/* * 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 Word Boundary Assertion (\\b or \\B) */ #include "ComponentWordBoundary.h" #include "buildstate.h" #include "parse_error.h" #include "Parser.h" #include "position_info.h" #include "nfagraph/ng_builder.h" using namespace std; namespace ue2 { ComponentWordBoundary::ComponentWordBoundary(u32 loc_in, bool neg, const ParseMode &mode) : loc(loc_in), position(GlushkovBuildState::POS_UNINITIALIZED), negated(neg), ucp(mode.ucp), prefilter(false) {} ComponentWordBoundary::~ComponentWordBoundary() { // empty } ComponentWordBoundary * ComponentWordBoundary::clone() const { return new ComponentWordBoundary(*this); } vector ComponentWordBoundary::first() const { vector firsts; firsts.emplace_back(position); return firsts; } vector ComponentWordBoundary::last() const { // Same as firsts return first(); } bool ComponentWordBoundary::empty() const { return false; } bool ComponentWordBoundary::repeatable() const { return false; } void ComponentWordBoundary::notePositions(GlushkovBuildState &bs) { NFABuilder &builder = bs.getBuilder(); position = builder.makePositions(1); if (ucp) { assert(prefilter); // only in prefiltering mode! if (negated) { builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_WORD_UCP | POS_FLAG_ASSERT_NONWORD_TO_NONWORD_UCP); } else { builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_NONWORD_UCP | POS_FLAG_ASSERT_NONWORD_TO_WORD_UCP); } } else { if (negated) { builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_WORD | POS_FLAG_ASSERT_NONWORD_TO_NONWORD); } else { builder.setAssertFlag(position, POS_FLAG_ASSERT_WORD_TO_NONWORD | POS_FLAG_ASSERT_NONWORD_TO_WORD); } } recordPosBounds(position, position + 1); } void ComponentWordBoundary::buildFollowSet(GlushkovBuildState&, const vector&) { // No internal connections, nowt to do } } // namespace ue2