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Initial commit of Hyperscan
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src/parser/ComponentSequence.h
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108
src/parser/ComponentSequence.h
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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 Sequence of Component objects.
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*/
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#ifndef COMPONENT_SEQUENCE_H
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#define COMPONENT_SEQUENCE_H
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#include "Component.h"
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#include "ComponentRepeat.h" // for ComponentRepeat::RepeatType
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#include "ue2common.h"
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#include <memory>
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#include <set>
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#include <vector>
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namespace ue2 {
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class ComponentAlternation;
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class GlushkovBuildState;
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// Encapsulates a number of sub expressions to be applied sequentially
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class ComponentSequence : public Component {
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friend class DumpVisitor;
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friend class PrintVisitor;
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friend class SimplifyVisitor;
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public:
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/** \brief capture index representing a sequence that ISN'T capturing */
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static constexpr unsigned int NOT_CAPTURED = 65536;
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ComponentSequence();
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~ComponentSequence() override;
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ComponentSequence *clone() const override;
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Component *accept(ComponentVisitor &v) override;
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void accept(ConstComponentVisitor &v) const override;
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bool addRepeat(u32 min, u32 max, ComponentRepeat::RepeatType type);
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// overridden by ComponentCondReference, which can only have 1 or 2
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// branches.
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virtual void addAlternation();
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virtual void finalize();
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void addComponent(std::unique_ptr<Component> comp);
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std::vector<PositionInfo> first() const override;
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std::vector<PositionInfo> last() const override;
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bool empty(void) const override;
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bool vacuous_everywhere() const override;
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void notePositions(GlushkovBuildState &bs) override;
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void buildFollowSet(GlushkovBuildState &bs,
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const std::vector<PositionInfo> &lastPos) override;
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bool checkEmbeddedStartAnchor(bool at_start) const override;
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bool checkEmbeddedEndAnchor(bool at_end) const override;
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void optimise(bool connected_to_sds) override;
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void setCaptureIndex(unsigned int idx) { capture_index = idx; }
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unsigned int getCaptureIndex() const { return capture_index; }
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void setCaptureName(const std::string &s) { capture_name = s; }
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const std::string &getCaptureName() const { return capture_name; }
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virtual const std::vector<std::unique_ptr<Component>> &getChildren() const {
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return children;
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}
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protected:
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ComponentSequence(const ComponentSequence &other);
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std::vector<std::unique_ptr<Component>> children;
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std::unique_ptr<ComponentAlternation> alternation;
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private:
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unsigned int capture_index;
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std::string capture_name; //!< empty means no name
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};
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} // namespace ue2
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#endif
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