/*-----------------------------------------------------------*/ /*--- General Methods ---------------------------------------*/ /*-----------------------------------------------------------*/ /** Add a transition out of this state to another. * @param on_sym the symbol the transition is under. * @param to_st the state the transition goes to. */ public void add_transition(symbol on_sym, lalr_state to_st) { lalr_transition trans; /* create a new transition object and put it in our list */ trans = new lalr_transition(on_sym, to_st, _transitions); _transitions = trans; }
/*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/ /** Build the (internal) parser from the previously parsed specification. * This includes:<ul> * <li> Computing nullability of non-terminals. * <li> Computing first sets of non-terminals and productions. * <li> Building the viable prefix recognizer machine. * <li> Filling in the (internal) parse tables. * <li> Checking for unreduced productions. * </ul> */ protected static void build_parser() { /* compute nullability of all non terminals */ if (opt_do_debug || print_progress) System.Console.Error.WriteLine(" Computing non-terminal nullability..."); non_terminal.compute_nullability(); nullability_end = DateTime.Now.Ticks; /* compute first sets of all non terminals */ if (opt_do_debug || print_progress) System.Console.Error.WriteLine(" Computing first sets..."); non_terminal.compute_first_sets(); first_end = DateTime.Now.Ticks; /* build the LR viable prefix recognition machine */ if (opt_do_debug || print_progress) System.Console.Error.WriteLine(" Building state machine..."); start_state = lalr_state.build_machine(emit.start_production); machine_end = DateTime.Now.Ticks; /* build the LR parser action and reduce-goto tables */ if (opt_do_debug || print_progress) System.Console.Error.WriteLine(" Filling in tables..."); action_table = new parse_action_table(); reduce_table = new parse_reduce_table(); IEnumerator st = lalr_state.all(); while ( st.MoveNext() ) { lalr_state lst = (lalr_state)st.Current; lst.build_table_entries( action_table, reduce_table); } table_end = DateTime.Now.Ticks; /* check and warn for non-reduced productions */ if (opt_do_debug || print_progress) System.Console.Error.WriteLine(" Checking for non-reduced productions..."); action_table.check_reductions(); reduce_check_end = DateTime.Now.Ticks; /* if we have more conflicts than we expected issue a message and die */ if (emit.num_conflicts > expect_conflicts) { System.Console.Error.WriteLine("*** More conflicts encountered than expected " + "-- parser generation aborted"); lexer.error_count++; // indicate the problem. // we'll die on return, after clean up. } }
/*-----------------------------------------------------------*/ /*--- Static Methods ----------------------------------------*/ /*-----------------------------------------------------------*/ /** Helper routine for debugging -- produces a dump of the given state * onto System.out. */ protected static void dump_state(lalr_state st) { lalr_item_set itms; lalr_item itm; production_part part; if (st == null) { Console.WriteLine("NULL lalr_state"); return; } Console.WriteLine("lalr_state [" + st.index() + "] {"); itms = st.items(); IEnumerator e = itms.all(); while (e.MoveNext()) { itm = (lalr_item)e.Current; Console.Write(" ["); Console.Write(itm.the_production().lhs().the_symbol().name()); Console.Write(" ::= "); for (int i = 0; i < itm.the_production().rhs_length(); i++) { if (i == itm.dot_pos()) { Console.Write("(*) "); } part = itm.the_production().rhs(i); if (part.is_action()) { Console.Write("{action} "); } else { Console.Write(((symbol_part)part).the_symbol().name() + " "); } } if (itm.dot_at_end()) { Console.Write("(*) "); } Console.WriteLine("]"); } Console.WriteLine("}"); }
/*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/ /** Produce a (semi-) human readable dump of the complete viable prefix * recognition state machine. */ public static void dump_machine() { lalr_state[] ordered = new lalr_state[lalr_state.number()]; /* put the states in sorted order for a nicer display */ IEnumerator s = lalr_state.all(); while ( s.MoveNext() ) { lalr_state st = (lalr_state)s.Current; ordered[st.index()] = st; } System.Console.Error.WriteLine("===== Viable Prefix Recognizer ====="); for (int i = 0; i<lalr_state.number(); i++) { if (ordered[i] == start_state) System.Console.Error.Write("START "); System.Console.Error.WriteLine(ordered[i]); System.Console.Error.WriteLine("-------------------"); } }
/*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/ /** Equality comparison. */ public bool Equals(lalr_state other) { /* we are equal if our item sets are equal */ return(other != null && items().Equals(other.items())); }
/*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/ /** Build an LALR viable prefix recognition machine given a start * production. This method operates by first building a start state * from the start production (based on a single item with the dot at * the beginning and EOF as expected lookahead). Then for each state * it attempts to extend the machine by creating transitions out of * the state to new or existing states. When considering extension * from a state we make a transition on each symbol that appears before * the dot in some item. For example, if we have the items: <pre> * [A ::= a b * X c, {d,e}] * [B ::= a b * X d, {a,b}] * </pre> * in some state, then we would be making a transition under X to a new * state. This new state would be formed by a "kernel" of items * corresponding to moving the dot past the X. In this case: <pre> * [A ::= a b X * c, {d,e}] * [B ::= a b X * Y, {a,b}] * </pre> * The full state would then be formed by "closing" this kernel Set of * items so that it included items that represented productions of things * the parser was now looking for. In this case we would items * corresponding to productions of Y, since various forms of Y are expected * next when in this state (see lalr_item_set.compute_closure() for details * on closure). <p> * * The process of building the viable prefix recognizer terminates when no * new states can be added. However, in order to build a smaller number of * states (i.e., corresponding to LALR rather than canonical LR) the state * building process does not maintain full loookaheads in all items. * Consequently, after the machine is built, we go back and propagate * lookaheads through the constructed machine using a call to * propagate_all_lookaheads(). This makes use of propagation links * constructed during the closure and transition process. * * @param start_prod the start production of the grammar * @see java_cup.lalr_item_set#compute_closure * @see java_cup.lalr_state#propagate_all_lookaheads */ public static lalr_state build_machine(production start_prod) { lalr_state start_state; lalr_item_set start_items; lalr_item_set new_items; lalr_item_set linked_items; lalr_item_set kernel; Stack work_stack = new Stack(); lalr_state st, new_st; symbol_set outgoing; lalr_item itm, new_itm, existing, fix_itm; symbol sym, sym2; IEnumerator i, s, fix; /* sanity check */ if (start_prod == null) { throw new internal_error( "Attempt to build viable prefix recognizer using a null production"); } /* build item with dot at front of start production and EOF lookahead */ start_items = new lalr_item_set(); itm = new lalr_item(start_prod); itm.lookahead().add(terminal.EOF); start_items.add(itm); /* create copy the item Set to form the kernel */ kernel = new lalr_item_set(start_items); /* create the closure from that item Set */ start_items.compute_closure(); /* build a state out of that item Set and put it in our work Set */ start_state = new lalr_state(start_items); work_stack.Push(start_state); /* enter the state using the kernel as the key */ _all_kernels.Add(kernel, start_state); /* continue looking at new states until we have no more work to do */ while (work_stack.Count != 0) { /* remove a state from the work Set */ st = (lalr_state)work_stack.Pop(); /* gather up all the symbols that appear before dots */ outgoing = new symbol_set(); i = st.items().all(); while (i.MoveNext()) { itm = (lalr_item)i.Current; /* add the symbol before the dot (if any) to our collection */ sym = itm.symbol_after_dot(); if (sym != null) { outgoing.add(sym); } } /* now create a transition out for each individual symbol */ s = outgoing.all(); while (s.MoveNext()) { sym = (symbol)s.Current; /* will be keeping the Set of items with propagate links */ linked_items = new lalr_item_set(); /* gather up shifted versions of all the items that have this * symbol before the dot */ new_items = new lalr_item_set(); i = st.items().all(); while (i.MoveNext()) { itm = (lalr_item)i.Current; /* if this is the symbol we are working on now, add to Set */ sym2 = itm.symbol_after_dot(); if (sym.Equals(sym2)) { /* add to the kernel of the new state */ new_items.add(itm.shift()); /* remember that itm has propagate link to it */ linked_items.add(itm); } } /* use new items as state kernel */ kernel = new lalr_item_set(new_items); /* have we seen this one already? */ new_st = (lalr_state)_all_kernels[kernel]; /* if we haven't, build a new state out of the item Set */ if (new_st == null) { /* compute closure of the kernel for the full item Set */ new_items.compute_closure(); /* build the new state */ new_st = new lalr_state(new_items); /* add the new state to our work Set */ work_stack.Push(new_st); /* put it in our kernel table */ _all_kernels.Add(kernel, new_st); } /* otherwise relink propagation to items in existing state */ else { /* walk through the items that have links to the new state */ fix = linked_items.all(); while (fix.MoveNext()) { fix_itm = (lalr_item)fix.Current; /* look at each propagate link out of that item */ for (int l = 0; l < fix_itm.propagate_items().Count; l++) { /* pull out item linked to in the new state */ new_itm = (lalr_item)fix_itm.propagate_items().ToArray()[l]; /* find corresponding item in the existing state */ existing = new_st.items().find(new_itm); /* fix up the item so it points to the existing Set */ if (existing != null) { fix_itm.set_propagate_item(existing, l); } } } } /* add a transition from current state to that state */ st.add_transition(sym, new_st); } } /* all done building states */ /* propagate complete lookahead sets throughout the states */ propagate_all_lookaheads(); return(start_state); }
/*-----------------------------------------------------------*/ /*--- Static Methods ----------------------------------------*/ /*-----------------------------------------------------------*/ /** Helper routine for debugging -- produces a dump of the given state * onto System.out. */ protected static void dump_state(lalr_state st) { lalr_item_set itms; lalr_item itm; production_part part; if (st == null) { Console.WriteLine("NULL lalr_state"); return; } Console.WriteLine("lalr_state [" + st.index() + "] {"); itms = st.items(); IEnumerator e = itms.all(); while ( e.MoveNext() ) { itm = (lalr_item)e.Current; Console.Write(" ["); Console.Write(itm.the_production().lhs().the_symbol().name()); Console.Write(" ::= "); for (int i = 0; i<itm.the_production().rhs_length(); i++) { if (i == itm.dot_pos()) Console.Write("(*) "); part = itm.the_production().rhs(i); if (part.is_action()) Console.Write("{action} "); else Console.Write(((symbol_part)part).the_symbol().name() + " "); } if (itm.dot_at_end()) Console.Write("(*) "); Console.WriteLine("]"); } Console.WriteLine("}"); }
/*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/ /** Equality comparison. */ public bool Equals(lalr_state other) { /* we are equal if our item sets are equal */ return other != null && items().Equals(other.items()); }
/*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/ /** Build an LALR viable prefix recognition machine given a start * production. This method operates by first building a start state * from the start production (based on a single item with the dot at * the beginning and EOF as expected lookahead). Then for each state * it attempts to extend the machine by creating transitions out of * the state to new or existing states. When considering extension * from a state we make a transition on each symbol that appears before * the dot in some item. For example, if we have the items: <pre> * [A ::= a b * X c, {d,e}] * [B ::= a b * X d, {a,b}] * </pre> * in some state, then we would be making a transition under X to a new * state. This new state would be formed by a "kernel" of items * corresponding to moving the dot past the X. In this case: <pre> * [A ::= a b X * c, {d,e}] * [B ::= a b X * Y, {a,b}] * </pre> * The full state would then be formed by "closing" this kernel Set of * items so that it included items that represented productions of things * the parser was now looking for. In this case we would items * corresponding to productions of Y, since various forms of Y are expected * next when in this state (see lalr_item_set.compute_closure() for details * on closure). <p> * * The process of building the viable prefix recognizer terminates when no * new states can be added. However, in order to build a smaller number of * states (i.e., corresponding to LALR rather than canonical LR) the state * building process does not maintain full loookaheads in all items. * Consequently, after the machine is built, we go back and propagate * lookaheads through the constructed machine using a call to * propagate_all_lookaheads(). This makes use of propagation links * constructed during the closure and transition process. * * @param start_prod the start production of the grammar * @see java_cup.lalr_item_set#compute_closure * @see java_cup.lalr_state#propagate_all_lookaheads */ public static lalr_state build_machine(production start_prod) { lalr_state start_state; lalr_item_set start_items; lalr_item_set new_items; lalr_item_set linked_items; lalr_item_set kernel; Stack work_stack = new Stack(); lalr_state st, new_st; symbol_set outgoing; lalr_item itm, new_itm, existing, fix_itm; symbol sym, sym2; IEnumerator i, s, fix; /* sanity check */ if (start_prod == null) throw new internal_error( "Attempt to build viable prefix recognizer using a null production"); /* build item with dot at front of start production and EOF lookahead */ start_items = new lalr_item_set(); itm = new lalr_item(start_prod); itm.lookahead().add(terminal.EOF); start_items.add(itm); /* create copy the item Set to form the kernel */ kernel = new lalr_item_set(start_items); /* create the closure from that item Set */ start_items.compute_closure(); /* build a state out of that item Set and put it in our work Set */ start_state = new lalr_state(start_items); work_stack.Push(start_state); /* enter the state using the kernel as the key */ _all_kernels.Add(kernel, start_state); /* continue looking at new states until we have no more work to do */ while (work_stack.Count!=0) { /* remove a state from the work Set */ st = (lalr_state)work_stack.Pop(); /* gather up all the symbols that appear before dots */ outgoing = new symbol_set(); i = st.items().all(); while ( i.MoveNext() ) { itm = (lalr_item)i.Current; /* add the symbol before the dot (if any) to our collection */ sym = itm.symbol_after_dot(); if (sym != null) outgoing.add(sym); } /* now create a transition out for each individual symbol */ s = outgoing.all(); while ( s.MoveNext()) { sym = (symbol)s.Current; /* will be keeping the Set of items with propagate links */ linked_items = new lalr_item_set(); /* gather up shifted versions of all the items that have this symbol before the dot */ new_items = new lalr_item_set(); i = st.items().all(); while ( i.MoveNext()) { itm = (lalr_item)i.Current; /* if this is the symbol we are working on now, add to Set */ sym2 = itm.symbol_after_dot(); if (sym.Equals(sym2)) { /* add to the kernel of the new state */ new_items.add(itm.shift()); /* remember that itm has propagate link to it */ linked_items.add(itm); } } /* use new items as state kernel */ kernel = new lalr_item_set(new_items); /* have we seen this one already? */ new_st = (lalr_state)_all_kernels[kernel]; /* if we haven't, build a new state out of the item Set */ if (new_st == null) { /* compute closure of the kernel for the full item Set */ new_items.compute_closure(); /* build the new state */ new_st = new lalr_state(new_items); /* add the new state to our work Set */ work_stack.Push(new_st); /* put it in our kernel table */ _all_kernels.Add(kernel, new_st); } /* otherwise relink propagation to items in existing state */ else { /* walk through the items that have links to the new state */ fix = linked_items.all(); while ( fix.MoveNext() ) { fix_itm = (lalr_item)fix.Current; /* look at each propagate link out of that item */ for (int l =0; l < fix_itm.propagate_items().Count; l++) { /* pull out item linked to in the new state */ new_itm =(lalr_item) fix_itm.propagate_items().ToArray()[l]; /* find corresponding item in the existing state */ existing = new_st.items().find(new_itm); /* fix up the item so it points to the existing Set */ if (existing != null) { fix_itm.set_propagate_item(existing,l); } } } } /* add a transition from current state to that state */ st.add_transition(sym, new_st); } } /* all done building states */ /* propagate complete lookahead sets throughout the states */ propagate_all_lookaheads(); return start_state; }