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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)
*/
#ifndef _RE_COMPONENTWORDBOUNDARY_H_
#define _RE_COMPONENTWORDBOUNDARY_H_
#include "Component.h"
#include "position.h"
namespace ue2 {
struct ParseMode;
/** \brief Encapsulates a positive (\\b) or negative (\\B) word boundary
* assertion. */
class ComponentWordBoundary : public Component {
friend class DumpVisitor;
friend class PrintVisitor;
friend class UnsupportedVisitor;
public:
ComponentWordBoundary(u32 loc, bool negated, const ParseMode &mode);
~ComponentWordBoundary() override;
ComponentWordBoundary *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;
bool repeatable() const override;
void notePositions(GlushkovBuildState &bs) override;
void buildFollowSet(GlushkovBuildState &bs,
const std::vector<PositionInfo> &lastPos) override;
void setPrefilter(bool p) { prefilter = p; }
private:
u32 loc; //!< location in pattern for error reporting.
Position position;
bool negated;
bool ucp;
bool prefilter; //!< set by PrefilterVisitor, this is ugly
ComponentWordBoundary(const ComponentWordBoundary &other)
: Component(other), loc(other.loc), position(other.position),
negated(other.negated), ucp(other.ucp), prefilter(other.prefilter) {}
};
} // namespace ue2
#endif
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