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190
src/parser/ComponentAlternation.cpp
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190
src/parser/ComponentAlternation.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 Alternations (foo|bar|baz).
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*/
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#include "ComponentAlternation.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 "nfagraph/ng_builder.h"
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#include "ue2common.h"
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#include <algorithm>
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using namespace std;
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namespace ue2 {
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ComponentAlternation::ComponentAlternation() {
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// empty
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}
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ComponentAlternation::~ComponentAlternation() {
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// empty
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}
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ComponentAlternation::ComponentAlternation(const ComponentAlternation &other)
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: Component(other) {
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for (const auto &c : other.children) {
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assert(c);
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children.push_back(unique_ptr<Component>(c->clone()));
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}
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}
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ComponentAlternation * ComponentAlternation::clone() const {
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return new ComponentAlternation(*this);
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}
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Component *ComponentAlternation::accept(ComponentVisitor &v) {
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Component *c = v.visit(this);
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if (c != this) {
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v.post(this);
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return c;
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}
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for (auto i = children.begin(), e = children.end(); i != e; ++i) {
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Component *child = i->get();
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c = (*i)->accept(v);
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if (c != child) {
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// Child has been replaced (new Component pointer) or we've been
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// instructed to delete it (null).
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i->reset(c);
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}
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}
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// Remove deleted children.
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children.erase(remove(children.begin(), children.end(), nullptr),
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children.end());
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v.post(this);
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return this;
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}
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void ComponentAlternation::accept(ConstComponentVisitor &v) const {
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v.pre(*this);
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for (auto i = children.begin(), e = children.end(); i != e; ++i) {
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(*i)->accept(v);
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if (i + 1 != e) {
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v.during(*this);
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}
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}
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v.post(*this);
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}
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void ComponentAlternation::append(unique_ptr<Component> component) {
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children.push_back(move(component));
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}
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vector<PositionInfo> ComponentAlternation::first() const {
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// firsts come from all our subcomponents in position order. This will
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// maintain left-to-right priority order.
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vector<PositionInfo> firsts, subfirsts;
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for (const auto &c : children) {
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subfirsts = c->first();
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firsts.insert(firsts.end(), subfirsts.begin(), subfirsts.end());
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}
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return firsts;
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}
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vector<PositionInfo> ComponentAlternation::last() const {
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vector<PositionInfo> lasts, sublasts;
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for (const auto &c : children) {
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sublasts = c->last();
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lasts.insert(lasts.end(), sublasts.begin(), sublasts.end());
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}
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return lasts;
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}
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bool ComponentAlternation::empty(void) const {
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// an alternation can be empty if any of its components are empty
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for (const auto &c : children) {
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if (c->empty()) {
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return true;
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}
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}
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return false;
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}
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void ComponentAlternation::notePositions(GlushkovBuildState &bs) {
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u32 pb = bs.getBuilder().numVertices();
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for (auto &c : children) {
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c->notePositions(bs);
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}
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recordPosBounds(pb, bs.getBuilder().numVertices());
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}
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void ComponentAlternation::buildFollowSet(GlushkovBuildState &bs,
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const vector<PositionInfo> &lastPos) {
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for (auto &c : children) {
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c->buildFollowSet(bs, lastPos);
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}
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}
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bool ComponentAlternation::checkEmbeddedStartAnchor(bool at_start) const {
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bool rv = at_start;
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for (const auto &c : children) {
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rv &= c->checkEmbeddedStartAnchor(at_start);
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}
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return rv;
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}
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bool ComponentAlternation::checkEmbeddedEndAnchor(bool at_end) const {
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bool rv = at_end;
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for (const auto &c : children) {
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rv &= c->checkEmbeddedEndAnchor(at_end);
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}
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return rv;
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}
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bool ComponentAlternation::vacuous_everywhere(void) const {
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for (const auto &c : children) {
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if (c->vacuous_everywhere()) {
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return true;
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}
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}
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return false;
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}
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void ComponentAlternation::optimise(bool connected_to_sds) {
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for (auto &c : children) {
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c->optimise(connected_to_sds);
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}
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}
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} // namespace ue2
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