/* * Copyright (c) 2015, Intel Corporation * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Intel Corporation nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ /** \file * \brief Represents an empty regex element, like (?m) */ #include #include "ComponentEmpty.h" #include "position.h" #include "position_info.h" #include "buildstate.h" #include "ue2common.h" using namespace std; namespace ue2 { ComponentEmpty::ComponentEmpty() { // Surprise, it's EMPTY! } ComponentEmpty::~ComponentEmpty() { // Surprise, it's EMPTY! } ComponentEmpty *ComponentEmpty::clone() const { return new ComponentEmpty(); } bool ComponentEmpty::empty() const { return true; } bool ComponentEmpty::vacuous_everywhere(void) const { return true; } bool ComponentEmpty::repeatable() const { // This is the whole point of this class. Empty constructs like '(?m)' are // not repeatable. return false; } vector ComponentEmpty::first() const { return vector(1, GlushkovBuildState::POS_EPSILON); } vector ComponentEmpty::last() const { return vector(); } void ComponentEmpty::notePositions(GlushkovBuildState &) { // Nothing to do. } void ComponentEmpty::buildFollowSet(GlushkovBuildState &, const vector &) { // Nothing to do. } bool ComponentEmpty::checkEmbeddedStartAnchor(bool at_start) const { return at_start; } bool ComponentEmpty::checkEmbeddedEndAnchor(bool at_end) const { return at_end; } } // namespace ue2