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source: branches/crossvalidation-2434/HeuristicLab.ExtLibs/HeuristicLab.NRefactory/5.5.0/NRefactory-5.5.0/PatternMatching/Repeat.cs @ 13401

Last change on this file since 13401 was 11700, checked in by jkarder, 10 years ago

#2077: created branch and added first version

File size: 2.7 KB
Line 
1// Copyright (c) 2011-2013 AlphaSierraPapa for the SharpDevelop Team
2//
3// Permission is hereby granted, free of charge, to any person obtaining a copy of this
4// software and associated documentation files (the "Software"), to deal in the Software
5// without restriction, including without limitation the rights to use, copy, modify, merge,
6// publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons
7// to whom the Software is furnished to do so, subject to the following conditions:
8//
9// The above copyright notice and this permission notice shall be included in all copies or
10// substantial portions of the Software.
11//
12// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
13// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
14// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
15// FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
16// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
17// DEALINGS IN THE SOFTWARE.
18
19using System;
20using System.Collections.Generic;
21using System.Diagnostics;
22
23namespace ICSharpCode.NRefactory.PatternMatching
24{
25  /// <summary>
26  /// Represents an optional node.
27  /// </summary>
28  public class Repeat : Pattern
29  {
30    readonly INode childNode;
31   
32    public int MinCount { get; set; }
33    public int MaxCount { get; set; }
34   
35    public INode ChildNode {
36      get { return childNode; }
37    }
38   
39    public Repeat(INode childNode)
40    {
41      if (childNode == null)
42        throw new ArgumentNullException("childNode");
43      this.childNode = childNode;
44      this.MinCount = 0;
45      this.MaxCount = int.MaxValue;
46    }
47   
48    public override bool DoMatchCollection(Role role, INode pos, Match match, BacktrackingInfo backtrackingInfo)
49    {
50      var backtrackingStack = backtrackingInfo.backtrackingStack;
51      Debug.Assert(pos == null || pos.Role == role);
52      int matchCount = 0;
53      if (this.MinCount <= 0)
54        backtrackingStack.Push(new PossibleMatch(pos, match.CheckPoint()));
55      while (matchCount < this.MaxCount && pos != null && childNode.DoMatch(pos, match)) {
56        matchCount++;
57        do {
58          pos = pos.NextSibling;
59        } while (pos != null && pos.Role != role);
60        if (matchCount >= this.MinCount)
61          backtrackingStack.Push(new PossibleMatch(pos, match.CheckPoint()));
62      }
63      return false; // never do a normal (single-element) match; always make the caller look at the results on the back-tracking stack.
64    }
65   
66    public override bool DoMatch(INode other, Match match)
67    {
68      if (other == null || other.IsNull)
69        return this.MinCount <= 0;
70      else
71        return this.MaxCount >= 1 && childNode.DoMatch(other, match);
72    }
73  }
74}
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