/* * 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). */ #ifndef COMPONENT_ALTERNATION_H #define COMPONENT_ALTERNATION_H #include "Component.h" #include "position.h" #include namespace ue2 { class PositionInfo; class ComponentAlternation : public Component { friend class DumpVisitor; friend class SimplifyVisitor; public: ComponentAlternation(); ~ComponentAlternation() override; ComponentAlternation *clone() const override; Component *accept(ComponentVisitor &v) override; void accept(ConstComponentVisitor &v) const override; size_t numBranches() const { return children.size(); } void append(std::unique_ptr component); std::vector first() const override; std::vector last() const override; bool empty(void) const override; bool vacuous_everywhere() const override; void notePositions(GlushkovBuildState &bs) override; void buildFollowSet(GlushkovBuildState &bs, const std::vector &lastPos) override; bool checkEmbeddedStartAnchor(bool at_start) const override; bool checkEmbeddedEndAnchor(bool at_end) const override; void optimise(bool connected_to_sds) override; private: std::vector> children; ComponentAlternation(const ComponentAlternation &other); }; } // namespace ue2 #endif