예제 #1
0
        private Shape DetectNewShapeDuringDrag(DragState state, MSet <LLShape> adorners, out bool potentialSelection)
        {
            potentialSelection = false;
            Shape newShape = null;

            adorners.Add(new LLPolyline(DiagramControl.MouseLineStyle, state.Points.Select(p => p.Point).AsList())
            {
                ZOrder = 0x100
            });

            if (state.Points.Count == 1)
            {
                newShape = new Marker(Control.BoxStyle, state.FirstPoint, Control.MarkerRadius, Control.MarkerType);
            }
            else if (state.MousePoints.Count > 1)
            {
#if DEBUG
                List <Section> ss = BreakIntoSections(state);
                EliminateTinySections(ss, 10 + (int)(ss.Sum(s => s.LengthPx) * 0.05));
                foreach (Section s in ss)
                {
                    adorners.Add(new LLMarker(new DrawStyle {
                        LineColor = Color.Gainsboro, FillColor = Color.Gray
                    }, s.StartSS, 5, MarkerPolygon.Circle));
                }
#endif

                newShape = RecognizeBoxOrLines(state, out potentialSelection);
            }
            return(newShape);
        }
예제 #2
0
 protected LLShapeWidgetControl()
 {
     _widgets.Add(new ScrollThumb(this, 0, -1));
     _widgets.Add(new ScrollThumb(this, -1, 0));
     _widgets.Add(new ScrollThumb(this, 1, 0));
     _widgets.Add(new ScrollThumb(this, 0, 1));
     _toolButtonLayer = AddLayer(false);
     RefreshButtonsNonvirtual();
 }
예제 #3
0
        private void ShowEraseDuringDrag(DragState state, MSet <LLShape> adorners, IEnumerable <Shape> eraseSet, List <PointT> simplified, bool cancel)
        {
            DiagramControl.EraseLineStyle.LineColor = Color.FromArgb(128, Control.BackColor);
            var eraseLine = new LLPolyline(DiagramControl.EraseLineStyle, simplified);

            adorners.Add(eraseLine);

            if (cancel)
            {
                eraseLine.Style = Control.LineStyle;
                Control.BeginRemoveAnimation(adorners);
                adorners.Clear();
                state.IsComplete = true;
            }
            else
            {
                // Show which shapes are erased by drawing them in the background color
                foreach (Shape s in eraseSet)
                {
                    Shape s_ = s.Clone();
                    s_.Style           = (DiagramDrawStyle)s.Style.Clone();
                    s_.Style.FillColor = s_.Style.LineColor = s_.Style.TextColor = Color.FromArgb(192, Control.BackColor);
                    // avoid an outline artifact, in which color from the edges of the
                    // original shape bleeds through by a variable amount that depends
                    // on subpixel offsets.
                    s_.Style.LineWidth++;
                    s_.AddLLShapesTo(adorners);
                }
            }
        }
예제 #4
0
        /// <summary>Decides whether to use a switch() and for which cases, using
        /// <see cref="BaseCostForSwitch"/> and <see cref="GetRelativeCostForSwitch"/>.</summary>
        public virtual bool ShouldGenerateSwitch(IPGTerminalSet[] sets, MSet <int> casesToInclude, bool hasErrorBranch)
        {
            // Compute scores
            IPGTerminalSet covered = EmptySet;

            int[] score = new int[sets.Length - 1];             // no error branch? then last set must be default
            for (int i = 0; i < score.Length; i++)
            {
                Debug.Assert(sets[i].Subtract(covered).Equals(sets[i]));
                score[i] = GetRelativeCostForSwitch(sets[i]);
            }

            // Consider highest scores first to figure out whether switch is
            // justified, and which branches should be expressed with "case"s.
            bool should      = false;
            int  switchScore = -BaseCostForSwitch;

            for (; ;)
            {
                int maxIndex = score.IndexOfMax(), maxScore = score[maxIndex];
                switchScore += maxScore;
                if (switchScore > 0)
                {
                    should = true;
                }
                else if (maxScore < 0)
                {
                    break;
                }
                casesToInclude.Add(maxIndex);
                score[maxIndex] = -1000000;
            }
            return(should);
        }
예제 #5
0
        void TrialAdds(T[] data, int start, int stop, bool randomOrder)
        {
            var indexes = GetIndexes(start, stop, randomOrder);
            int hCount = 0, oCount = 0, oldICount = _iSet.Count;

            _timer.Restart();
            for (int i = 0; i < indexes.Count; i++)
            {
                if (_hSet.Add(data[indexes[i]]))
                {
                    hCount++;
                }
            }
            _hTime += _timer.Restart();
            for (int i = 0; i < indexes.Count; i++)
            {
                if (_mSet.Add(data[indexes[i]]))
                {
                    oCount++;
                }
            }
            _mTime += _timer.Restart();
            for (int i = 0; i < indexes.Count; i++)
            {
                _iSet = _iSet + data[indexes[i]];
            }
            _iTime += _timer.Restart();

            Debug.Assert(hCount == oCount);
            Debug.Assert(hCount == _iSet.Count - oldICount);
            TallyMemory();
        }
예제 #6
0
 public bool DeleteSelected(bool run = true)
 {
     if (_partialSelShape == null && _selectedShapes.Count == 0)
     {
         return(false);
     }
     if (run)
     {
         if (_partialSelShape != null)
         {
             _selectedShapes.Add(_partialSelShape);
         }
         DeleteShapes((Set <Shape>)_selectedShapes);
     }
     return(true);
 }
예제 #7
0
 private void AutoAddBranchForAndPred(ref InternalList <PredictionBranch> children, AndPred andPred, List <KthSet> alts, Set <AndPred> matched, MSet <AndPred> falsified)
 {
     if (!falsified.Contains(andPred))
     {
         var innerMatched = matched.With(andPred);
         var result       = new PredictionBranch(new Set <AndPred>().With(andPred),
                                                 ComputeAssertionTree2(alts, innerMatched));
         falsified.Add(andPred);
         RemoveFalsifiedCases(alts, falsified);
         children.Add(result);
     }
 }
예제 #8
0
			// GENERATED CODE EXAMPLE: The methods in this region generate
			// the for(;;) loop in this example and everything inside it, except
			// the calls to Match() which are generated by Visit(TerminalPred).
			// The generated code uses "goto" and "match" blocks in some cases
			// to avoid code duplication. This occurs when the matching code 
			// requires multiple statements AND appears more than once in the 
			// prediction tree. Otherwise, matching is done "inline" during 
			// prediction. We generate a for(;;) loop for (...)*, and in certain 
			// cases, we generates a do...while(false) loop for (...)?.
			//
			// rule Foo @{ (('a'|'A') 'A')* 'a'..'z' 'a'..'z' };
			// public void Foo()
			// {
			//     int la0, la1;
			//     for (;;) {
			//         la0 = LA(0);
			//         if (la0 == 'a') {
			//             la1 = LA(1);
			//             if (la1 == 'A')
			//                 goto match1;
			//             else
			//                 break;
			//         } else if (la0 == 'A')
			//             goto match1;
			//         else
			//             break;
			//         match1:
			//         {
			//             Match('A', 'a');
			//             Match('A');
			//         }
			//     }
			//     MatchRange('a', 'z');
			//     MatchRange('a', 'z');
			// }

			private void GenerateCodeForAlts(Alts alts, Dictionary<int, int> timesUsed, PredictionTree tree)
			{
				bool needError = LLPG.NeedsErrorBranch(tree, alts);
				if (!needError && alts.ErrorBranch != null)
					LLPG.Output(Warning, alts, "The error branch will not be used because the other alternatives are exhaustive (cover all cases)");
				bool userDefinedError = needError && alts.ErrorBranch != null && alts.ErrorBranch != DefaultErrorBranch.Value;

				// Generate matching code for each arm. the "string" in each pair 
				// becomes non-null if the matching code for that branch needs to be
				// split out (separated) from the prediction tree because it appears
				// multiple times in the tree. The string is the goto-label name.
				Pair<LNode, string>[] matchingCode = new Pair<LNode, string>[alts.Arms.Count + (userDefinedError ? 1 : 0)];
				MSet<int> unreachable = new MSet<int>();
				int separateCount = 0;
				for (int i = 0; i < alts.Arms.Count; i++) {
					if (!timesUsed.ContainsKey(i)) {
						unreachable.Add(i);
						continue;
					}

					var codeForThisArm = new WList<LNode>();
					VisitWithNewTarget(alts.Arms[i], codeForThisArm);

					matchingCode[i].A = F.Braces(codeForThisArm.ToVList());
					if (timesUsed[i] > 1 && !SimpleEnoughToRepeat(matchingCode[i].A)) {
						separateCount++;
						matchingCode[i].B = alts.Arms[i].ChooseGotoLabel() 
							?? "match" + (i + 1).ToString();
					}
				}

				// Add matching code for the error branch, if present. Note: the
				// default error branch, which is produced by IPGCodeGenHelper.
				// ErrorBranch() is handled differently: default error code can 
				// differ at each error point in the prediction tree. Therefore 
				// we generate it later, on-demand.
				if (userDefinedError) {
					int i = alts.Arms.Count;
					var errorHandler = new WList<LNode>();
					VisitWithNewTarget(alts.ErrorBranch, errorHandler);
					matchingCode[i].A = F.Braces(errorHandler.ToVList());
					if (timesUsed[ErrorAlt] > 1 && !SimpleEnoughToRepeat(matchingCode[i].A)) {
						matchingCode[i].B = "error";
						separateCount++;
					}
				}

				// Print unreachability warnings 
				if (unreachable.Count == 1)
					LLPG.Output(Warning, alts, string.Format("Branch {{{0}}} is unreachable.", alts.AltName(unreachable.First())));
				else if (unreachable.Count > 1)
					LLPG.Output(Warning, alts, string.Format("Branches {{{0}}} are unreachable.", unreachable.Select(i => alts.AltName(i)).Join(", ")));
				if (!timesUsed.ContainsKey(ExitAlt) && alts.Mode != LoopMode.None)
					LLPG.Output(Warning, alts, "Infinite loop. The exit branch is unreachable.");

				Symbol loopType = null;

				// Choose a loop type for (...)* or (...)?:
				if (alts.Mode == LoopMode.Star)
					loopType = S.For;
				else if (alts.Mode == LoopMode.Opt) {
					if (alts.HasErrorBranch(LLPG) || alts.NonExitDefaultArmRequested())
						loopType = S.DoWhile;
				}

				// If the code for an arm is nontrivial and appears multiple times 
				// in the prediction table, it will have to be split out into a 
				// labeled block and reached via "goto". I'd rather just do a goto
				// from inside one "if" statement to inside another, but in C# 
				// (unlike in CIL, and unlike in C) that is prohibited :(
				DeduplicateLabels(matchingCode);
				var extraMatching = GenerateExtraMatchingCode(matchingCode, separateCount, ref loopType);
				if (separateCount != 0)
					loopType = loopType ?? S.DoWhile;

				Symbol breakMode = loopType; // used to request a "goto" label in addition to the loop
				LNode code = GeneratePredictionTreeCode(tree, matchingCode, ref breakMode);

				// Add break/continue between prediction tree and extra matching code,
				// if necessary.
				if (extraMatching.Count != 0 && CodeGenHelperBase.EndMayBeReachable(code)) {
					loopType = loopType ?? S.DoWhile;
					extraMatching.Insert(0, GetContinueStmt(loopType));
				}

				if (!extraMatching.IsEmpty)
					code = LNode.MergeLists(code, F.Braces(extraMatching), S.Braces);

				if (loopType == S.For) {
					// (...)* => for (;;) {}
					code = F.Call(S.For, F.List(), F.Missing, F.List(), code);
				} else if (loopType == S.DoWhile) {
					// (...)? becomes "do {...} while(false);" IF the exit branch is NOT the default.
					// If the exit branch is the default, then no loop and no "break" is needed.
					code = F.Call(S.DoWhile, code, F.@false);
				}
				if (breakMode != loopType && breakMode != null) {
					// Add "stop:" label (plus extra ";" for C# compatibility, in 
					// case the label ends the block in which it is located.)
					var stopLabel = F.Call(S.Label, F.Id(breakMode))
									 .PlusTrailingTrivia(F.Trivia(S.TriviaRawText, ";"));
					code = LNode.MergeLists(code, stopLabel, S.Braces);
				}

				int oldCount = _target.Count;
				_target.SpliceAdd(code, S.Braces);
				
				// Add comment before code
				if (LLPG.AddComments) {
					var pos = alts.Basis.Range.Start;
					var comment = F.Trivia(S.TriviaSLComment, string.Format(" Line {0}: {1}", pos.Line, alts.ToString()));
					if (_target.Count > oldCount)
						_target[oldCount] = _target[oldCount].PlusAttr(comment);
				}
			}
예제 #9
0
		/// <summary>Decides whether to use a switch() and for which cases, using
		/// <see cref="BaseCostForSwitch"/> and <see cref="GetRelativeCostForSwitch"/>.</summary>
		public virtual bool ShouldGenerateSwitch(IPGTerminalSet[] sets, MSet<int> casesToInclude, bool hasErrorBranch)
		{
			// Compute scores
			IPGTerminalSet covered = EmptySet;
			int[] score = new int[sets.Length - 1]; // no error branch? then last set must be default
			for (int i = 0; i < score.Length; i++)
			{
				Debug.Assert(sets[i].Subtract(covered).Equals(sets[i]));
				score[i] = GetRelativeCostForSwitch(sets[i]);
			}

			// Consider highest scores first to figure out whether switch is 
			// justified, and which branches should be expressed with "case"s.
			bool should = false;
			int switchScore = -BaseCostForSwitch;
			for (; ; )
			{
				int maxIndex = score.IndexOfMax(), maxScore = score[maxIndex];
				switchScore += maxScore;
				if (switchScore > 0)
					should = true;
				else if (maxScore < 0)
					break;
				casesToInclude.Add(maxIndex);
				score[maxIndex] = -1000000;
			}
			return should;
		}
예제 #10
0
            // GENERATED CODE EXAMPLE: The methods in this region generate
            // the for(;;) loop in this example and everything inside it, except
            // the calls to Match() which are generated by Visit(TerminalPred).
            // The generated code uses "goto" and "match" blocks in some cases
            // to avoid code duplication. This occurs when the matching code
            // requires multiple statements AND appears more than once in the
            // prediction tree. Otherwise, matching is done "inline" during
            // prediction. We generate a for(;;) loop for (...)*, and in certain
            // cases, we generates a do...while(false) loop for (...)?.
            //
            // rule Foo @{ (('a'|'A') 'A')* 'a'..'z' 'a'..'z' };
            // public void Foo()
            // {
            //     int la0, la1;
            //     for (;;) {
            //         la0 = LA(0);
            //         if (la0 == 'a') {
            //             la1 = LA(1);
            //             if (la1 == 'A')
            //                 goto match1;
            //             else
            //                 break;
            //         } else if (la0 == 'A')
            //             goto match1;
            //         else
            //             break;
            //         match1:
            //         {
            //             Match('A', 'a');
            //             Match('A');
            //         }
            //     }
            //     MatchRange('a', 'z');
            //     MatchRange('a', 'z');
            // }

            private void GenerateCodeForAlts(Alts alts, Dictionary <int, int> timesUsed, PredictionTree tree)
            {
                bool needError = LLPG.NeedsErrorBranch(tree, alts);

                if (!needError && alts.ErrorBranch != null)
                {
                    LLPG.Output(Warning, alts, "The error branch will not be used because the other alternatives are exhaustive (cover all cases)");
                }
                bool userDefinedError = needError && !_recognizerMode && alts.ErrorBranch != null && alts.ErrorBranch != DefaultErrorBranch.Value;

                // Generate matching code for each arm. the "string" in each pair
                // becomes non-null if the matching code for that branch needs to be
                // split out (separated) from the prediction tree because it appears
                // multiple times in the tree. The string is the goto-label name.
                Pair <LNode, string>[] matchingCode = new Pair <LNode, string> [alts.Arms.Count + (userDefinedError ? 1: 0)];
                MSet <int>             unreachable  = new MSet <int>();
                int separateCount = 0;

                for (int i = 0; i < alts.Arms.Count; i++)
                {
                    if (!timesUsed.ContainsKey(i))
                    {
                        unreachable.Add(i);
                        continue;
                    }

                    var codeForThisArm = new WList <LNode>();
                    VisitWithNewTarget(alts.Arms[i], codeForThisArm);

                    matchingCode[i].A = F.Braces(codeForThisArm.ToVList());
                    if (timesUsed[i] > 1 && !SimpleEnoughToRepeat(matchingCode[i].A))
                    {
                        separateCount++;
                        matchingCode[i].B = alts.Arms[i].ChooseGotoLabel()
                                            ?? "match" + (i + 1).ToString();
                    }
                }

                // Add matching code for the error branch, if present. Note: the
                // default error branch, which is produced by IPGCodeGenHelper.
                // ErrorBranch() is handled differently: default error code can
                // differ at each error point in the prediction tree. Therefore
                // we generate it later, on-demand.
                if (userDefinedError)
                {
                    int i            = alts.Arms.Count;
                    var errorHandler = new WList <LNode>();
                    VisitWithNewTarget(alts.ErrorBranch, errorHandler);
                    matchingCode[i].A = F.Braces(errorHandler.ToVList());
                    if (timesUsed[ErrorAlt] > 1 && !SimpleEnoughToRepeat(matchingCode[i].A))
                    {
                        matchingCode[i].B = "error";
                        separateCount++;
                    }
                }

                // Print unreachability warnings
                if (unreachable.Count == 1)
                {
                    LLPG.Output(Warning, alts, string.Format("Branch {{{0}}} is unreachable.", alts.AltName(unreachable.First())));
                }
                else if (unreachable.Count > 1)
                {
                    LLPG.Output(Warning, alts, string.Format("Branches {{{0}}} are unreachable.", unreachable.Select(i => alts.AltName(i)).Join(", ")));
                }
                if (!timesUsed.ContainsKey(ExitAlt) && alts.Mode != LoopMode.None)
                {
                    LLPG.Output(Warning, alts, "Infinite loop. The exit branch is unreachable.");
                }

                Symbol loopType = null;

                // Choose a loop type for (...)* or (...)?:
                if (alts.Mode == LoopMode.Star)
                {
                    loopType = S.For;
                }
                else if (alts.Mode == LoopMode.Opt)
                {
                    if (alts.HasErrorBranch(LLPG) || alts.NonExitDefaultArmRequested())
                    {
                        loopType = S.DoWhile;
                    }
                }

                // If the code for an arm is nontrivial and appears multiple times
                // in the prediction table, it will have to be split out into a
                // labeled block and reached via "goto". I'd rather just do a goto
                // from inside one "if" statement to inside another, but in C#
                // (unlike in CIL, and unlike in C) that is prohibited :(
                DeduplicateLabels(matchingCode);
                var extraMatching = GenerateExtraMatchingCode(matchingCode, separateCount, ref loopType);

                if (separateCount != 0)
                {
                    loopType = loopType ?? S.DoWhile;
                }

                Symbol breakMode = loopType;                 // used to request a "goto" label in addition to the loop
                LNode  code      = GeneratePredictionTreeCode(tree, matchingCode, ref breakMode);

                // Add break/continue between prediction tree and extra matching code,
                // if necessary.
                if (extraMatching.Count != 0 && CodeGenHelperBase.EndMayBeReachable(code))
                {
                    loopType = loopType ?? S.DoWhile;
                    extraMatching.Insert(0, GetContinueStmt(loopType));
                }

                if (!extraMatching.IsEmpty)
                {
                    code = LNode.MergeLists(code, F.Braces(extraMatching), S.Braces);
                }

                if (loopType == S.For)
                {
                    // (...)* => for (;;) {}
                    code = F.Call(S.For, F.List(), F.Missing, F.List(), code);
                }
                else if (loopType == S.DoWhile)
                {
                    // (...)? becomes "do {...} while(false);" IF the exit branch is NOT the default.
                    // If the exit branch is the default, then no loop and no "break" is needed.
                    code = F.Call(S.DoWhile, code, F.@false);
                }
                if (breakMode != loopType && breakMode != null)
                {
                    // Add "stop:" label (plus extra ";" for C# compatibility, in
                    // case the label ends the block in which it is located.)
                    var stopLabel = F.Call(S.Label, F.Id(breakMode))
                                    .PlusTrailingTrivia(F.Trivia(S.TriviaRawText, ";"));
                    code = LNode.MergeLists(code, stopLabel, S.Braces);
                }

                int oldCount = _target.Count;

                _target.SpliceAdd(code, S.Braces);

                // Add comment before code
                if (LLPG.AddComments)
                {
                    var pos     = alts.Basis.Range.Start;
                    var comment = F.Trivia(S.TriviaSLComment, string.Format(" Line {0}: {1}", pos.Line, alts.ToString()));
                    if (_target.Count > oldCount)
                    {
                        _target[oldCount] = _target[oldCount].PlusAttr(comment);
                    }
                }
            }
예제 #11
0
			private void AutoAddBranchForAndPred(ref InternalList<PredictionBranch> children, AndPred andPred, List<KthSet> alts, Set<AndPred> matched, MSet<AndPred> falsified)
			{
				if (!falsified.Contains(andPred)) {
					var innerMatched = matched.With(andPred);
					var result = new PredictionBranch(new Set<AndPred>().With(andPred),
						ComputeAssertionTree2(alts, innerMatched));
					falsified.Add(andPred);
					RemoveFalsifiedCases(alts, falsified);
					children.Add(result);
				}
			}
예제 #12
0
		private Shape DetectNewShapeDuringDrag(DragState state, MSet<LLShape> adorners, out bool potentialSelection)
		{
			potentialSelection = false;
			Shape newShape = null;
			adorners.Add(new LLPolyline(DiagramControl.MouseLineStyle, state.Points.Select(p => p.Point).AsList()) { ZOrder = 0x100 });

			if (state.Points.Count == 1)
			{
				newShape = new Marker(Control.BoxStyle, state.FirstPoint, Control.MarkerRadius, Control.MarkerType);
			}
			else if (state.MousePoints.Count > 1)
			{
#if DEBUG
				List<Section> ss = BreakIntoSections(state);
				EliminateTinySections(ss, 10 + (int)(ss.Sum(s => s.LengthPx) * 0.05));
				foreach (Section s in ss)
					adorners.Add(new LLMarker(new DrawStyle { LineColor = Color.Gainsboro, FillColor = Color.Gray }, s.StartSS, 5, MarkerPolygon.Circle));
#endif

				newShape = RecognizeBoxOrLines(state, out potentialSelection);
			}
			return newShape;
		}
예제 #13
0
		private void ShowEraseDuringDrag(DragState state, MSet<LLShape> adorners, IEnumerable<Shape> eraseSet, List<PointT> simplified, bool cancel)
		{
			DiagramControl.EraseLineStyle.LineColor = Color.FromArgb(128, Control.BackColor);
			var eraseLine = new LLPolyline(DiagramControl.EraseLineStyle, simplified);
			adorners.Add(eraseLine);

			if (cancel)
			{
				eraseLine.Style = Control.LineStyle;
				Control.BeginRemoveAnimation(adorners);
				adorners.Clear();
				state.IsComplete = true;
			}
			else
			{
				// Show which shapes are erased by drawing them in the background color
				foreach (Shape s in eraseSet)
				{
					Shape s_ = s.Clone();
					s_.Style = (DiagramDrawStyle)s.Style.Clone();
					s_.Style.FillColor = s_.Style.LineColor = s_.Style.TextColor = Color.FromArgb(192, Control.BackColor);
					// avoid an outline artifact, in which color from the edges of the 
					// original shape bleeds through by a variable amount that depends 
					// on subpixel offsets.
					s_.Style.LineWidth++;
					s_.AddLLShapesTo(adorners);
				}
			}
		}