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Initial commit of Hyperscan
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75
src/parser/Component.cpp
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75
src/parser/Component.cpp
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/*
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* Copyright (c) 2015, Intel Corporation
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Intel Corporation nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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/** \file
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* \brief Base class for all components.
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*/
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#include "Component.h"
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#include "buildstate.h"
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#include "position.h"
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#include "position_info.h"
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#include "ue2common.h"
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using namespace std;
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namespace ue2 {
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Component::Component()
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: pos_begin(GlushkovBuildState::POS_UNINITIALIZED),
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pos_end(GlushkovBuildState::POS_UNINITIALIZED) {}
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Component::~Component() {}
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bool Component::repeatable() const {
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return true;
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}
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void Component::recordPosBounds(u32 b, u32 e) {
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pos_begin = b;
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pos_end = e;
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}
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void Component::optimise(bool) {
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}
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bool Component::vacuous_everywhere(void) const {
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return false;
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}
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bool Component::checkEmbeddedStartAnchor(bool) const {
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return false;
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}
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bool Component::checkEmbeddedEndAnchor(bool) const {
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return false;
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}
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} // namespace ue2
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