/* * * @(#)RuleBasedBreakIterator.java 1.18 06/10/11 * * Portions Copyright 2000-2008 Sun Microsystems, Inc. All Rights * Reserved. Use is subject to license terms. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License version * 2 only, as published by the Free Software Foundation. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License version 2 for more details (a copy is * included at /legal/license.txt). * * You should have received a copy of the GNU General Public License * version 2 along with this work; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA * 02110-1301 USA * * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa * Clara, CA 95054 or visit www.sun.com if you need additional * information or have any questions. */ /* * (C) Copyright Taligent, Inc. 1996, 1997 - All Rights Reserved * (C) Copyright IBM Corp. 1996 - 2002 - All Rights Reserved * * The original version of this source code and documentation * is copyrighted and owned by Taligent, Inc., a wholly-owned * subsidiary of IBM. These materials are provided under terms * of a License Agreement between Taligent and Sun. This technology * is protected by multiple US and International patents. * * This notice and attribution to Taligent may not be removed. * Taligent is a registered trademark of Taligent, Inc. */ package java.text; import java.util.Vector; import java.util.Stack; import java.util.Hashtable; import java.util.Enumeration; import java.text.CharacterIterator; import java.text.StringCharacterIterator; import sun.text.CompactByteArray; /** * <p>A subclass of BreakIterator whose behavior is specified using a list of rules.</p> * * <p>There are two kinds of rules, which are separated by semicolons: <i>substitutions</i> * and <i>regular expressions.</i></p> * * <p>A substitution rule defines a name that can be used in place of an expression. It * consists of a name, which is a string of characters contained in angle brackets, an equals * sign, and an expression. (There can be no whitespace on either side of the equals sign.) * To keep its syntactic meaning intact, the expression must be enclosed in parentheses or * square brackets. A substitution is visible after its definition, and is filled in using * simple textual substitution. Substitution definitions can contain other substitutions, as * long as those substitutions have been defined first. Substitutions are generally used to * make the regular expressions (which can get quite complex) shorted and easier to read. * They typically define either character categories or commonly-used subexpressions.</p> * * <p>There is one special substitution.  If the description defines a substitution * called "<ignore>", the expression must be a [] expression, and the * expression defines a set of characters (the "<em>ignore characters</em>") that * will be transparent to the BreakIterator.  A sequence of characters will break the * same way it would if any ignore characters it contains are taken out.  Break * positions never occur befoer ignore characters.</p> * * <p>A regular expression uses a subset of the normal Unix regular-expression syntax, and * defines a sequence of characters to be kept together. With one significant exception, the * iterator uses a longest-possible-match algorithm when matching text to regular * expressions. The iterator also treats descriptions containing multiple regular expressions * as if they were ORed together (i.e., as if they were separated by |).</p> * * <p>The special characters recognized by the regular-expression parser are as follows:</p> * * <blockquote> * <table border="1" width="100%"> * <tr> * <td width="6%">*</td> * <td width="94%">Specifies that the expression preceding the asterisk may occur any number * of times (including not at all).</td> * </tr> * <tr> * <td width="6%">{}</td> * <td width="94%">Encloses a sequence of characters that is optional.</td> * </tr> * <tr> * <td width="6%">()</td> * <td width="94%">Encloses a sequence of characters.  If followed by *, the sequence * repeats.  Otherwise, the parentheses are just a grouping device and a way to delimit * the ends of expressions containing |.</td> * </tr> * <tr> * <td width="6%">|</td> * <td width="94%">Separates two alternative sequences of characters.  Either one * sequence or the other, but not both, matches this expression.  The | character can * only occur inside ().</td> * </tr> * <tr> * <td width="6%">.</td> * <td width="94%">Matches any character.</td> * </tr> * <tr> * <td width="6%">*?</td> * <td width="94%">Specifies a non-greedy asterisk.  *? works the same way as *, except * when there is overlap between the last group of characters in the expression preceding the * * and the first group of characters following the *.  When there is this kind of * overlap, * will match the longest sequence of characters that match the expression before * the *, and *? will match the shortest sequence of characters matching the expression * before the *?.  For example, if you have "xxyxyyyxyxyxxyxyxyy" in the text, * "x[xy]*x" will match through to the last x (i.e., "<strong>xxyxyyyxyxyxxyxyx</strong>yy", * but "x[xy]*?x" will only match the first two xes ("<strong>xx</strong>yxyyyxyxyxxyxyxyy").</td> * </tr> * <tr> * <td width="6%">[]</td> * <td width="94%">Specifies a group of alternative characters.  A [] expression will * match any single character that is specified in the [] expression.  For more on the * syntax of [] expressions, see below.</td> * </tr> * <tr> * <td width="6%">/</td> * <td width="94%">Specifies where the break position should go if text matches this * expression.  (e.g., "[a-z]*/[:Zs:]*[1-0]" will match if the iterator sees a run * of letters, followed by a run of whitespace, followed by a digit, but the break position * will actually go before the whitespace).  Expressions that don't contain / put the * break position at the end of the matching text.</td> * </tr> * <tr> * <td width="6%">\</td> * <td width="94%">Escape character.  The \ itself is ignored, but causes the next * character to be treated as literal character.  This has no effect for many * characters, but for the characters listed above, this deprives them of their special * meaning.  (There are no special escape sequences for Unicode characters, or tabs and * newlines; these are all handled by a higher-level protocol.  In a Java string, * "\n" will be converted to a literal newline character by the time the * regular-expression parser sees it.  Of course, this means that \ sequences that are * visible to the regexp parser must be written as \\ when inside a Java string.)  All * characters in the ASCII range except for letters, digits, and control characters are * reserved characters to the parser and must be preceded by \ even if they currently don't * mean anything.</td> * </tr> * <tr> * <td width="6%">!</td> * <td width="94%">If ! appears at the beginning of a regular expression, it tells the regexp * parser that this expression specifies the backwards-iteration behavior of the iterator, * and not its normal iteration behavior.  This is generally only used in situations * where the automatically-generated backwards-iteration brhavior doesn't produce * satisfactory results and must be supplemented with extra client-specified rules.</td> * </tr> * <tr> * <td width="6%"><em>(all others)</em></td> * <td width="94%">All other characters are treated as literal characters, which must match * the corresponding character(s) in the text exactly.</td> * </tr> * </table> * </blockquote> * * <p>Within a [] expression, a number of other special characters can be used to specify * groups of characters:</p> * * <blockquote> * <table border="1" width="100%"> * <tr> * <td width="6%">-</td> * <td width="94%">Specifies a range of matching characters.  For example * "[a-p]" matches all lowercase Latin letters from a to p (inclusive).  The - * sign specifies ranges of continuous Unicode numeric values, not ranges of characters in a * language's alphabetical order: "[a-z]" doesn't include capital letters, nor does * it include accented letters such as a-umlaut.</td> * </tr> * <tr> * <td width="6%">::</td> * <td width="94%">A pair of colons containing a one- or two-letter code matches all * characters in the corresponding Unicode category.  The two-letter codes are the same * as the two-letter codes in the Unicode database (for example, "[:Sc::Sm:]" * matches all currency symbols and all math symbols).  Specifying a one-letter code is * the same as specifying all two-letter codes that begin with that letter (for example, * "[:L:]" matches all letters, and is equivalent to * "[:Lu::Ll::Lo::Lm::Lt:]").  Anything other than a valid two-letter Unicode * category code or a single letter that begins a Unicode category code is illegal within * colons.</td> * </tr> * <tr> * <td width="6%">[]</td> * <td width="94%">[] expressions can nest.  This has no effect, except when used in * conjunction with the ^ token.</td> * </tr> * <tr> * <td width="6%">^</td> * <td width="94%">Excludes the character (or the characters in the [] expression) following * it from the group of characters.  For example, "[a-z^p]" matches all Latin * lowercase letters except p.  "[:L:^[\u4e00-\u9fff]]" matches all letters * except the Han ideographs.</td> * </tr> * <tr> * <td width="6%"><em>(all others)</em></td> * <td width="94%">All other characters are treated as literal characters.  (For * example, "[aeiou]" specifies just the letters a, e, i, o, and u.)</td> * </tr> * </table> * </blockquote> * * <p>For a more complete explanation, see <a * href="http://www.ibm.com/java/education/boundaries/boundaries.html">http://www.ibm.com/java/education/boundaries/boundaries.html</a>. *   For examples, see the resource data (which is annotated).</p> * * @author Richard Gillam * @version $RCSFile$ $Revision: 1.1 $ $Date: 1998/11/05 19:32:04 $ */ class RuleBasedBreakIterator extends BreakIterator { /** * A token used as a character-category value to identify ignore characters */ protected static final byte IGNORE = -1; /** * The state number of the starting state */ private static final short START_STATE = 1; /** * The state-transition value indicating "stop" */ private static final short STOP_STATE = 0; /** * The textual description this iterator was created from */ private String description; /** * A table that indexes from character values to character category numbers */ private CompactByteArray charCategoryTable = null; /** * The table of state transitions used for forward iteration */ private short[] stateTable = null; /** * The table of state transitions used to sync up the iterator with the * text in backwards and random-access iteration */ private short[] backwardsStateTable = null; /** * A list of flags indicating which states in the state table are accepting * ("end") states */ private boolean[] endStates = null; /** * A list of flags indicating which states in the state table are * lookahead states (states which turn lookahead on and off) */ private boolean[] lookaheadStates = null; /** * The number of character categories (and, thus, the number of columns in * the state tables) */ private int numCategories; /** * The character iterator through which this BreakIterator accesses the text */ private CharacterIterator text = null; //======================================================================= // constructors //======================================================================= /** * Constructs a RuleBasedBreakIterator according to the description * provided. If the description is malformed, throws an * IllegalArgumentException. Normally, instead of constructing a * RuleBasedBreakIterator directory, you'll use the factory methods * on BreakIterator to create one indirectly from a description * in the framework's resource files. You'd use this when you want * special behavior not provided by the built-in iterators. */ public RuleBasedBreakIterator(String description) { this.description = description; // the actual work is done by the Builder class Builder builder = makeBuilder(); builder.buildBreakIterator(); } /** * Creates a Builder. */ protected Builder makeBuilder() { return new Builder(); } //======================================================================= // boilerplate //======================================================================= /** * Clones this iterator. * @return A newly-constructed RuleBasedBreakIterator with the same * behavior as this one. */ public Object clone() { RuleBasedBreakIterator result = (RuleBasedBreakIterator) super.clone(); if (text != null) { result.text = (CharacterIterator) text.clone(); } return result; } /** * Returns true if both BreakIterators are of the same class, have the same * rules, and iterate over the same text. */ public boolean equals(Object that) { try { RuleBasedBreakIterator other = (RuleBasedBreakIterator) that; if (!description.equals(other.description)) { return false; } if (text == null) { return other.text == null; } else { return text.equals(other.text); } } catch(ClassCastException e) { return false; } } /** * Returns the description used to create this iterator */ public String toString() { return description; } /** * Compute a hashcode for this BreakIterator * @return A hash code */ public int hashCode() { return description.hashCode(); } //======================================================================= // BreakIterator overrides //======================================================================= /** * Sets the current iteration position to the beginning of the text. * (i.e., the CharacterIterator's starting offset). * @return The offset of the beginning of the text. */ public int first() { CharacterIterator t = getText(); t.first(); return t.getIndex(); } /** * Sets the current iteration position to the end of the text. * (i.e., the CharacterIterator's ending offset). * @return The text's past-the-end offset. */ public int last() { CharacterIterator t = getText(); // t.last() returns the offset of the last character, // rather than the past-the-end offset t.setIndex(t.getEndIndex()); return t.getIndex(); } /** * Advances the iterator either forward or backward the specified number of steps. * Negative values move backward, and positive values move forward. This is * equivalent to repeatedly calling next() or previous(). * @param n The number of steps to move. The sign indicates the direction * (negative is backwards, and positive is forwards). * @return The character offset of the boundary position n boundaries away from * the current one. */ public int next(int n) { int result = current(); while (n > 0) { result = handleNext(); --n; } while (n < 0) { result = previous(); ++n; } return result; } /** * Advances the iterator to the next boundary position. * @return The position of the first boundary after this one. */ public int next() { return handleNext(); } /** * Advances the iterator backwards, to the last boundary preceding this one. * @return The position of the last boundary position preceding this one. */ public int previous() { // if we're already sitting at the beginning of the text, return DONE CharacterIterator text = getText(); if (current() == text.getBeginIndex()) { return BreakIterator.DONE; } // set things up. handlePrevious() will back us up to some valid // break position before the current position (we back our internal // iterator up one step to prevent handlePrevious() from returning // the current position), but not necessarily the last one before // where we started int start = current(); text.previous(); int lastResult = handlePrevious(); int result = lastResult; // iterate forward from the known break position until we pass our // starting point. The last break position before the starting // point is our return value while (result != BreakIterator.DONE && result < start) { lastResult = result; result = handleNext(); } // set the current iteration position to be the last break position // before where we started, and then return that value text.setIndex(lastResult); return lastResult; } /** * Throw IllegalArgumentException unless begin <= offset < end. */ protected static final void checkOffset(int offset, CharacterIterator text) { if (offset < text.getBeginIndex() || offset >= text.getEndIndex()) { throw new IllegalArgumentException("offset out of bounds"); } } /** * Sets the iterator to refer to the first boundary position following * the specified position. * @offset The position from which to begin searching for a break position. * @return The position of the first break after the current position. */ public int following(int offset) { CharacterIterator text = getText(); checkOffset(offset, text); // Set our internal iteration position (temporarily) // to the position passed in. If this is the _beginning_ position, // then we can just use next() to get our return value text.setIndex(offset); if (offset == text.getBeginIndex()) { return handleNext(); } // otherwise, we have to sync up first. Use handlePrevious() to back // us up to a known break position before the specified position (if // we can determine that the specified position is a break position, // we don't back up at all). This may or may not be the last break // position at or before our starting position. Advance forward // from here until we've passed the starting position. The position // we stop on will be the first break position after the specified one. int result = handlePrevious(); while (result != BreakIterator.DONE && result <= offset) { result = handleNext(); } return result; } /** * Sets the iterator to refer to the last boundary position before the * specified position. * @offset The position to begin searching for a break from. * @return The position of the last boundary before the starting position. */ public int preceding(int offset) { // if we start by updating the current iteration position to the // position specified by the caller, we can just use previous() // to carry out this operation CharacterIterator text = getText(); checkOffset(offset, text); text.setIndex(offset); return previous(); } /** * Returns true if the specfied position is a boundary position. As a side * effect, leaves the iterator pointing to the first boundary position at * or after "offset". * @param offset the offset to check. * @return True if "offset" is a boundary position. */ public boolean isBoundary(int offset) { CharacterIterator text = getText(); checkOffset(offset, text); if (offset == text.getBeginIndex()) { return true; } // to check whether this is a boundary, we can use following() on the // position before the specified one and return true if the position we // get back is the one the user specified else { return following(offset - 1) == offset; } } /** * Returns the current iteration position. * @return The current iteration position. */ public int current() { return getText().getIndex(); } /** * Return a CharacterIterator over the text being analyzed. This version * of this method returns the actual CharacterIterator we're using internally. * Changing the state of this iterator can have undefined consequences. If * you need to change it, clone it first. * @return An iterator over the text being analyzed. */ public CharacterIterator getText() { // The iterator is initialized pointing to no text at all, so if this // function is called while we're in that state, we have to fudge an // an iterator to return. if (text == null) { text = new StringCharacterIterator(""); } return text; } /** * Set the iterator to analyze a new piece of text. This function resets * the current iteration position to the beginning of the text. * @param newText An iterator over the text to analyze. */ public void setText(CharacterIterator newText) { // Test iterator to see if we need to wrap it in a SafeCharIterator. // The correct behavior for CharacterIterators is to allow the // position to be set to the endpoint of the iterator. Many // CharacterIterators do not uphold this, so this is a workaround // to permit them to use this class. int end = newText.getEndIndex(); boolean goodIterator; try { newText.setIndex(end); // some buggy iterators throw an exception here goodIterator = newText.getIndex() == end; } catch(IllegalArgumentException e) { goodIterator = false; } if (goodIterator) { text = newText; } else { text = new SafeCharIterator(newText); } text.first(); } //======================================================================= // implementation //======================================================================= /** * This method is the actual implementation of the next() method. All iteration * vectors through here. This method initializes the state machine to state 1 * and advances through the text character by character until we reach the end * of the text or the state machine transitions to state 0. We update our return * value every time the state machine passes through a possible end state. */ protected int handleNext() { // if we're already at the end of the text, return DONE. CharacterIterator text = getText(); if (text.getIndex() == text.getEndIndex()) { return BreakIterator.DONE; } // no matter what, we always advance at least one character forward int result = text.getIndex() + 1; int lookaheadResult = 0; // begin in state 1 int state = START_STATE; int category; char c = text.current(); // loop until we reach the end of the text or transition to state 0 while (c != CharacterIterator.DONE && state != STOP_STATE) { // look up the current character's character category (which tells us // which column in the state table to look at) category = lookupCategory(c); // if the character isn't an ignore character, look up a state // transition in the state table if (category != IGNORE) { state = lookupState(state, category); } // if the state we've just transitioned to is a lookahead state, // (but not also an end state), save its position. If it's // both a lookahead state and an end state, update the break position // to the last saved lookup-state position if (lookaheadStates[state]) { if (endStates[state]) { result = lookaheadResult; } else { lookaheadResult = text.getIndex() + 1; } } // otherwise, if the state we've just transitioned to is an accepting // state, update the break position to be the current iteration position else { if (endStates[state]) { result = text.getIndex() + 1; } } c = text.next(); } // if we've run off the end of the text, and the very last character took us into // a lookahead state, advance the break position to the lookahead position // (the theory here is that if there are no characters at all after the lookahead // position, that always matches the lookahead criteria) if (c == CharacterIterator.DONE && lookaheadResult == text.getEndIndex()) { result = lookaheadResult; } text.setIndex(result); return result; } /** * This method backs the iterator back up to a "safe position" in the text. * This is a position that we know, without any context, must be a break position. * The various calling methods then iterate forward from this safe position to * the appropriate position to return. (For more information, see the description * of buildBackwardsStateTable() in RuleBasedBreakIterator.Builder.) */ protected int handlePrevious() { CharacterIterator text = getText(); int state = START_STATE; int category = 0; int lastCategory = 0; char c = text.current(); // loop until we reach the beginning of the text or transition to state 0 while (c != CharacterIterator.DONE && state != STOP_STATE) { // save the last character's category and look up the current // character's category lastCategory = category; category = lookupCategory(c); // if the current character isn't an ignore character, look up a // state transition in the backwards state table if (category != IGNORE) { state = lookupBackwardState(state, category); } // then advance one character backwards c = text.previous(); } // if we didn't march off the beginning of the text, we're either one or two // positions away from the real break position. (One because of the call to // previous() at the end of the loop above, and another because the character // that takes us into the stop state will always be the character BEFORE // the break position.) if (c != CharacterIterator.DONE) { if (lastCategory != IGNORE) { text.setIndex(text.getIndex() + 2); } else { text.next(); } } return text.getIndex(); } /** * Looks up a character's category (i.e., its category for breaking purposes, * not its Unicode category) */ protected int lookupCategory(char c) { return charCategoryTable.elementAt(c); } /** * Given a current state and a character category, looks up the * next state to transition to in the state table. */ protected int lookupState(int state, int category) { return stateTable[state * numCategories + category]; } /** * Given a current state and a character category, looks up the * next state to transition to in the backwards state table. */ protected int lookupBackwardState(int state, int category) { return backwardsStateTable[state * numCategories + category]; } //======================================================================= // RuleBasedBreakIterator.Builder //======================================================================= /** * The Builder class has the job of constructing a RuleBasedBreakIterator from a * textual description. A Builder is constructed by RuleBasedBreakIterator's * constructor, which uses it to construct the iterator itself and then throws it * away. * <p>The construction logic is separated out into its own class for two primary * reasons: * <ul><li>The construction logic is quite sophisticated and large. Separating it * out into its own class means the code must only be loaded into memory while a * RuleBasedBreakIterator is being constructed, and can be purged after that. * <li>There is a fair amount of state that must be maintained throughout the * construction process that is not needed by the iterator after construction. * Separating this state out into another class prevents all of the functions that * construct the iterator from having to have really long parameter lists, * (hopefully) contributing to readability and maintainability.</ul> * <p>It'd be really nice if this could be an independent class rather than an * inner class, because that would shorten the source file considerably, but * making Builder an inner class of RuleBasedBreakIterator allows it direct access * to RuleBasedBreakIterator's private members, which saves us from having to * provide some kind of "back door" to the Builder class that could then also be * used by other classes. */ protected class Builder { /** * A temporary holding place used for calculating the character categories. * This object contains CharSet objects. */ protected Vector categories = null; /** * A table used to map parts of regexp text to lists of character categories, * rather than having to figure them out from scratch each time */ protected Hashtable expressions = null; /** * A temporary holding place for the list of ignore characters */ protected CharSet ignoreChars = null; /** * A temporary holding place where the forward state table is built */ protected Vector tempStateTable = null; /** * A list of all the states that have to be filled in with transitions to the * next state that is created. Used when building the state table from the * regular expressions. */ protected Vector decisionPointList = null; /** * A stack for holding decision point lists. This is used to handle nested * parentheses and braces in regexps. */ protected Stack decisionPointStack = null; /** * A list of states that loop back on themselves. Used to handle .*? */ protected Vector loopingStates = null; /** * Looping states actually have to be backfilled later in the process * than everything else. This is where a the list of states to backfill * is accumulated. This is also used to handle .*? */ protected Vector statesToBackfill = null; /** * A list mapping pairs of state numbers for states that are to be combined * to the state number of the state representing their combination. Used * in the process of making the state table deterministic to prevent * infinite recursion. */ protected Vector mergeList = null; /** * A flag that is used to indicate when the list of looping states can * be reset. */ protected boolean clearLoopingStates = false; /** * A bit mask used to indicate a bit in the table's flags column that marks a * state as an accepting state. */ protected static final int END_STATE_FLAG = 0x8000; /** * A bit mask used to indicate a bit in the table's flags column that marks a * state as one the builder shouldn't loop to any looping states */ protected static final int DONT_LOOP_FLAG = 0x4000; /** * A bit mask used to indicate a bit in the table's flags column that marks a * state as a lookahead state. */ protected static final int LOOKAHEAD_STATE_FLAG = 0x2000; /** * A bit mask representing the union of the mask values listed above. * Used for clearing or masking off the flag bits. */ protected static final int ALL_FLAGS = END_STATE_FLAG | LOOKAHEAD_STATE_FLAG | DONT_LOOP_FLAG; /** * No special construction is required for the Builder. */ public Builder() { } /** * This is the main function for setting up the BreakIterator's tables. It * just vectors different parts of the job off to other functions. */ public void buildBreakIterator() { Vector tempRuleList = buildRuleList(description); buildCharCategories(tempRuleList); buildStateTable(tempRuleList); buildBackwardsStateTable(tempRuleList); } /** * Thus function has three main purposes: * <ul><li>Perform general syntax checking on the description, so the rest of the * build code can assume that it's parsing a legal description. * <li>Split the description into separate rules * <li>Perform variable-name substitutions (so that no one else sees variable names) * </ul> */ private Vector buildRuleList(String description) { // invariants: // - parentheses must be balanced: ()[]{}<> // - nothing can be nested inside <> // - nothing can be nested inside [] except more []s // - pairs of ()[]{}<> must not be empty // - ; can only occur at the outer level // - | can only appear inside () // - only one = or / can occur in a single rule // - = and / cannot both occur in the same rule // - <> can only occur on the left side of a = expression // (because we'll perform substitutions to eliminate them other places) // - the left-hand side of a = expression can only be a single character // (possibly with \) or text inside <> // - the right-hand side of a = expression must be enclosed in [] or () // - * may not occur at the beginning of a rule, nor may it follow // =, /, (, (, |, }, ;, or * // - ? may only follow * // - the rule list must contain at least one / rule // - no rule may be empty // - all printing characters in the ASCII range except letters and digits // are reserved and must be preceded by \ // - ! may only occur at the beginning of a rule // set up a vector to contain the broken-up description (each entry in the // vector is a separate rule) and a stack for keeping track of opening // punctuation Vector tempRuleList = new Vector(); Stack parenStack = new Stack(); int p = 0; int ruleStart = 0; char c = '\u0000'; char lastC = '\u0000'; char lastOpen = '\u0000'; boolean haveEquals = false; boolean havePipe = false; boolean sawVarName = false; final String charsThatCantPrecedeAsterisk = "=/{(|}*;\u0000"; // if the description doesn't end with a semicolon, tack a semicolon onto the end if (description.length() != 0 && description.charAt(description.length() - 1) != ';') { description = description + ";"; } // for each character, do... while (p < description.length()) { c = description.charAt(p); switch (c) { // if the character is a backslash, skip the character that follows it // (it'll get treated as a literal character) case '\\': ++p; break; // if the character is opening punctuation, verify that no nesting // rules are broken, and push the character onto the stack case '{': case '<': case '[': case '(': if (lastOpen == '<') { error("Can't nest brackets inside <>", p, description); } if (lastOpen == '[' && c != '[') { error("Can't nest anything in [] but []", p, description); } // if we see < anywhere except on the left-hand side of =, // we must be seeing a variable name that was never defined if (c == '<' && (haveEquals || havePipe)) { error("Unknown variable name", p, description); } lastOpen = c; parenStack.push(new Character(c)); if (c == '<') { sawVarName = true; } break; // if the character is closing punctuation, verify that it matches the // last opening punctuation we saw, and that the brackets contain // something, then pop the stack case '}': case '>': case ']': case ')': char expectedClose = '\u0000'; switch (lastOpen) { case '{': expectedClose = '}'; break; case '[': expectedClose = ']'; break; case '(': expectedClose = ')'; break; case '<': expectedClose = '>'; break; } if (c != expectedClose) { error("Unbalanced parentheses", p, description); } if (lastC == lastOpen) { error("Parens don't contain anything", p, description); } parenStack.pop(); if (!parenStack.empty()) { lastOpen = ((Character)(parenStack.peek())).charValue(); } else { lastOpen = '\u0000'; } break; // if the character is an asterisk, make sure it occurs in a place // where an asterisk can legally go case '*': if (charsThatCantPrecedeAsterisk.indexOf(lastC) != -1) { error("Misplaced asterisk", p, description); } break; // if the character is a question mark, make sure it follows an asterisk case '?': if (lastC != '*') { error("Misplaced ?", p, description); } break; // if the character is an equals sign, make sure we haven't seen another // equals sign or a slash yet case '=': if (haveEquals || havePipe) { error("More than one = or / in rule", p, description); } haveEquals = true; break; // if the character is a slash, make sure we haven't seen another slash // or an equals sign yet case '/': if (haveEquals || havePipe) { error("More than one = or / in rule", p, description); } if (sawVarName) { error("Unknown variable name", p, description); } havePipe = true; break; // if the character is an exclamation point, make sure it occurs only // at the beginning of a rule case '!': if (lastC != ';' && lastC != '\u0000') { error("! can only occur at the beginning of a rule", p, description); } break; // we don't have to do anything special on a period case '.': break; // if the character is a syntax character that can only occur // inside [], make sure that it does in fact only occur inside []. case '^': case '-': case ':': if (lastOpen != '[' && lastOpen != '<') { error("Illegal character", p, description); } break; // if the character is a semicolon, do the following... case ';': // make sure the rule contains something and that there are no // unbalanced parentheses or brackets if (lastC == ';' || lastC == '\u0000') { error("Empty rule", p, description); } if (!parenStack.empty()) { error("Unbalanced parenheses", p, description); } if (parenStack.empty()) { // if the rule contained an = sign, call processSubstitution() // to replace the substitution name with the substitution text // wherever it appears in the description if (haveEquals) { description = processSubstitution(description.substring(ruleStart, p), description, p + 1); } else { // otherwise, check to make sure the rule doesn't reference // any undefined substitutions if (sawVarName) { error("Unknown variable name", p, description); } // then add it to tempRuleList tempRuleList.addElement(description.substring(ruleStart, p)); } // and reset everything to process the next rule ruleStart = p + 1; haveEquals = havePipe = sawVarName = false; } break; // if the character is a vertical bar, check to make sure that it // occurs inside a () expression and that the character that precedes // it isn't also a vertical bar case '|': if (lastC == '|') { error("Empty alternative", p, description); } if (parenStack.empty() || lastOpen != '(') { error("Misplaced |", p, description); } break; // if the character is anything else (escaped characters are // skipped and don't make it here), it's an error default: if (c >= ' ' && c < '\u007f' && !Character.isLetter(c) && !Character.isDigit(c)) { error("Illegal character", p, description); } break; } lastC = c; ++p; } if (tempRuleList.size() == 0) { error("No valid rules in description", p, description); } return tempRuleList; } /** * This function performs variable-name substitutions. First it does syntax * checking on the variable-name definition. If it's syntactically valid, it * then goes through the remainder of the description and does a simple * find-and-replace of the variable name with its text. (The variable text * must be enclosed in either [] or () for this to work.) */ protected String processSubstitution(String substitutionRule, String description, int startPos) { // isolate out the text on either side of the equals sign String replace; String replaceWith; int equalPos = substitutionRule.indexOf('='); replace = substitutionRule.substring(0, equalPos); replaceWith = substitutionRule.substring(equalPos + 1); // check to see whether the substitution name is something we've declared // to be "special". For RuleBasedBreakIterator itself, this is "<ignore>". // This function takes care of any extra processing that has to be done // with "special" substitution names. handleSpecialSubstitution(replace, replaceWith, startPos, description); // perform various other syntax checks on the rule if (replaceWith.length() == 0) { error("Nothing on right-hand side of =", startPos, description); } if (replace.length() == 0) { error("Nothing on left-hand side of =", startPos, description); } if (replace.length() == 2 && replace.charAt(0) != '\\') { error("Illegal left-hand side for =", startPos, description); } if (replace.length() >= 3 && replace.charAt(0) != '<' && replace.charAt(equalPos - 1) != '>') { error("Illegal left-hand side for =", startPos, description); } if (!(replaceWith.charAt(0) == '[' && replaceWith.charAt(replaceWith.length() - 1) == ']') && !(replaceWith.charAt(0) == '(' && replaceWith.charAt( replaceWith.length() - 1) == ')')) { error("Illegal right-hand side for =", startPos, description); } // now go through the rest of the description (which hasn't been broken up // into separate rules yet) and replace every occurrence of the // substitution name with the substitution body StringBuffer result = new StringBuffer(); result.append(description.substring(0, startPos)); int lastPos = startPos; int pos = description.indexOf(replace, startPos); while (pos != -1) { result.append(description.substring(lastPos, pos)); result.append(replaceWith); lastPos = pos + replace.length(); pos = description.indexOf(replace, lastPos); } result.append(description.substring(lastPos)); return result.toString(); } /** * This function defines a protocol for handling substitution names that * are "special," i.e., that have some property beyond just being * substitutions. At the RuleBasedBreakIterator level, we have one * special substitution name, "<ignore>". Subclasses can override this * function to add more. Any special processing that has to go on beyond * that which is done by the normal substitution-processing code is done * here. */ protected void handleSpecialSubstitution(String replace, String replaceWith, int startPos, String description) { // if we get a definition for a substitution called "ignore", it defines // the ignore characters for the iterator. Check to make sure the expression // is a [] expression, and if it is, parse it and store the characters off // to the side. if (replace.equals("<ignore>")) { if (replaceWith.charAt(0) == '(') { error("Ignore group can't be enclosed in (", startPos, description); } ignoreChars = CharSet.parseString(replaceWith); } } /** * This function builds the character category table. On entry, * tempRuleList is a vector of break rules that has had variable names substituted. * On exit, the charCategoryTable data member has been initialized to hold the * character category table, and tempRuleList's rules have been munged to contain * character category numbers everywhere a literal character or a [] expression * originally occurred. */ protected void buildCharCategories(Vector tempRuleList) { int bracketLevel = 0; int p = 0; int lineNum = 0; // build hash table of every literal character or [] expression in the rule list // and use CharSet.parseString() to derive a CharSet object representing the // characters each refers to expressions = new Hashtable(); while (lineNum < tempRuleList.size()) { String line = (String)(tempRuleList.elementAt(lineNum)); p = 0; while (p < line.length()) { char c = line.charAt(p); switch (c) { // skip over all syntax characters except [ case '{': case '}': case '(': case ')': case '*': case '.': case '/': case '|': case ';': case '?': case '!': break; // for [, find the matching ] (taking nested [] pairs into account) // and add the whole expression to the expression list case '[': int q = p + 1; ++bracketLevel; while (q < line.length() && bracketLevel != 0) { c = line.charAt(q); switch (c) { case '\\': q++; break; case '[': ++bracketLevel; break; case ']': --bracketLevel; break; } ++q; } if (expressions.get(line.substring(p, q)) == null) { expressions.put(line.substring(p, q), CharSet.parseString(line. substring(p, q))); } p = q - 1; break; // for \ sequences, just move to the next character and treat // it as a single character case '\\': ++p; c = line.charAt(p); // DON'T break; fall through into "default" clause // for an isolated single character, add it to the expression list default: expressions.put(line.substring(p, p + 1), CharSet.parseString(line. substring(p, p + 1))); break; } ++p; } ++lineNum; } // dump CharSet's internal expression cache CharSet.releaseExpressionCache(); // create the temporary category table (which is a vector of CharSet objects) categories = new Vector(); if (ignoreChars != null) { categories.addElement(ignoreChars); } else { categories.addElement(new CharSet()); } ignoreChars = null; // this is a hook to allow subclasses to add categories on their own mungeExpressionList(expressions); // Derive the character categories. Go through the existing character categories // looking for overlap. Any time there's overlap, we create a new character // category for the characters that overlapped and remove them from their original // category. At the end, any characters that are left in the expression haven't // been mentioned in any category, so another new category is created for them. // For example, if the first expression is [abc], then a, b, and c will be placed // into a single character category. If the next expression is [bcd], we will first // remove b and c from their existing category (leaving a behind), create a new // category for b and c, and then create another new category for d (which hadn't // been mentioned in the previous expression). // At no time should a character ever occur in more than one character category. // for each expression in the expressions list, do... Enumeration iter = expressions.elements(); while (iter.hasMoreElements()) { // initialize the working char set to the chars in the current expression CharSet e = (CharSet)iter.nextElement(); // for each category in the category list, do... for (int j = categories.size() - 1; !e.empty() && j > 0; j--) { // if there's overlap between the current working set of chars // and the current category... CharSet that = (CharSet)(categories.elementAt(j)); if (!that.intersection(e).empty()) { // add a new category for the characters that were in the // current category but not in the working char set CharSet temp = that.difference(e); if (!temp.empty()) { categories.addElement(temp); } // remove those characters from the working char set and replace // the current category with the characters that it did // have in common with the current working char set temp = e.intersection(that); e = e.difference(that); if (!temp.equals(that)) { categories.setElementAt(temp, j); } } } // if there are still characters left in the working char set, // add a new category containing them if (!e.empty()) { categories.addElement(e); } } // we have the ignore characters stored in position 0. Make an extra pass through // the character category list and remove anything from the ignore list that shows // up in some other category CharSet allChars = new CharSet(); for (int i = 1; i < categories.size(); i++) allChars = allChars.union((CharSet)(categories.elementAt(i))); CharSet ignoreChars = (CharSet)(categories.elementAt(0)); ignoreChars = ignoreChars.difference(allChars); categories.setElementAt(ignoreChars, 0); // now that we've derived the character categories, go back through the expression // list and replace each CharSet object with a String that represents the // character categories that expression refers to. The String is encoded: each // character is a character category number (plus 0x100 to avoid confusing them // with syntax characters in the rule grammar) iter = expressions.keys(); while (iter.hasMoreElements()) { String key = (String)iter.nextElement(); CharSet cs = (CharSet)expressions.get(key); StringBuffer cats = new StringBuffer(); // for each category... for (int j = 0; j < categories.size(); j++) { // if the current expression contains characters in that category... CharSet temp = cs.intersection((CharSet)(categories.elementAt(j))); if (!temp.empty()) { // then add the encoded category number to the String for this // expression cats.append((char)(0x100 + j)); if (temp.equals(cs)) { break; } } } // once we've finished building the encoded String for this expression, // replace the CharSet object with it expressions.put(key, cats.toString()); } // and finally, we turn the temporary category table into a permanent category // table, which is a CompactByteArray. (we skip category 0, which by definition // refers to all characters not mentioned specifically in the rules) charCategoryTable = new CompactByteArray((byte)0); // for each category... for (int i = 0; i < categories.size(); i++) { CharSet chars = (CharSet)(categories.elementAt(i)); // go through the character ranges in the category one by one... Enumeration enum_ = chars.getChars(); while (enum_.hasMoreElements()) { char[] range = (char[])(enum_.nextElement()); // and set the corresponding elements in the CompactArray accordingly if (i != 0) { charCategoryTable.setElementAt(range[0], range[1], (byte)i); } // (category 0 is special-- it's the hiding place for the ignore // characters, whose real category number in the CompactArray is // -1 [this is because category 0 contains all characters not // specifically mentioned anywhere in the rules] ) else { charCategoryTable.setElementAt(range[0], range[1], IGNORE); } } } // once we've populated the CompactArray, compact it charCategoryTable.compact(); // initialize numCategories numCategories = categories.size(); } protected void mungeExpressionList(Hashtable expressions) { // empty in the parent class. This function provides a hook for subclasses // to mess with the character category table. } /** * This is the function that builds the forward state table. Most of the real * work is done in parseRule(), which is called once for each rule in the * description. */ private void buildStateTable(Vector tempRuleList) { // initialize our temporary state table, and fill it with two states: // state 0 is a dummy state that allows state 1 to be the starting state // and 0 to represent "stop". State 1 is added here to seed things // before we start parsing tempStateTable = new Vector(); tempStateTable.addElement(new short[numCategories + 1]); tempStateTable.addElement(new short[numCategories + 1]); // call parseRule() for every rule in the rule list (except those which // start with !, which are actually backwards-iteration rules) for (int i = 0; i < tempRuleList.size(); i++) { String rule = (String)tempRuleList.elementAt(i); if (rule.charAt(0) != '!') { parseRule(rule, true); } } // finally, use finishBuildingStateTable() to minimize the number of // states in the table and perform some other cleanup work finishBuildingStateTable(true); } /** * This is where most of the work really happens. This routine parses a single * rule in the rule description, adding and modifying states in the state * table according to the new expression. The state table is kept deterministic * throughout the whole operation, although some ugly postprocessing is needed * to handle the *? token. */ private void parseRule(String rule, boolean forward) { // algorithm notes: // - The basic idea here is to read successive character-category groups // from the input string. For each group, you create a state and point // the appropriate entries in the previous state to it. This produces a // straight line from the start state to the end state. The {}, *, and (|) // idioms produce branches in this straight line. These branches (states // that can transition to more than one other state) are called "decision // points." A list of decision points is kept. This contains a list of // all states that can transition to the next state to be created. For a // straight line progression, the only thing in the decision-point list is // the current state. But if there's a branch, the decision-point list // will contain all of the beginning points of the branch when the next // state to be created represents the end point of the branch. A stack is // used to save decision point lists in the presence of nested parentheses // and the like. For example, when a { is encountered, the current decision // point list is saved on the stack and restored when the corresponding } // is encountered. This way, after the } is read, the decision point list // will contain both the state right before the } _and_ the state before // the whole {} expression. Both of these states can transition to the next // state after the {} expression. // - one complication arises when we have to stamp a transition value into // an array cell that already contains one. The updateStateTable() and // mergeStates() functions handle this case. Their basic approach is to // create a new state that combines the two states that conflict and point // at it when necessary. This happens recursively, so if the merged states // also conflict, they're resolved in the same way, and so on. There are // a number of tests aimed at preventing infinite recursion. // - another complication arises with repeating characters. It's somewhat // ambiguous whether the user wants a greedy or non-greedy match in these cases. // (e.g., whether "[a-z]*abc" means the SHORTEST sequence of letters ending in // "abc" or the LONGEST sequence of letters ending in "abc". We've adopted // the *? to mean "shortest" and * by itself to mean "longest". (You get the // same result with both if there's no overlap between the repeating character // group and the group immediately following it.) Handling the *? token is // rather complicated and involves keeping track of whether a state needs to // be merged (as described above) or merely overwritten when you update one of // its cells, and copying the contents of a state that loops with a *? token // into some of the states that follow it after the rest of the table-building // process is complete ("backfilling"). // implementation notes: // - This function assumes syntax checking has been performed on the input string // prior to its being passed in here. It assumes that parentheses are // balanced, all literal characters are enclosed in [] and turned into category // numbers, that there are no illegal characters or character sequences, and so // on. Violation of these invariants will lead to undefined behavior. // - It'd probably be better to use linked lists rather than Vector and Stack // to maintain the decision point list and stack. I went for simplicity in // this initial implementation. If performance is critical enough, we can go // back and fix this later. // -There are a number of important limitations on the *? token. It does not work // right when followed by a repeating character sequence (e.g., ".*?(abc)*") // (although it does work right when followed by a single repeating character). // It will not always work right when nested in parentheses or braces (although // sometimes it will). It also will not work right if the group of repeating // characters and the group of characters that follows overlap partially // (e.g., "[a-g]*?[e-j]"). None of these capabilites was deemed necessary for // describing breaking rules we know about, so we left them out for // expeditiousness. // - Rules such as "[a-z]*?abc;" will be treated the same as "[a-z]*?aa*bc;"-- // that is, if the string ends in "aaaabc", the break will go before the first // "a" rather than the last one. Both of these are limitations in the design // of RuleBasedBreakIterator and not limitations of the rule parser. int p = 0; int currentState = 1; // don't use state number 0; 0 means "stop" int lastState = currentState; String pendingChars = ""; decisionPointStack = new Stack(); decisionPointList = new Vector(); loopingStates = new Vector(); statesToBackfill = new Vector(); short[] state; boolean sawEarlyBreak = false; // if we're adding rules to the backward state table, mark the initial state // as a looping state if (!forward) { loopingStates.addElement(new Integer(1)); } // put the current state on the decision point list before we start decisionPointList.addElement(new Integer(currentState)); // we want currentState to // be 1 here... currentState = tempStateTable.size() - 1; // but after that, we want it to be // 1 less than the state number of the next state while (p < rule.length()) { char c = rule.charAt(p); clearLoopingStates = false; // this section handles literal characters, escaped characters (which are // effectively literal characters too), the . token, and [] expressions if (c == '[' || c == '\\' || Character.isLetter(c) || Character.isDigit(c) || c < ' ' || c == '.' || c >= '\u007f') { // if we're not on a period, isolate the expression and look up // the corresponding category list if (c != '.') { int q = p; // if we're on a backslash, the expression is the character // after the backslash if (c == '\\') { q = p + 2; ++p; } // if we're on an opening bracket, scan to the closing bracket // to isolate the expression else if (c == '[') { int bracketLevel = 1; while (bracketLevel > 0) { ++q; c = rule.charAt(q); if (c == '[') { ++bracketLevel; } else if (c == ']') { --bracketLevel; } else if (c == '\\') { ++q; } } ++q; } // otherwise, the expression is just the character itself else { q = p + 1; } // look up the category list for the expression and store it // in pendingChars pendingChars = (String)expressions.get(rule.substring(p, q)); // advance the current position past the expression p = q - 1; } // if the character we're on is a period, we end up down here else { int rowNum = ((Integer)decisionPointList.lastElement()).intValue(); state = (short[])tempStateTable.elementAt(rowNum); // if the period is followed by an asterisk, then just set the current // state to loop back on itself if (p + 1 < rule.length() && rule.charAt(p + 1) == '*' && state[0] != 0) { decisionPointList.addElement(new Integer(state[0])); pendingChars = ""; ++p; } // otherwise, fabricate a category list ("pendingChars") with // every category in it else { StringBuffer temp = new StringBuffer(); for (int i = 0; i < numCategories; i++) temp.append((char)(i + 0x100)); pendingChars = temp.toString(); } } // we'll end up in here for all expressions except for .*, which is // special-cased above if (pendingChars.length() != 0) { // if the expression is followed by an asterisk, then push a copy // of the current desicion point list onto the stack (this is // the same thing we do on an opening brace) if (p + 1 < rule.length() && rule.charAt(p + 1) == '*') { decisionPointStack.push(decisionPointList.clone()); } // create a new state, add it to the list of states to backfill // if we have looping states to worry about, set its "don't make // me an accepting state" flag if we've seen a slash, and add // it to the end of the state table int newState = tempStateTable.size(); if (loopingStates.size() != 0) { statesToBackfill.addElement(new Integer(newState)); } state = new short[numCategories + 1]; if (sawEarlyBreak) { state[numCategories] = DONT_LOOP_FLAG; } tempStateTable.addElement(state); // update everybody in the decision point list to point to // the new state (this also performs all the reconciliation // needed to make the table deterministic), then clear the // decision point list updateStateTable(decisionPointList, pendingChars, (short)newState); decisionPointList.removeAllElements(); // add all states created since the last literal character we've // seen to the decision point list lastState = currentState; do { ++currentState; decisionPointList.addElement(new Integer(currentState)); } while (currentState + 1 < tempStateTable.size()); } } // a { marks the beginning of an optional run of characters. Push a // copy of the current decision point list onto the stack. This saves // it, preventing it from being affected by whatever's inside the parentheses. // This decision point list is restored when a } is encountered. else if (c == '{') { decisionPointStack.push(decisionPointList.clone()); } // a } marks the end of an optional run of characters. Pop the last decision // point list off the stack and merge it with the current decision point list. // a * denotes a repeating character or group (* after () is handled separately // below). In addition to restoring the decision point list, modify the // current state to point to itself on the appropriate character categories. else if (c == '}' || c == '*') { // when there's a *, update the current state to loop back on itself // on the character categories that caused us to enter this state if (c == '*') { for (int i = lastState + 1; i < tempStateTable.size(); i++) { Vector temp = new Vector(); temp.addElement(new Integer(i)); updateStateTable(temp, pendingChars, (short)(lastState + 1)); } } // pop the top element off the decision point stack and merge // it with the current decision point list (this causes the divergent // paths through the state table to come together again on the next // new state) Vector temp = (Vector)decisionPointStack.pop(); for (int i = 0; i < decisionPointList.size(); i++) temp.addElement(decisionPointList.elementAt(i)); decisionPointList = temp; } // a ? after a * modifies the behavior of * in cases where there is overlap // between the set of characters that repeat and the characters which follow. // Without the ?, all states following the repeating state, up to a state which // is reached by a character that doesn't overlap, will loop back into the // repeating state. With the ?, the mark states following the *? DON'T loop // back into the repeating state. Thus, "[a-z]*xyz" will match the longest // sequence of letters that ends in "xyz," while "[a-z]*? will match the // _shortest_ sequence of letters that ends in "xyz". // We use extra bookkeeping to achieve this effect, since everything else works // according to the "longest possible match" principle. The basic principle // is that transitions out of a looping state are written in over the looping // value instead of being reconciled, and that we copy the contents of the // looping state into empty cells of all non-terminal states that follow the // looping state. else if (c == '?') { setLoopingStates(decisionPointList, decisionPointList); } // a ( marks the beginning of a sequence of characters. Parentheses can either // contain several alternative character sequences (i.e., "(ab|cd|ef)"), or // they can contain a sequence of characters that can repeat (i.e., "(abc)*"). Thus, // A () group can have multiple entry and exit points. To keep track of this, // we reserve TWO spots on the decision-point stack. The top of the stack is // the list of exit points, which becomes the current decision point list when // the ) is reached. The next entry down is the decision point list at the // beginning of the (), which becomes the current decision point list at every // entry point. // In addition to keeping track of the exit points and the active decision // points before the ( (i.e., the places from which the () can be entered), // we need to keep track of the entry points in case the expression loops // (i.e., is followed by *). We do that by creating a dummy state in the // state table and adding it to the decision point list (BEFORE it's duplicated // on the stack). Nobody points to this state, so it'll get optimized out // at the end. It exists only to hold the entry points in case the () // expression loops. else if (c == '(') { // add a new state to the state table to hold the entry points into // the () expression tempStateTable.addElement(new short[numCategories + 1]); // we have to adjust lastState and currentState to account for the // new dummy state lastState = currentState; ++currentState; // add the current state to the decision point list (add it at the // BEGINNING so we can find it later) decisionPointList.insertElementAt(new Integer(currentState), 0); // finally, push a copy of the current decision point list onto the // stack (this keeps track of the active decision point list before // the () expression), followed by an empty decision point list // (this will hold the exit points) decisionPointStack.push(decisionPointList.clone()); decisionPointStack.push(new Vector()); } // a | separates alternative character sequences in a () expression. When // a | is encountered, we add the current decision point list to the exit-point // list, and restore the decision point list to its state prior to the (. else if (c == '|') { // pick out the top two decision point lists on the stack Vector oneDown = (Vector)decisionPointStack.pop(); Vector twoDown = (Vector)decisionPointStack.peek(); decisionPointStack.push(oneDown); // append the current decision point list to the list below it // on the stack (the list of exit points), and restore the // current decision point list to its state before the () expression for (int i = 0; i < decisionPointList.size(); i++) oneDown.addElement(decisionPointList.elementAt(i)); decisionPointList = (Vector)twoDown.clone(); } // a ) marks the end of a sequence of characters. We do one of two things // depending on whether the sequence repeats (i.e., whether the ) is followed // by *): If the sequence doesn't repeat, then the exit-point list is merged // with the current decision point list and the decision point list from before // the () is thrown away. If the sequence does repeat, then we fish out the // state we were in before the ( and copy all of its forward transitions // (i.e., every transition added by the () expression) into every state in the // exit-point list and the current decision point list. The current decision // point list is then merged with both the exit-point list AND the saved version // of the decision point list from before the (). Then we throw out the *. else if (c == ')') { // pull the exit point list off the stack, merge it with the current // decision point list, and make the merged version the current // decision point list Vector exitPoints = (Vector)decisionPointStack.pop(); for (int i = 0; i < decisionPointList.size(); i++) exitPoints.addElement(decisionPointList.elementAt(i)); decisionPointList = exitPoints; // if the ) isn't followed by a *, then all we have to do is throw // away the other list on the decision point stack, and we're done if (p + 1 >= rule.length() || rule.charAt(p + 1) != '*') { decisionPointStack.pop(); } // but if the sequence repeats, we have a lot more work to do... else { // now exitPoints and decisionPointList have to point to equivalent // vectors, but not the SAME vector exitPoints = (Vector)decisionPointList.clone(); // pop the original decision point list off the stack Vector temp = (Vector)decisionPointStack.pop(); // we squirreled away the row number of our entry point list // at the beginning of the original decision point list. Fish // that state number out and retrieve the entry point list int tempStateNum = ((Integer)temp.firstElement()).intValue(); short[] tempState = (short[])tempStateTable.elementAt(tempStateNum); // merge the original decision point list with the current // decision point list for (int i = 0; i < decisionPointList.size(); i++) temp.addElement(decisionPointList.elementAt(i)); decisionPointList = temp; // finally, copy every forward reference from the entry point // list into every state in the new decision point list for (int i = 0; i < tempState.length; i++) { if (tempState[i] > tempStateNum) { updateStateTable(exitPoints, new Character((char)(i + 0x100)).toString(), tempState[i]); } } // update lastState and currentState, and throw away the * lastState = currentState; currentState = tempStateTable.size() - 1; ++p; } } // a / marks the position where the break is to go if the character sequence // matches this rule. We update the flag word of every state on the decision // point list to mark them as ending states, and take note of the fact that // we've seen the slash else if (c == '/') { sawEarlyBreak = true; for (int i = 0; i < decisionPointList.size(); i++) { state = (short[])tempStateTable.elementAt(((Integer)decisionPointList. elementAt(i)).intValue()); state[numCategories] |= LOOKAHEAD_STATE_FLAG; } } // if we get here without executing any of the above clauses, we have a // syntax error. However, for now we just ignore the offending character // and move on // clearLoopingStates is a signal back from updateStateTable() that we've // transitioned to a state that won't loop back to the current looping // state. (In other words, we've gotten to a point where we can no longer // go back into a *? we saw earlier.) Clear out the list of looping states // and backfill any states that need to be backfilled. if (clearLoopingStates) { setLoopingStates(null, decisionPointList); } // advance to the next character, now that we've processed the current // character ++p; } // this takes care of backfilling any states that still need to be backfilled setLoopingStates(null, decisionPointList); // when we reach the end of the string, we do a postprocessing step to mark the // end states. The decision point list contains every state that can transition // to the end state-- that is, every state that is the last state in a sequence // that matches the rule. All of these states are considered "mark states" // or "accepting states"-- that is, states that cause the position returned from // next() to be updated. A mark state represents a possible break position. // This allows us to look ahead and remember how far the rule matched // before following the new branch (see next() for more information). // The temporary state table has an extra "flag column" at the end where this // information is stored. We mark the end states by setting a flag in their // flag column. // Now if we saw the / in the rule, then everything after it is lookahead // material and the break really goes where the slash is. In this case, // we mark these states as BOTH accepting states and lookahead states. This // signals that these states cause the break position to be updated to the // position of the slash rather than the current break position. for (int i = 0; i < decisionPointList.size(); i++) { int rowNum = ((Integer)decisionPointList.elementAt(i)).intValue(); state = (short[])tempStateTable.elementAt(rowNum); state[numCategories] |= END_STATE_FLAG; if (sawEarlyBreak) { state[numCategories] |= LOOKAHEAD_STATE_FLAG; } } } /** * Update entries in the state table, and merge states when necessary to keep * the table deterministic. * @param rows The list of rows that need updating (the decision point list) * @param pendingChars A character category list, encoded in a String. This is the * list of the columns that need updating. * @param newValue Update the cells specfied above to contain this value */ private void updateStateTable(Vector rows, String pendingChars, short newValue) { // create a dummy state that has the specified row number (newValue) in // the cells that need to be updated (those specified by pendingChars) // and 0 in the other cells short[] newValues = new short[numCategories + 1]; for (int i = 0; i < pendingChars.length(); i++) newValues[(int)(pendingChars.charAt(i)) - 0x100] = newValue; // go through the list of rows to update, and update them by calling // mergeStates() to merge them the the dummy state we created for (int i = 0; i < rows.size(); i++) { mergeStates(((Integer)rows.elementAt(i)).intValue(), newValues, rows); } } /** * The real work of making the state table deterministic happens here. This function * merges a state in the state table (specified by rowNum) with a state that is * passed in (newValues). The basic process is to copy the nonzero cells in newStates * into the state in the state table (we'll call that oldValues). If there's a * collision (i.e., if the same cell has a nonzero value in both states, and it's * not the SAME value), then we have to reconcile the collision. We do this by * creating a new state, adding it to the end of the state table, and using this * function recursively to merge the original two states into a single, combined * state. This process may happen recursively (i.e., each successive level may * involve collisions). To prevent infinite recursion, we keep a log of merge * operations. Any time we're merging two states we've merged before, we can just * supply the row number for the result of that merge operation rather than creating * a new state just like it. * @param rowNum The row number in the state table of the state to be updated * @param newValues The state to merge it with. * @param rowsBeingUpdated A copy of the list of rows passed to updateStateTable() * (itself a copy of the decision point list from parseRule()). Newly-created * states get added to the decision point list if their "parents" were on it. */ private void mergeStates(int rowNum, short[] newValues, Vector rowsBeingUpdated) { short[] oldValues = (short[])(tempStateTable.elementAt(rowNum)); boolean isLoopingState = loopingStates.contains(new Integer(rowNum)); // for each of the cells in the rows we're reconciling, do... for (int i = 0; i < oldValues.length; i++) { // if they contain the same value, we don't have to do anything if (oldValues[i] == newValues[i]) { continue; } // if oldValues is a looping state and the state the current cell points to // is too, then we can just stomp over the current value of that cell (and // set the clear-looping-states flag if necessary) else if (isLoopingState && loopingStates.contains(new Integer(oldValues[i]))) { if (newValues[i] != 0) { if (oldValues[i] == 0) { clearLoopingStates = true; } oldValues[i] = newValues[i]; } } // if the current cell in oldValues is 0, copy in the corresponding value // from newValues else if (oldValues[i] == 0) { oldValues[i] = newValues[i]; } // the last column of each row is the flag column. Take care to merge the // flag words correctly else if (i == numCategories) { oldValues[i] = (short)((newValues[i] & ALL_FLAGS) | oldValues[i]); } // if both newValues and oldValues have a nonzero value in the current // cell, and it isn't the same value both places... else if (oldValues[i] != 0 && newValues[i] != 0) { // look up this pair of cell values in the merge list. If it's // found, update the cell in oldValues to point to the merged state int combinedRowNum = searchMergeList(oldValues[i], newValues[i]); if (combinedRowNum != 0) { oldValues[i] = (short)combinedRowNum; } // otherwise, we have to reconcile them... else { // copy our row numbers into variables to make things easier int oldRowNum = oldValues[i]; int newRowNum = newValues[i]; combinedRowNum = tempStateTable.size(); // add this pair of row numbers to the merge list (create it first // if we haven't created the merge list yet) if (mergeList == null) { mergeList = new Vector(); } mergeList.addElement(new int[] { oldRowNum, newRowNum, combinedRowNum }); // create a new row to represent the merged state, and copy the // contents of oldRow into it, then add it to the end of the // state table and update the original row (oldValues) to point // to the new, merged, state short[] newRow = new short[numCategories + 1]; short[] oldRow = (short[])(tempStateTable.elementAt(oldRowNum)); System.arraycopy(oldRow, 0, newRow, 0, numCategories + 1); tempStateTable.addElement(newRow); oldValues[i] = (short)combinedRowNum; // if the decision point list contains either of the parent rows, // update it to include the new row as well if ((decisionPointList.contains(new Integer(oldRowNum)) || decisionPointList.contains(new Integer(newRowNum))) && !decisionPointList.contains(new Integer(combinedRowNum)) ) { decisionPointList.addElement(new Integer(combinedRowNum)); } // do the same thing with the list of rows being updated if ((rowsBeingUpdated.contains(new Integer(oldRowNum)) || rowsBeingUpdated.contains(new Integer(newRowNum))) && !rowsBeingUpdated.contains(new Integer(combinedRowNum)) ) { decisionPointList.addElement(new Integer(combinedRowNum)); } // now (groan) do the same thing for all the entries on the // decision point stack for (int k = 0; k < decisionPointStack.size(); k++) { Vector dpl = (Vector)decisionPointStack.elementAt(k); if ((dpl.contains(new Integer(oldRowNum)) || dpl.contains(new Integer(newRowNum))) && !dpl.contains(new Integer(combinedRowNum)) ) { dpl.addElement(new Integer(combinedRowNum)); } } // FINALLY (puff puff puff), call mergeStates() recursively to copy // the row referred to by newValues into the new row and resolve any // conflicts that come up at that level mergeStates(combinedRowNum, (short[])(tempStateTable.elementAt( newValues[i])), rowsBeingUpdated); } } } return; } /** * The merge list is a list of pairs of rows that have been merged somewhere in * the process of building this state table, along with the row number of the * row containing the merged state. This function looks up a pair of row numbers * and returns the row number of the row they combine into. (It returns 0 if * this pair of rows isn't in the merge list.) */ private int searchMergeList(int a, int b) { // if there is no merge list, there obviously isn't anything in it if (mergeList == null) { return 0; } // otherwise, for each element in the merge list... else { int[] entry; for (int i = 0; i < mergeList.size(); i++) { entry = (int[])(mergeList.elementAt(i)); // we have a hit if the two row numbers match the two row numbers // in the beginning of the entry (the two that combine), in either // order if ((entry[0] == a && entry[1] == b) || (entry[0] == b && entry[1] == a)) { return entry[2]; } // we also have a hit if one of the two row numbers matches the marged // row number and the other one matches one of the original row numbers if ((entry[2] == a && (entry[0] == b || entry[1] == b))) { return entry[2]; } if ((entry[2] == b && (entry[0] == a || entry[1] == a))) { return entry[2]; } } return 0; } } /** * This function is used to update the list of current loooping states (i.e., * states that are controlled by a *? construct). It backfills values from * the looping states into unpopulated cells of the states that are currently * marked for backfilling, and then updates the list of looping states to be * the new list * @param newLoopingStates The list of new looping states * @param endStates The list of states to treat as end states (states that * can exit the loop). */ private void setLoopingStates(Vector newLoopingStates, Vector endStates) { // if the current list of looping states isn't empty, we have to backfill // values from the looping states into the states that are waiting to be // backfilled if (!loopingStates.isEmpty()) { int loopingState = ((Integer)loopingStates.lastElement()).intValue(); int rowNum; // don't backfill into an end state OR any state reachable from an end state // (since the search for reachable states is recursive, it's split out into // a separate function, eliminateBackfillStates(), below) for (int i = 0; i < endStates.size(); i++) { eliminateBackfillStates(((Integer)endStates.elementAt(i)).intValue()); } // we DON'T actually backfill the states that need to be backfilled here. // Instead, we MARK them for backfilling. The reason for this is that if // there are multiple rules in the state-table description, the looping // states may have some of their values changed by a succeeding rule, and // this wouldn't be reflected in the backfilled states. We mark a state // for backfilling by putting the row number of the state to copy from // into the flag cell at the end of the row for (int i = 0; i < statesToBackfill.size(); i++) { rowNum = ((Integer)statesToBackfill.elementAt(i)).intValue(); short[] state = (short[])tempStateTable.elementAt(rowNum); state[numCategories] = (short)((state[numCategories] & ALL_FLAGS) | loopingState); } statesToBackfill.removeAllElements(); loopingStates.removeAllElements(); } if (newLoopingStates != null) { loopingStates = (Vector)newLoopingStates.clone(); } } /** * This removes "ending states" and states reachable from them from the * list of states to backfill. * @param The row number of the state to remove from the backfill list */ private void eliminateBackfillStates(int baseState) { // don't do anything unless this state is actually in the backfill list... if (statesToBackfill.contains(new Integer(baseState))) { // if it is, take it out statesToBackfill.removeElement(new Integer(baseState)); // then go through and recursively call this function for every // state that the base state points to short[] state = (short[])tempStateTable.elementAt(baseState); for (int i = 0; i < numCategories; i++) { if (state[i] != 0) { eliminateBackfillStates(state[i]); } } } } /** * This function completes the backfilling process by actually doing the * backfilling on the states that are marked for it */ private void backfillLoopingStates() { short[] state; short[] loopingState = null; int loopingStateRowNum = 0; int fromState; // for each state in the state table... for (int i = 0; i < tempStateTable.size(); i++) { state = (short[])tempStateTable.elementAt(i); // check the state's flag word to see if it's marked for backfilling // (it's marked for backfilling if any bits other than the two high-order // bits are set-- if they are, then the flag word, minus the two high bits, // is the row number to copy from) fromState = state[numCategories] & ~ALL_FLAGS; if (fromState > 0) { // load up the state to copy from (if we haven't already) if (fromState != loopingStateRowNum) { loopingStateRowNum = fromState; loopingState = (short[])tempStateTable.elementAt(loopingStateRowNum); } // clear out the backfill part of the flag word state[numCategories] &= ALL_FLAGS; // then fill all zero cells in the current state with values // from the corresponding cells of the fromState for (int j = 0; j < state.length; j++) { if (state[j] == 0) { state[j] = loopingState[j]; } else if (state[j] == DONT_LOOP_FLAG) { state[j] = 0; } } } } } /** * This function completes the state-table-building process by doing several * postprocessing steps and copying everything into its final resting place * in the iterator itself * @param forward True if we're working on the forward state table */ private void finishBuildingStateTable(boolean forward) { // start by backfilling the looping states backfillLoopingStates(); int[] rowNumMap = new int[tempStateTable.size()]; Stack rowsToFollow = new Stack(); rowsToFollow.push(new Integer(1)); rowNumMap[1] = 1; // determine which states are no longer reachable from the start state // (the reachable states will have their row numbers in the row number // map, and the nonreachable states will have zero in the row number map) while (rowsToFollow.size() != 0) { int rowNum = ((Integer)rowsToFollow.pop()).intValue(); short[] row = (short[])(tempStateTable.elementAt(rowNum)); for (int i = 0; i < numCategories; i++) { if (row[i] != 0) { if (rowNumMap[row[i]] == 0) { rowNumMap[row[i]] = row[i]; rowsToFollow.push(new Integer(row[i])); } } } } boolean madeChange; int newRowNum; // algorithm for minimizing the number of states in the table adapted from // Aho & Ullman, "Principles of Compiler Design" // The basic idea here is to organize the states into classes. When we're done, // all states in the same class can be considered identical and all but one eliminated. // initially assign states to classes based on the number of populated cells they // contain (the class number is the number of populated cells) int[] stateClasses = new int[tempStateTable.size()]; int nextClass = numCategories + 1; short[] state1, state2; for (int i = 1; i < stateClasses.length; i++) { if (rowNumMap[i] == 0) { continue; } state1 = (short[])tempStateTable.elementAt(i); for (int j = 0; j < numCategories; j++) { if (state1[j] != 0) { ++stateClasses[i]; } } if (stateClasses[i] == 0) { stateClasses[i] = nextClass; } } ++nextClass; // then, for each class, elect the first member of that class as that class's // "representative". For each member of the class, compare it to the "representative." // If there's a column position where the state being tested transitions to a // state in a DIFFERENT class from the class where the "representative" transitions, // then move the state into a new class. Repeat this process until no new classes // are created. int currentClass; int lastClass; boolean split; do { currentClass = 1; lastClass = nextClass; while (currentClass < nextClass) { split = false; state1 = state2 = null; for (int i = 0; i < stateClasses.length; i++) { if (stateClasses[i] == currentClass) { if (state1 == null) { state1 = (short[])tempStateTable.elementAt(i); } else { state2 = (short[])tempStateTable.elementAt(i); for (int j = 0; j < state2.length; j++) { if ((j == numCategories && state1[j] != state2[j] && forward) || (j != numCategories && stateClasses[state1[j]] != stateClasses[state2[j]])) { stateClasses[i] = nextClass; split = true; break; } } } } } if (split) { ++nextClass; } ++currentClass; } } while (lastClass != nextClass); // at this point, all of the states in a class except the first one (the //"representative") can be eliminated, so update the row-number map accordingly int[] representatives = new int[nextClass]; for (int i = 1; i < stateClasses.length; i++) if (representatives[stateClasses[i]] == 0) { representatives[stateClasses[i]] = i; } else { rowNumMap[i] = representatives[stateClasses[i]]; } // renumber all remaining rows... // first drop all that are either unreferenced or not a class representative for (int i = 1; i < rowNumMap.length; i++) { if (rowNumMap[i] != i) { tempStateTable.setElementAt(null, i); } } // then calculate everybody's new row number and update the row // number map appropriately (the first pass updates the row numbers // of all the class representatives [the rows we're keeping], and the // second pass updates the cross references for all the rows that // are being deleted) newRowNum = 1; for (int i = 1; i < rowNumMap.length; i++) { if (tempStateTable.elementAt(i) != null) { rowNumMap[i] = newRowNum++; } } for (int i = 1; i < rowNumMap.length; i++) { if (tempStateTable.elementAt(i) == null) { rowNumMap[i] = rowNumMap[rowNumMap[i]]; } } // allocate the permanent state table, and copy the remaining rows into it // (adjusting all the cell values, of course) // this section does that for the forward state table if (forward) { endStates = new boolean[newRowNum]; lookaheadStates = new boolean[newRowNum]; stateTable = new short[newRowNum * numCategories]; int p = 0; int p2 = 0; for (int i = 0; i < tempStateTable.size(); i++) { short[] row = (short[])(tempStateTable.elementAt(i)); if (row == null) { continue; } for (int j = 0; j < numCategories; j++) { stateTable[p] = (short)(rowNumMap[row[j]]); ++p; } endStates[p2] = ((row[numCategories] & END_STATE_FLAG) != 0); lookaheadStates[p2] = ((row[numCategories] & LOOKAHEAD_STATE_FLAG) != 0); ++p2; } } // and this section does it for the backward state table else { backwardsStateTable = new short[newRowNum * numCategories]; int p = 0; for (int i = 0; i < tempStateTable.size(); i++) { short[] row = (short[])(tempStateTable.elementAt(i)); if (row == null) { continue; } for (int j = 0; j < numCategories; j++) { backwardsStateTable[p] = (short)(rowNumMap[row[j]]); ++p; } } } } /** * This function builds the backward state table from the forward state * table and any additional rules (identified by the ! on the front) * supplied in the description */ private void buildBackwardsStateTable(Vector tempRuleList) { // create the temporary state table and seed it with two rows (row 0 // isn't used for anything, and we have to create row 1 (the initial // state) before we can do anything else tempStateTable = new Vector(); tempStateTable.addElement(new short[numCategories + 1]); tempStateTable.addElement(new short[numCategories + 1]); // although the backwards state table is built automatically from the forward // state table, there are some situations (the default sentence-break rules, // for example) where this doesn't yield enough stop states, causing a dramatic // drop in performance. To help with these cases, the user may supply // supplemental rules that are added to the backward state table. These have // the same syntax as the normal break rules, but begin with '!' to distinguish // them from normal break rules for (int i = 0; i < tempRuleList.size(); i++) { String rule = (String)tempRuleList.elementAt(i); if (rule.charAt(0) == '!') { parseRule(rule.substring(1), false); } } backfillLoopingStates(); // Backwards iteration is qualitatively different from forwards iteration. // This is because backwards iteration has to be made to operate from no context // at all-- the user should be able to ask BreakIterator for the break position // immediately on either side of some arbitrary offset in the text. The // forward iteration table doesn't let us do that-- it assumes complete // information on the context, which means starting from the beginning of the // document. // The way we do backward and random-access iteration is to back up from the // current (or user-specified) position until we see something we're sure is // a break position (it may not be the last break position immediately // preceding our starting point, however). Then we roll forward from there to // locate the actual break position we're after. // This means that the backwards state table doesn't have to identify every // break position, allowing the building algorithm to be much simpler. Here, // we use a "pairs" approach, scanning the forward-iteration state table for // pairs of character categories we ALWAYS break between, and building a state // table from that information. No context is required-- all this state table // looks at is a pair of adjacent characters. // It's possible that the user has supplied supplementary rules (see above). // This has to be done first to keep parseRule() and friends from becoming // EVEN MORE complicated. The automatically-generated states are appended // onto the end of the state table, and then the two sets of rules are // stitched together at the end. Take note of the row number of the // first row of the auromatically-generated part. int backTableOffset = tempStateTable.size(); if (backTableOffset > 2) { ++backTableOffset; } // the automatically-generated part of the table models a two-dimensional // array where the two dimensions represent the two characters we're currently // looking at. To model this as a state table, we actually need one additional // row to represent the initial state. It gets populated with the row numbers // of the other rows (in order). for (int i = 0; i < numCategories + 1; i++) tempStateTable.addElement(new short[numCategories + 1]); short[] state = (short[])tempStateTable.elementAt(backTableOffset - 1); for (int i = 0; i < numCategories; i++) state[i] = (short)(i + backTableOffset); // scavenge the forward state table for pairs of character categories // that always have a break between them. The algorithm is as follows: // Look down each column in the state table. For each nonzero cell in // that column, look up the row it points to. For each nonzero cell in // that row, populate a cell in the backwards state table: the row number // of that cell is the number of the column we were scanning (plus the // offset that locates this sub-table), and the column number of that cell // is the column number of the nonzero cell we just found. This cell is // populated with its own column number (adjusted according to the actual // location of the sub-table). This process will produce a state table // whose behavior is the same as looking up successive pairs of characters // in an array of Booleans to determine whether there is a break. int numRows = stateTable.length / numCategories; for (int column = 0; column < numCategories; column++) { for (int row = 0; row < numRows; row++) { int nextRow = lookupState(row, column); if (nextRow != 0) { for (int nextColumn = 0; nextColumn < numCategories; nextColumn++) { int cellValue = lookupState(nextRow, nextColumn); if (cellValue != 0) { state = (short[])tempStateTable.elementAt(nextColumn + backTableOffset); state[column] = (short)(column + backTableOffset); } } } } } // if the user specified some backward-iteration rules with the ! token, // we have to merge the resulting state table with the auto-generated one // above. First copy the populated cells from row 1 over the populated // cells in the auto-generated table. Then copy values from row 1 of the // auto-generated table into all of the the unpopulated cells of the // rule-based table. if (backTableOffset > 1) { // for every row in the auto-generated sub-table, if a cell is // populated that is also populated in row 1 of the rule-based // sub-table, copy the value from row 1 over the value in the // auto-generated sub-table state = (short[])tempStateTable.elementAt(1); for (int i = backTableOffset - 1; i < tempStateTable.size(); i++) { short[] state2 = (short[])tempStateTable.elementAt(i); for (int j = 0; j < numCategories; j++) { if (state[j] != 0 && state2[j] != 0) { state2[j] = state[j]; } } } // now, for every row in the rule-based sub-table that is not // an end state, fill in all unpopulated cells with the values // of the corresponding cells in the first row of the auto- // generated sub-table. state = (short[])tempStateTable.elementAt(backTableOffset - 1); for (int i = 1; i < backTableOffset - 1; i++) { short[] state2 = (short[])tempStateTable.elementAt(i); if ((state2[numCategories] & END_STATE_FLAG) == 0) { for (int j = 0; j < numCategories; j++) { if (state2[j] == 0) { state2[j] = state[j]; } } } } } // finally, clean everything up and copy it into the actual BreakIterator // by calling finishBuildingStateTable() finishBuildingStateTable(false); } /** * Throws an IllegalArgumentException representing a syntax error in the rule * description. The exception's message contains some debugging information. * @param message A message describing the problem * @param position The position in the description where the problem was * discovered * @param context The string containing the error */ protected void error(String message, int position, String context) { throw new IllegalArgumentException("Parse error at position (" + position + "): " + message + "\n" + context.substring(0, position) + " -here- " + context.substring(position)); } } /* * This class exists to work around a bug in incorrect implementations * of CharacterIterator, which incorrectly handle setIndex(endIndex). * This iterator relies only on base.setIndex(n) where n is less than * endIndex. * * One caveat: if the base iterator's begin and end indices change * the change will not be reflected by this wrapper. Does that matter? */ private static final class SafeCharIterator implements CharacterIterator, Cloneable { private CharacterIterator base; private int rangeStart; private int rangeLimit; private int currentIndex; SafeCharIterator(CharacterIterator base) { this.base = base; this.rangeStart = base.getBeginIndex(); this.rangeLimit = base.getEndIndex(); this.currentIndex = base.getIndex(); } public char first() { return setIndex(rangeStart); } public char last() { return setIndex(rangeLimit - 1); } public char current() { if (currentIndex < rangeStart || currentIndex >= rangeLimit) { return DONE; } else { return base.setIndex(currentIndex); } } public char next() { currentIndex++; if (currentIndex >= rangeLimit) { currentIndex = rangeLimit; return DONE; } else { return base.setIndex(currentIndex); } } public char previous() { currentIndex--; if (currentIndex < rangeStart) { currentIndex = rangeStart; return DONE; } else { return base.setIndex(currentIndex); } } public char setIndex(int i) { if (i < rangeStart || i > rangeLimit) { throw new IllegalArgumentException("Invalid position"); } currentIndex = i; return current(); } public int getBeginIndex() { return rangeStart; } public int getEndIndex() { return rangeLimit; } public int getIndex() { return currentIndex; } public Object clone() { SafeCharIterator copy = null; try { copy = (SafeCharIterator) super.clone(); } catch(CloneNotSupportedException e) { throw new Error("Clone not supported: " + e); } CharacterIterator copyOfBase = (CharacterIterator) base.clone(); copy.base = copyOfBase; return copy; } } }