internal override void Execute(Processor processor, ActionFrame frame) { Debug.Assert(processor != null && frame != null); switch (frame.State) { case Initialized: if (sort) { processor.InitSortArray(); processor.PushActionFrame(sortContainer, frame.NodeSet); frame.State = ProcessedSort; break; } goto case ProcessedSort; case ProcessedSort: if (this.selectKey == Compiler.InvalidQueryKey) { throw new XsltException(Res.Xslt_InvalidXPath, new string[] { select }); } if (sort) { frame.InitNewNodeSet(processor.StartQuery(frame.Node, this.selectKey, processor.SortArray)); } else { frame.InitNewNodeSet(processor.StartQuery(frame.Node, this.selectKey)); } frame.State = ProcessNextNode; goto case ProcessNextNode; case ProcessNextNode: Debug.Assert(frame.State == ProcessNextNode); Debug.Assert(frame.NewNodeSet != null); Debug.WriteLine("Processing next Node"); if (frame.NewNextNode(processor)) { Debug.WriteLine("Node found"); frame.State = PositionAdvanced; goto case PositionAdvanced; } else { Debug.WriteLine("Node not found, finished "); frame.Finished(); break; } case PositionAdvanced: processor.PushActionFrame(frame, frame.NewNodeSet); frame.State = ContentsProcessed; break; case ContentsProcessed: frame.State = ProcessNextNode; goto case ProcessNextNode; } }
internal override void Execute(Processor processor, ActionFrame frame) { Debug.Assert(processor != null && frame != null); switch (frame.State) { case Initialized: if (sortContainer != null) { processor.InitSortArray(); processor.PushActionFrame(sortContainer, frame.NodeSet); frame.State = ProcessedSort; break; } goto case ProcessedSort; case ProcessedSort: if (this.selectKey == Compiler.InvalidQueryKey) { throw new XsltException(Res.Xslt_InvalidXPath, new string[] { select }); } frame.InitNewNodeSet(processor.StartQuery(frame.Node, this.selectKey)); if (sortContainer != null) { Debug.Assert(processor.SortArray.Count != 0); frame.SortNewNodeSet(processor, processor.SortArray); } frame.State = ProcessNextNode; goto case ProcessNextNode; case ProcessNextNode: Debug.Assert(frame.State == ProcessNextNode); Debug.Assert(frame.NewNodeSet != null); Debug.WriteLine("Processing next Node"); if (frame.NewNextNode(processor)) { Debug.WriteLine("Node found"); frame.State = PositionAdvanced; goto case PositionAdvanced; } else { Debug.WriteLine("Node not found, finished "); frame.Finished(); break; } case PositionAdvanced: processor.PushActionFrame(frame, frame.NewNodeSet); frame.State = ContentsProcessed; break; case ContentsProcessed: frame.State = ProcessNextNode; goto case ProcessNextNode; } }
private int numberCount(XPathNavigator nav, Processor processor, XPathNavigator contextNode) { Debug.Assert(MatchCountKey(processor, contextNode, nav)); int number = 1; XPathNodeIterator sel = processor.StartQuery(nav, Compiler.PrecedingSiblingKey); while (sel.MoveNext()) { if (MatchCountKey(processor, contextNode, sel.Current)) { number++; } } return(number); }
internal override void Execute(Processor processor, ActionFrame frame) { Debug.Assert(processor != null && frame != null); switch (frame.State) { case Initialized: frame.AllocateVariables(variableCount); frame.InitNodeSet(processor.StartQuery(processor.Document, Compiler.RootQueryKey)); if (this.containedActions != null && this.containedActions.Count > 0) { processor.PushActionFrame(frame); } frame.State = QueryInitialized; break; case QueryInitialized: Debug.Assert(frame.State == QueryInitialized); frame.NextNode(processor); Debug.Assert(Processor.IsRoot(frame.Node)); if (processor.Debugger != null) { // this is like apply-templates, but we don't have it on stack. // Pop the stack, otherwise last instruction will be on it. processor.PopDebuggerStack(); } processor.PushTemplateLookup(frame.NodeSet, /*mode:*/ null, /*importsOf:*/ null); frame.State = RootProcessed; break; case RootProcessed: Debug.Assert(frame.State == RootProcessed); frame.Finished(); break; default: Debug.Fail("Invalid RootAction execution state"); break; } }
private int numberAny(Processor processor, ActionFrame frame) { int result = 0; // Our current point will be our end point in this search XPathNavigator endNode = frame.Node; if (endNode.NodeType == XPathNodeType.Attribute) { endNode = endNode.Clone(); endNode.MoveToParent(); } XPathNavigator startNode = endNode.Clone(); if (this.fromKey != Compiler.InvalidQueryKey) { bool hitFrom = false; // First try to find start by traversing up. This gives the best candidate or we hit root do { if (processor.Matches(startNode, this.fromKey)) { hitFrom = true; break; } }while(startNode.MoveToParent()); Debug.Assert( processor.Matches(startNode, this.fromKey) || // we hit 'from' or startNode.NodeType == XPathNodeType.Root // we are at root ); // from this point (matched parent | root) create descendent quiery: // we have to reset 'result' on each 'from' node, because this point can' be not last from point; XPathNodeIterator sel = processor.StartQuery(startNode, Compiler.DescendantKey); do { if (processor.Matches(sel.Current, this.fromKey)) { hitFrom = true; result = 0; } else if (MatchCountKey(processor, frame.Node, sel.Current)) { result++; } if (sel.Current.IsSamePosition(endNode)) { break; } }while (sel.MoveNext()); if (!hitFrom) { result = 0; } } else { // without 'from' we startting from the root startNode.MoveToRoot(); XPathNodeIterator sel = processor.StartQuery(startNode, Compiler.DescendantKey); // and count root node by itself do { if (MatchCountKey(processor, frame.Node, sel.Current)) { result++; } if (sel.Current.IsSamePosition(endNode)) { break; } }while (sel.MoveNext()); } return(result); }
private int numberCount(XPathNavigator nav, Processor processor, XPathNavigator contextNode) { Debug.Assert(MatchCountKey(processor, contextNode, nav)); int number = 1; XPathNodeIterator sel = processor.StartQuery(nav, Compiler.PrecedingSiblingKey); while (sel.MoveNext()) { if (MatchCountKey(processor, contextNode, sel.Current)) { number++; } } return number; }
private int numberAny(Processor processor, ActionFrame frame) { int result = 0; // Our current point will be our end point in this search XPathNavigator endNode = frame.Node; if(endNode.NodeType == XPathNodeType.Attribute) { endNode = endNode.Clone(); endNode.MoveToParent(); } XPathNavigator startNode = endNode.Clone(); if(this.fromKey != Compiler.InvalidQueryKey) { bool hitFrom = false; // First try to find start by traversing up. This gives the best candidate or we hit root do{ if(processor.Matches(startNode, this.fromKey)) { hitFrom = true; break; } }while(startNode.MoveToParent()); Debug.Assert( processor.Matches(startNode, this.fromKey) || // we hit 'from' or startNode.NodeType == XPathNodeType.Root // we are at root ); // from this point (matched parent | root) create descendent quiery: // we have to reset 'result' on each 'from' node, because this point can' be not last from point; XPathNodeIterator sel = processor.StartQuery(startNode, Compiler.DescendantKey); do { if(processor.Matches(sel.Current, this.fromKey)) { hitFrom = true; result = 0; } else if(MatchCountKey(processor, frame.Node, sel.Current)) { result ++; } if(sel.Current.IsSamePosition(endNode)) { break; } }while (sel.MoveNext()); if(! hitFrom) { result = 0; } } else { // without 'from' we startting from the root startNode.MoveToRoot(); XPathNodeIterator sel = processor.StartQuery(startNode, Compiler.DescendantKey); // and count root node by itself do { if (MatchCountKey(processor, frame.Node, sel.Current)) { result ++; } if (sel.Current.IsSamePosition(endNode)) { break; } }while (sel.MoveNext()); } return result; }
internal override void Execute(Processor processor, ActionFrame frame) { Debug.Assert(processor != null && frame != null); switch (frame.State) { case Initialized: processor.ResetParams(); processor.InitSortArray(); if (this.containedActions != null && this.containedActions.Count > 0) { processor.PushActionFrame(frame); frame.State = ProcessedChildren; break; } goto case ProcessedChildren; case ProcessedChildren: if (this.selectKey == Compiler.InvalidQueryKey) { Debug.Assert(this.select == null); if (!frame.Node.HasChildren) { frame.Finished(); break; } frame.InitNewNodeSet(frame.Node.SelectChildren(XPathNodeType.All)); } else { frame.InitNewNodeSet(processor.StartQuery(frame.Node, this.selectKey)); } if (processor.SortArray.Count != 0) { frame.SortNewNodeSet(processor, processor.SortArray); } frame.State = ProcessNextNode; goto case ProcessNextNode; case ProcessNextNode: Debug.Assert(frame.State == ProcessNextNode); Debug.Assert(frame.NewNodeSet != null); if (frame.NewNextNode(processor)) { frame.State = PositionAdvanced; goto case PositionAdvanced; } else { frame.Finished(); break; } case PositionAdvanced: Debug.Assert(frame.State == PositionAdvanced); processor.PushTemplateLookup(frame.NewNodeSet, this.mode, /*importsOf:*/ null); frame.State = TemplateProcessed; break; case TemplateProcessed: frame.State = ProcessNextNode; goto case ProcessNextNode; default: Debug.Fail("Invalid ApplyTemplatesAction execution state"); break; } }
internal override void Execute(Processor processor, ActionFrame frame) { Debug.Assert(processor != null && frame != null); switch (frame.State) { case Initialized: processor.ResetParams(); processor.InitSortArray(); if (this.containedActions != null && this.containedActions.Count > 0) { processor.PushActionFrame(frame); frame.State = ProcessedChildren; break; } goto case ProcessedChildren; case ProcessedChildren: if (this.selectKey == Compiler.InvalidQueryKey) { Debug.Assert(this.select == null); if (frame.Node.HasChildren) { frame.InitNewNodeSet(frame.Node.SelectChildren(XPathNodeType.All)); } else { frame.Finished(); break; } } else { if (this.sort) { frame.InitNewNodeSet(processor.StartQuery(frame.Node, this.selectKey, processor.SortArray)); } else { frame.InitNewNodeSet(processor.StartQuery(frame.Node, this.selectKey)); } } frame.State = ProcessNextNode; goto case ProcessNextNode; case ProcessNextNode: Debug.Assert(frame.State == ProcessNextNode); Debug.Assert(frame.NewNodeSet != null); if (frame.NewNextNode(processor)) { frame.State = PositionAdvanced; goto case PositionAdvanced; } else { frame.Finished(); break; } case PositionAdvanced: Debug.Assert(frame.State == PositionAdvanced); processor.PushTemplateLookup(frame.NewNodeSet, this.mode, /*importsOf:*/null); frame.State = TemplateProcessed; break; case TemplateProcessed: frame.State = ProcessNextNode; goto case ProcessNextNode; default: Debug.Fail("Invalid ApplyTemplatesAction execution state"); break; } }
internal override void Execute(Processor processor, ActionFrame frame) { Debug.Assert(processor != null && frame != null); switch (frame.State) { case Initialized: frame.AllocateVariables(variableCount); frame.InitNodeSet(processor.StartQuery(processor.Document, Compiler.RootQueryKey)); if (this.containedActions != null && this.containedActions.Count > 0) { processor.PushActionFrame(frame); } frame.State = QueryInitialized; break; case QueryInitialized: Debug.Assert(frame.State == QueryInitialized); frame.NextNode(processor); Debug.Assert(Processor.IsRoot(frame.Node)); if (processor.Debugger != null) { // this is like apply-templates, but we don't have it on stack. // Pop the stack, otherwise last instruction will be on it. processor.PopDebuggerStack(); } processor.PushTemplateLookup(frame.NodeSet, /*mode:*/null, /*importsOf:*/null); frame.State = RootProcessed; break; case RootProcessed: Debug.Assert(frame.State == RootProcessed); frame.Finished(); break; default: Debug.Fail("Invalid RootAction execution state"); break; } }