| 1 | /* |
| 2 | * Copyright (c) 2015, Intel Corporation |
| 3 | * |
| 4 | * Redistribution and use in source and binary forms, with or without |
| 5 | * modification, are permitted provided that the following conditions are met: |
| 6 | * |
| 7 | * * Redistributions of source code must retain the above copyright notice, |
| 8 | * this list of conditions and the following disclaimer. |
| 9 | * * Redistributions in binary form must reproduce the above copyright |
| 10 | * notice, this list of conditions and the following disclaimer in the |
| 11 | * documentation and/or other materials provided with the distribution. |
| 12 | * * Neither the name of Intel Corporation nor the names of its contributors |
| 13 | * may be used to endorse or promote products derived from this software |
| 14 | * without specific prior written permission. |
| 15 | * |
| 16 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| 17 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 18 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
| 19 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE |
| 20 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
| 21 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
| 22 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
| 23 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
| 24 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
| 25 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
| 26 | * POSSIBILITY OF SUCH DAMAGE. |
| 27 | */ |
| 28 | |
| 29 | /** \file |
| 30 | * \brief Alternations (foo|bar|baz). |
| 31 | */ |
| 32 | |
| 33 | |
| 34 | #include "ComponentAlternation.h" |
| 35 | |
| 36 | #include "buildstate.h" |
| 37 | #include "position.h" |
| 38 | #include "position_info.h" |
| 39 | #include "nfagraph/ng_builder.h" |
| 40 | #include "ue2common.h" |
| 41 | |
| 42 | #include <algorithm> |
| 43 | |
| 44 | using namespace std; |
| 45 | |
| 46 | namespace ue2 { |
| 47 | |
| 48 | ComponentAlternation::ComponentAlternation() { |
| 49 | // empty |
| 50 | } |
| 51 | |
| 52 | ComponentAlternation::~ComponentAlternation() { |
| 53 | // empty |
| 54 | } |
| 55 | |
| 56 | ComponentAlternation::ComponentAlternation(const ComponentAlternation &other) |
| 57 | : Component(other) { |
| 58 | for (const auto &c : other.children) { |
| 59 | assert(c); |
| 60 | children.push_back(unique_ptr<Component>(c->clone())); |
| 61 | } |
| 62 | } |
| 63 | |
| 64 | ComponentAlternation * ComponentAlternation::clone() const { |
| 65 | return new ComponentAlternation(*this); |
| 66 | } |
| 67 | |
| 68 | Component *ComponentAlternation::accept(ComponentVisitor &v) { |
| 69 | Component *c = v.visit(this); |
| 70 | if (c != this) { |
| 71 | v.post(this); |
| 72 | return c; |
| 73 | } |
| 74 | |
| 75 | for (auto i = children.begin(), e = children.end(); i != e; ++i) { |
| 76 | Component *child = i->get(); |
| 77 | c = (*i)->accept(v); |
| 78 | if (c != child) { |
| 79 | // Child has been replaced (new Component pointer) or we've been |
| 80 | // instructed to delete it (null). |
| 81 | i->reset(c); |
| 82 | } |
| 83 | } |
| 84 | |
| 85 | // Remove deleted children. |
| 86 | children.erase(remove(children.begin(), children.end(), nullptr), |
| 87 | children.end()); |
| 88 | |
| 89 | v.post(this); |
| 90 | return this; |
| 91 | } |
| 92 | |
| 93 | void ComponentAlternation::accept(ConstComponentVisitor &v) const { |
| 94 | v.pre(*this); |
| 95 | for (auto i = children.begin(), e = children.end(); i != e; ++i) { |
| 96 | (*i)->accept(v); |
| 97 | if (i + 1 != e) { |
| 98 | v.during(*this); |
| 99 | } |
| 100 | } |
| 101 | |
| 102 | v.post(*this); |
| 103 | } |
| 104 | |
| 105 | void ComponentAlternation::append(unique_ptr<Component> component) { |
| 106 | children.push_back(move(component)); |
| 107 | } |
| 108 | |
| 109 | vector<PositionInfo> ComponentAlternation::first() const { |
| 110 | // firsts come from all our subcomponents in position order. This will |
| 111 | // maintain left-to-right priority order. |
| 112 | vector<PositionInfo> firsts, subfirsts; |
| 113 | |
| 114 | for (const auto &c : children) { |
| 115 | subfirsts = c->first(); |
| 116 | firsts.insert(firsts.end(), subfirsts.begin(), subfirsts.end()); |
| 117 | } |
| 118 | return firsts; |
| 119 | } |
| 120 | |
| 121 | vector<PositionInfo> ComponentAlternation::last() const { |
| 122 | vector<PositionInfo> lasts, sublasts; |
| 123 | |
| 124 | for (const auto &c : children) { |
| 125 | sublasts = c->last(); |
| 126 | lasts.insert(lasts.end(), sublasts.begin(), sublasts.end()); |
| 127 | } |
| 128 | return lasts; |
| 129 | } |
| 130 | |
| 131 | bool ComponentAlternation::empty(void) const { |
| 132 | // an alternation can be empty if any of its components are empty |
| 133 | for (const auto &c : children) { |
| 134 | if (c->empty()) { |
| 135 | return true; |
| 136 | } |
| 137 | } |
| 138 | |
| 139 | return false; |
| 140 | } |
| 141 | |
| 142 | void ComponentAlternation::notePositions(GlushkovBuildState &bs) { |
| 143 | u32 pb = bs.getBuilder().numVertices(); |
| 144 | for (auto &c : children) { |
| 145 | c->notePositions(bs); |
| 146 | } |
| 147 | recordPosBounds(pb, bs.getBuilder().numVertices()); |
| 148 | } |
| 149 | |
| 150 | void ComponentAlternation::buildFollowSet(GlushkovBuildState &bs, |
| 151 | const vector<PositionInfo> &lastPos) { |
| 152 | for (auto &c : children) { |
| 153 | c->buildFollowSet(bs, lastPos); |
| 154 | } |
| 155 | } |
| 156 | |
| 157 | bool ComponentAlternation::checkEmbeddedStartAnchor(bool at_start) const { |
| 158 | bool rv = at_start; |
| 159 | for (const auto &c : children) { |
| 160 | rv &= c->checkEmbeddedStartAnchor(at_start); |
| 161 | } |
| 162 | |
| 163 | return rv; |
| 164 | } |
| 165 | |
| 166 | bool ComponentAlternation::checkEmbeddedEndAnchor(bool at_end) const { |
| 167 | bool rv = at_end; |
| 168 | for (const auto &c : children) { |
| 169 | rv &= c->checkEmbeddedEndAnchor(at_end); |
| 170 | } |
| 171 | |
| 172 | return rv; |
| 173 | } |
| 174 | |
| 175 | bool ComponentAlternation::vacuous_everywhere(void) const { |
| 176 | for (const auto &c : children) { |
| 177 | if (c->vacuous_everywhere()) { |
| 178 | return true; |
| 179 | } |
| 180 | } |
| 181 | return false; |
| 182 | } |
| 183 | |
| 184 | void ComponentAlternation::optimise(bool connected_to_sds) { |
| 185 | for (auto &c : children) { |
| 186 | c->optimise(connected_to_sds); |
| 187 | } |
| 188 | } |
| 189 | |
| 190 | } // namespace ue2 |
| 191 | |