABuilder &builder = bs.getBuilder();
position = builder.makePositions(1);
builder.addCharReach(position, CharReach::dot());
builder.setNodeReportID(position, 0 /* offset adj */);
if (utf8) { /* we are prefiltering, turn to.+ */
builder.addEdge(position, position);
}
}
} // namespace ue2
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