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/*
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Adobe Systems Incorporated(r) Source Code License Agreement
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Copyright(c) 2005 Adobe Systems Incorporated. All rights reserved.
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Please read this Source Code License Agreement carefully before using
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the source code.
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Adobe Systems Incorporated grants to you a perpetual, worldwide, non-exclusive,
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no-charge, royalty-free, irrevocable copyright license, to reproduce,
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prepare derivative works of, publicly display, publicly perform, and
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distribute this source code and such derivative works in source or
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object code form without any attribution requirements.
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The name "Adobe Systems Incorporated" must not be used to endorse or promote products
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derived from the source code without prior written permission.
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You agree to indemnify, hold harmless and defend Adobe Systems Incorporated from and
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against any loss, damage, claims or lawsuits, including attorney's
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fees that arise or result from your use or distribution of the source
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code.
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THIS SOURCE CODE IS PROVIDED "AS IS" AND "WITH ALL FAULTS", WITHOUT
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ANY TECHNICAL SUPPORT OR ANY EXPRESSED OR IMPLIED WARRANTIES, INCLUDING,
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BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ALSO, THERE IS NO WARRANTY OF
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NON-INFRINGEMENT, TITLE OR QUIET ENJOYMENT. IN NO EVENT SHALL MACROMEDIA
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OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOURCE CODE, EVEN IF
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ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.adobe.net
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{
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import flash.utils.ByteArray;
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/**
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* This class implements an efficient lookup table for URI
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* character escaping. This class is only needed if you
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* create a derived class of URI to handle custom URI
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* syntax. This class is used internally by URI.
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*
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* @langversion ActionScript 3.0
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* @playerversion Flash 9.0*
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*/
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public class URIEncodingBitmap extends ByteArray
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{
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/**
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* Constructor. Creates an encoding bitmap using the given
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* string of characters as the set of characters that need
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* to be URI escaped.
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*
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* @langversion ActionScript 3.0
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* @playerversion Flash 9.0
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*/
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public function URIEncodingBitmap(charsToEscape:String) : void
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{
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var i:int;
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var data:ByteArray = new ByteArray();
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// Initialize our 128 bits (16 bytes) to zero
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for (i = 0; i < 16; i++)
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this.writeByte(0);
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data.writeUTFBytes(charsToEscape);
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data.position = 0;
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while (data.bytesAvailable)
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{
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var c:int = data.readByte();
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if (c > 0x7f)
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continue; // only escape low bytes
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var enc:int;
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this.position = (c >> 3);
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enc = this.readByte();
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enc |= 1 << (c & 0x7);
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this.position = (c >> 3);
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this.writeByte(enc);
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}
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}
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/**
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* Based on the data table contained in this object, check
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* if the given character should be escaped.
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*
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* @param char the character to be escaped. Only the first
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* character in the string is used. Any other characters
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* are ignored.
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*
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* @return the integer value of the raw UTF8 character. For
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* example, if '%' is given, the return value is 37 (0x25).
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* If the character given does not need to be escaped, the
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* return value is zero.
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*
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* @langversion ActionScript 3.0
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* @playerversion Flash 9.0
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*/
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public function ShouldEscape(char:String) : int
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{
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var data:ByteArray = new ByteArray();
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var c:int, mask:int;
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// write the character into a ByteArray so
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// we can pull it out as a raw byte value.
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data.writeUTFBytes(char);
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data.position = 0;
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c = data.readByte();
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if (c & 0x80)
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{
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// don't escape high byte characters. It can make international
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// URI's unreadable. We just want to escape characters that would
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// make URI syntax ambiguous.
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return 0;
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}
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else if ((c < 0x1f) || (c == 0x7f))
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{
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// control characters must be escaped.
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return c;
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}
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this.position = (c >> 3);
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mask = this.readByte();
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if (mask & (1 << (c & 0x7)))
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{
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// we need to escape this, return the numeric value
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// of the character
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return c;
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}
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else
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{
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return 0;
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}
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}
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}
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}
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