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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 Sequence of Component objects.
*/
#ifndef COMPONENT_SEQUENCE_H
#define COMPONENT_SEQUENCE_H
#include "Component.h"
#include "ComponentRepeat.h" // for ComponentRepeat::RepeatType
#include "ue2common.h"
#include <memory>
#include <set>
#include <vector>
namespace ue2 {
class ComponentAlternation;
class GlushkovBuildState;
// Encapsulates a number of sub expressions to be applied sequentially
class ComponentSequence : public Component {
friend class DumpVisitor;
friend class PrintVisitor;
friend class SimplifyVisitor;
public:
/** \brief capture index representing a sequence that ISN'T capturing */
static constexpr unsigned int NOT_CAPTURED = 65536;
ComponentSequence();
~ComponentSequence() override;
ComponentSequence *clone() const override;
Component *accept(ComponentVisitor &v) override;
void accept(ConstComponentVisitor &v) const override;
bool addRepeat(u32 min, u32 max, ComponentRepeat::RepeatType type);
// overridden by ComponentCondReference, which can only have 1 or 2
// branches.
virtual void addAlternation();
virtual void finalize();
void addComponent(std::unique_ptr<Component> comp);
std::vector<PositionInfo> first() const override;
std::vector<PositionInfo> last() const override;
bool empty(void) const override;
bool vacuous_everywhere() const override;
void notePositions(GlushkovBuildState &bs) override;
void buildFollowSet(GlushkovBuildState &bs,
const std::vector<PositionInfo> &lastPos) override;
bool checkEmbeddedStartAnchor(bool at_start) const override;
bool checkEmbeddedEndAnchor(bool at_end) const override;
void optimise(bool connected_to_sds) override;
void setCaptureIndex(unsigned int idx) { capture_index = idx; }
unsigned int getCaptureIndex() const { return capture_index; }
void setCaptureName(const std::string &s) { capture_name = s; }
const std::string &getCaptureName() const { return capture_name; }
virtual const std::vector<std::unique_ptr<Component>> &getChildren() const {
return children;
}
protected:
ComponentSequence(const ComponentSequence &other);
std::vector<std::unique_ptr<Component>> children;
std::unique_ptr<ComponentAlternation> alternation;
private:
unsigned int capture_index;
std::string capture_name; //!< empty means no name
};
} // namespace ue2
#endif
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