public override void VisitTry(BoundTry node) { // Rules for try/catch: // * Try stays the default; // * Catch becomes a fork (it's only taken when an exception is // thrown); // * Finally is treated special. It's also executed on the default // branch, but it's also executed from break/continue/throw/return's, // because these flow through the finally. We don't do this here, // but in JoinOnBlock. var block = new Block(_branch, null, false, false, node.Finally); PushBlock(block); Visit(node.Try); if (node.Catch != null) { // Create a block for the catch. var catchBlock = new Block(block.Branch, null, false, false, null); PushBlock(catchBlock); _branch = catchBlock.Branch.Fork(); Visit(node.Catch); catchBlock.JoinBranch(_branch); // Create an empty fork to tell the Join algorithm that the // Catch was an optional branch. catchBlock.JoinBranch(catchBlock.Branch.Fork()); PopBlock(catchBlock); } Visit(node.Finally); PopBlock(block); }
public override void VisitWhile(BoundWhile node) { // Rules for while: // * When IsFalse(Test), we don't have any work; // * When IsTrue(Test), _branch stays the default; // * Otherwise, _branch becomes a fork; // * Target for break/continue. var result = ToBoolean(node.Test); // If Test evaluates to a constant expression false, the while // loop is never taken. if (result == false) return; // The Test is executed on the default branch. Visit(node.Test); var block = new Block(_branch, FindLabel(node), true, true, null); PushBlock(block); _branch = block.Branch.Fork(); Visit(node.Body); block.JoinBranch(_branch); // Create an empty fork to tell the Join algorithm that the // Body was an optional branch. if (result != true) block.JoinBranch(block.Branch.Fork()); PopBlock(block); }
public override void VisitSwitch(BoundSwitch node) { // Rules for switch: // * Target for break; // * If we don't have any cases, there is no work; // * If we only have a default case, _branch stays the default // and there is no special handling; // * Otherwise, we fully process the cases. Things become a bit // tricky in a switch because of label fall through. // Cases really are nested ifs. Say we have the following: // // switch (x) { // case 1: // a(); // case 2: // b(); // break; // } // // This can be rewritten as // // if (x == 1 || x == 2) { // if (x == 1) { // a(); // } // b(); // } // // With this rewrite, we can construct cases as follows: // - Every case is a fork; // - If the branch isn't killed, we create an extra fork // (the else of the 'if (x == 1)' above); // - Otherwise, we create a new fork for the next case. // - Default is treated like any other case; except that when // we don't have a default, we create an extra fork at the // end of the switch. // // One extra note: we don't have an expression here. The bound // tree has already introduced a temporary for the result of the // expression, so we don't have any handling for that here. // Mark a read on the temporary. MarkRead(node.Temporary); // No cases means no work. if (node.Cases.Count == 0) return; // When we only have a default case, we can just take the default. // However, we're still a break target so we do need to create // a block. if (node.Cases.Count == 1 && node.Cases[0].Expression == null) { var block = new Block(_branch, FindLabel(node), true, false, null); PushBlock(block); base.VisitSwitch(node); PopBlock(block); return; } bool hadDefault = false; // Push the block for the switch. var switchBlock = new Block(_branch, FindLabel(node), true, false, null); PushBlock(switchBlock); // Clear the branch to signal the creation of a new branch. BoundTypeManager.DefiniteAssignmentMarker.Branch caseBranch = null; _branch = null; for (int i = 0; i < node.Cases.Count; i++) { var @case = node.Cases[i]; if (@case.Expression == null) hadDefault = true; // Create a new branch for a series of cases (either the // first one or on fall through). if (caseBranch == null) caseBranch = switchBlock.Branch.Fork(); // Create a new branch for the contents of this case. _branch = caseBranch.Fork(); Visit(@case); // Do we have a fall through (and we're not the last, because // that doesn't fall through)? if (!_branch.IsKilled && i != node.Cases.Count - 1) { // If we have a fall through, join the branch // and an empty branch to close the current case. // This makes this case optional. caseBranch.Join(new[] { _branch, caseBranch.Fork() }); } else { // If we don't have a fall through, check whether the // branch is killed. If it isn't killed, we must be the // last case and it's missing the break, which we insert // here. if (!_branch.IsKilled) { Debug.Assert(i == node.Cases.Count - 1); JoinOnBlock(null, JoinType.Break); } // The case branch has already been joined on the switch // block. Close this case and signal the creation of a new // branch. caseBranch = null; } } // If we didn't have a default case, we need to create an empty // branch for the else. if (!hadDefault) switchBlock.JoinBranch(switchBlock.Branch.Fork()); // And pop the switch block. PopBlock(switchBlock); }
public override void VisitIf(BoundIf node) { // Rules for if: // * When IsTrue(Test), Else is not taken and Then stays the // default branch; // * When IsFalse(Test), Then is not taken and If stays the // default branch; // * Otherwise, Then and Else become a fork (even when Else // is null). bool? result = ToBoolean(node.Test); // If Test evaluates to a constant that allows us to skip // the Then, and we don't have an Else, we don't have any // work for this node. if (result == false && node.Else == null) return; // Test is executed on the default branch. Visit(node.Test); var block = new Block(_branch, null, false, false, null); PushBlock(block); if (!result.HasValue) { // Visit the Then. _branch = block.Branch.Fork(); Visit(node.Then); block.JoinBranch(_branch); // Visit the Else. Note that we always fork the branch, even // when we don't have an Else. The reason for this is that // the join algorithm correctly marks variables that are // only written to in the Then branch as not definitely // assigned. _branch = block.Branch.Fork(); if (node.Else != null) Visit(node.Else); block.JoinBranch(_branch); } else { Visit(result.Value ? node.Then : node.Else); } PopBlock(block); }
public override void VisitForEachIn(BoundForEachIn node) { // Rules for for each in: // * _branch becomes a fork and we create an empty fork; // * Target for break/continue. // Expression is executed on the default branch. Visit(node.Expression); MarkWrite(node.Target); var block = new Block(_branch, FindLabel(node), true, true, null); PushBlock(block); _branch = block.Branch.Fork(); Visit(node.Body); block.JoinBranch(_branch); // Create an empty branch to signal that the body is optional. block.JoinBranch(block.Branch.Fork()); PopBlock(block); }
public override void VisitFor(BoundFor node) { // Rules for for: // * _branch stays default when IsTrue(Test); otherwise _branch // becomes a fork; // * Target for break/continue; // * Increment is only executed when the default branch reaches // the end or a continue was executed. // Initialization and test are executed on the current branch. Visit(node.Initialization); Visit(node.Test); var block = new Block(_branch, FindLabel(node), true, true, null); _branch = block.Branch.Fork(); PushBlock(block); Visit(node.Body); bool wasKilled = _branch.IsKilled; // Only visit the increment when then default branch flows there // or a continue was executed. if (!_branch.IsKilled || block.ContinueTaken) { // We need to restore the branch because if the branch is // killed, but we have a continue, the test is still done on // the branch. _branch.IsKilled = false; Visit(node.Increment); } if (!wasKilled) block.JoinBranch(_branch); // Create an extra empty branch when the test wasn't unconditional. if (node.Test != null && ToBoolean(node.Test) != true) block.JoinBranch(block.Branch.Fork()); PopBlock(block); }
public override void VisitDoWhile(BoundDoWhile node) { // Rules for do/while: // * _branch stays default branch (we always take the do); // * Target for break/continue; // * Test is only executed when the default branch reaches the end // or a continue was executed. var block = new Block(_branch, FindLabel(node), true, true, null); PushBlock(block); _branch = block.Branch.Fork(); Visit(node.Body); bool wasKilled = _branch.IsKilled; if (!_branch.IsKilled || block.ContinueTaken) { // We need to restore the branch because if the branch is // killed, but we have a continue, the test is still done on // the branch. _branch.IsKilled = false; Visit(node.Test); } if (!wasKilled) block.JoinBranch(_branch); PopBlock(block); }