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 Word Boundary Assertion (\\b or \\B) |
31 | */ |
32 | #include "ComponentWordBoundary.h" |
33 | #include "buildstate.h" |
34 | #include "parse_error.h" |
35 | #include "Parser.h" |
36 | #include "position_info.h" |
37 | #include "nfagraph/ng_builder.h" |
38 | |
39 | using namespace std; |
40 | |
41 | namespace ue2 { |
42 | |
43 | ComponentWordBoundary::ComponentWordBoundary(u32 loc_in, bool neg, |
44 | const ParseMode &mode) |
45 | : loc(loc_in), position(GlushkovBuildState::POS_UNINITIALIZED), |
46 | negated(neg), ucp(mode.ucp), prefilter(false) {} |
47 | |
48 | ComponentWordBoundary::~ComponentWordBoundary() { |
49 | // empty |
50 | } |
51 | |
52 | ComponentWordBoundary * ComponentWordBoundary::clone() const { |
53 | return new ComponentWordBoundary(*this); |
54 | } |
55 | |
56 | vector<PositionInfo> ComponentWordBoundary::first() const { |
57 | vector<PositionInfo> firsts; |
58 | firsts.push_back(position); |
59 | return firsts; |
60 | } |
61 | |
62 | vector<PositionInfo> ComponentWordBoundary::last() const { |
63 | // Same as firsts |
64 | return first(); |
65 | } |
66 | |
67 | bool ComponentWordBoundary::empty() const { |
68 | return false; |
69 | } |
70 | |
71 | bool ComponentWordBoundary::repeatable() const { |
72 | return false; |
73 | } |
74 | |
75 | void ComponentWordBoundary::notePositions(GlushkovBuildState &bs) { |
76 | NFABuilder &builder = bs.getBuilder(); |
77 | position = builder.makePositions(1); |
78 | |
79 | if (ucp) { |
80 | assert(prefilter); // only in prefiltering mode! |
81 | if (negated) { |
82 | builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_WORD_UCP |
83 | | POS_FLAG_ASSERT_NONWORD_TO_NONWORD_UCP); |
84 | } else { |
85 | builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_NONWORD_UCP |
86 | | POS_FLAG_ASSERT_NONWORD_TO_WORD_UCP); |
87 | } |
88 | } else { |
89 | if (negated) { |
90 | builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_WORD |
91 | | POS_FLAG_ASSERT_NONWORD_TO_NONWORD); |
92 | } else { |
93 | builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_NONWORD |
94 | | POS_FLAG_ASSERT_NONWORD_TO_WORD); |
95 | } |
96 | } |
97 | recordPosBounds(position, position + 1); |
98 | } |
99 | |
100 | void ComponentWordBoundary::buildFollowSet(GlushkovBuildState&, |
101 | const vector<PositionInfo>&) { |
102 | // No internal connections, nowt to do |
103 | } |
104 | |
105 | } // namespace ue2 |
106 | |