Esempio n. 1
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        public bool Equals(MultiState <SYMBOL_ENUM, TREE_NODE> comp)
        {
            if (Object.ReferenceEquals(comp, null))
            {
                return(false);
            }

            if (Object.ReferenceEquals(this, comp))
            {
                return(true);
            }

            return(items.SetEquals(comp.items));
        }
Esempio n. 2
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        internal bool Merge(MultiState <SYMBOL_ENUM, TREE_NODE> incomingState,
                            Dictionary <Production <SYMBOL_ENUM, TREE_NODE>, Dictionary <int, SymbolChunkSet <SYMBOL_ENUM> > > precomputedRhsFirsts,
                            int lookaheadWidth)
        {
            bool changed = false;

            itemsLookaheadsStamp = Math.Max(itemsLookaheadsStamp, incomingState.itemsLookaheadsStamp);

            // merge shifts
            foreach (SingleState <SYMBOL_ENUM, TREE_NODE> existing_state in this.items)
            {
                if (existing_state.Merge(incomingState.items.GetValue(existing_state), timeStamp))
                {
                    changed = true;
                }
            }

            addClosuresLookaheads(precomputedRhsFirsts, lookaheadWidth);

            return(changed);
        }
Esempio n. 3
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        internal bool CanBeMerged(MultiState <SYMBOL_ENUM, TREE_NODE> newState)
        {
            // todo: comparer can be improved -- unseen terminals here can be considered as equal
            // however this means the merge can increase the number of stored items
            // and this means that after merge new shift moves should be created for added items

            // ERROR WARNING
            // this migh be not 100% correct, consider such mergers
            // expr -> PLUS . expr { func1 };
            // expr -> MINUS .  expr { func1 }; // same function
            // against
            // expr -> MUL .  expr { func2 };
            // normaly we would like to set precedence between MINUS, PLUS and MUL
            // but because MINUS and PLUS are merged, we have only MINUS-MUL precedence conflict
            // we rely on the fact func1 is the same, BUT it is a fragile assumption
            // pay attention when facing strange behaviour if such merger (which is my own idea) still makes sense

            // the cores are different
            if (!items.SetEquals(newState.items)) // [@STATE_EQ]
            {
                return(false);
            }

            // check by lookahead (the input which triggers the action) if there are no conflicts on actions
            foreach (SymbolChunk <SYMBOL_ENUM> lookahead in this.reduceLookaheads().Concat(newState.reduceLookaheads()).Distinct())
            {
                // [@STATE_EQ]
                var this_reduces = this.reduceStatesByLookahead(lookahead).ToHashSet(stateComparer);
                var comp_reduces = newState.reduceStatesByLookahead(lookahead).ToHashSet(stateComparer);

                if (this_reduces.Count + comp_reduces.Count > 1 && !this_reduces.SetEquals(comp_reduces))
                {
                    return(false);
                }
            }

            return(true);
        }
Esempio n. 4
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 public Node(MultiState <SYMBOL_ENUM, TREE_NODE> state)
 {
     State   = state;
     EdgesTo = new Dictionary <SYMBOL_ENUM, Node <SYMBOL_ENUM, TREE_NODE> >();
     sources = new HashSet <Tuple <SYMBOL_ENUM, Node <SYMBOL_ENUM, TREE_NODE> > >();
 }
Esempio n. 5
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 internal Node <SYMBOL_ENUM, TREE_NODE> Find(MultiState <SYMBOL_ENUM, TREE_NODE> state)
 {
     return(nodes.SingleOrDefault(it => it.State.Equals(state)));
 }