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