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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 Word Boundary Assertion (\\b or \\B)
*/
#include "ComponentWordBoundary.h"
#include "buildstate.h"
#include "parse_error.h"
#include "Parser.h"
#include "position_info.h"
#include "nfagraph/ng_builder.h"
using namespace std;
namespace ue2 {
ComponentWordBoundary::ComponentWordBoundary(u32 loc_in, bool neg,
const ParseMode &mode)
: loc(loc_in), position(GlushkovBuildState::POS_UNINITIALIZED),
negated(neg), ucp(mode.ucp), prefilter(false) {}
ComponentWordBoundary::~ComponentWordBoundary() {
// empty
}
ComponentWordBoundary * ComponentWordBoundary::clone() const {
return new ComponentWordBoundary(*this);
}
vector<PositionInfo> ComponentWordBoundary::first() const {
vector<PositionInfo> firsts;
firsts.push_back(position);
return firsts;
}
vector<PositionInfo> ComponentWordBoundary::last() const {
// Same as firsts
return first();
}
bool ComponentWordBoundary::empty() const {
return false;
}
bool ComponentWordBoundary::repeatable() const {
return false;
}
void ComponentWordBoundary::notePositions(GlushkovBuildState &bs) {
NFABuilder &builder = bs.getBuilder();
position = builder.makePositions(1);
if (ucp) {
assert(prefilter); // only in prefiltering mode!
if (negated) {
builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_WORD_UCP
| POS_FLAG_ASSERT_NONWORD_TO_NONWORD_UCP);
} else {
builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_NONWORD_UCP
| POS_FLAG_ASSERT_NONWORD_TO_WORD_UCP);
}
} else {
if (negated) {
builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_WORD
| POS_FLAG_ASSERT_NONWORD_TO_NONWORD);
} else {
builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_NONWORD
| POS_FLAG_ASSERT_NONWORD_TO_WORD);
}
}
recordPosBounds(position, position + 1);
}
void ComponentWordBoundary::buildFollowSet(GlushkovBuildState&,
const vector<PositionInfo>&) {
// No internal connections, nowt to do
}
} // namespace ue2
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