Пример #1
0
        /*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/

        /** Remove (Set subtract) a complete Set.
         * @param other the Set we are removing.
         */
        public void remove(symbol_set other)
        {
            not_null(other);

            /* walk down the other Set and do the removes individually */
            IEnumerator e = other.all();

            while (e.MoveNext())
            {
                remove((symbol)e.Current);
            }
        }
Пример #2
0
	/*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/

	/** Determine if this Set is an (improper) subset of another. 
	 * @param other the Set we are testing against.
	 */
	public bool is_subset_of(symbol_set other) 
{
	not_null(other);

	/* walk down our Set and make sure every element is in the other */
	IEnumerator e = all();
	while ( e.MoveNext() )
	if (!other.contains((symbol)e.Current))
	return false;

	/* they were all there */
	return true;
}
Пример #3
0
        /*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/

        /** Add (union) in a complete Set.
         * @param other the Set we are adding in.
         * @return true if this changes the Set.
         */
        public bool add(symbol_set other)
        {
            bool result = false;

            not_null(other);

            /* walk down the other Set and do the adds individually */
            IEnumerator e = other.all();

            while (e.MoveNext())
            {
                result = add((symbol)e.Current) || result;
            }

            return(result);
        }
Пример #4
0
        /*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/

        /** Determine if this Set is an (improper) subset of another.
         * @param other the Set we are testing against.
         */
        public bool is_subset_of(symbol_set other)
        {
            not_null(other);

            /* walk down our Set and make sure every element is in the other */
            IEnumerator e = all();

            while (e.MoveNext())
            {
                if (!other.contains((symbol)e.Current))
                {
                    return(false);
                }
            }

            /* they were all there */
            return(true);
        }
Пример #5
0
        /*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/

        /** Equality comparison. */
        public bool Equals(symbol_set other)
        {
            if (other == null || other.size() != size())
            {
                return(false);
            }

            /* once we know they are the same size, then improper subset does test */
            try
            {
                return(is_subset_of(other));
            }
            catch (internal_error e)
            {
                /* can't throw the error (because super class doesn't), so we crash */
                e.crash();
                return(false);
            }
        }
Пример #6
0
	/*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/

	/** Determine if this Set is an (improper) superset of another. 
	 * @param other the Set we are are testing against.
	 */
	public bool is_superset_of(symbol_set other) 
{
	not_null(other);
	return other.is_subset_of(this);
}
Пример #7
0
		/** Constructor for cloning from another Set. 
		 * @param other the Set we are cloning from.
		 */
		public symbol_set(symbol_set other) 
											{
												not_null(other);
		_all = (Hashtable)other._all.Clone();
	}
Пример #8
0
	/*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/

	/** Equality comparison. */
	public bool Equals(symbol_set other) 
{
	if (other == null || other.size() != size()) return false;

	/* once we know they are the same size, then improper subset does test */
	try 
{
	return is_subset_of(other);
} 
	catch (internal_error e) 
{
	/* can't throw the error (because super class doesn't), so we crash */
	e.crash();
	return false;
}
}
Пример #9
0
	/*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/

	/** Remove (Set subtract) a complete Set. 
	 * @param other the Set we are removing.
	 */
	public void remove(symbol_set other) 
{
	not_null(other);

	/* walk down the other Set and do the removes individually */
	IEnumerator e = other.all();
	while ( e.MoveNext() )
	remove((symbol)e.Current);
}
Пример #10
0
	/*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/

	/** Add (union) in a complete Set.  
	 * @param other the Set we are adding in.
	 * @return true if this changes the Set. 
	 */
	public bool add(symbol_set other)
{
	bool result = false;

	not_null(other);

	/* walk down the other Set and do the adds individually */
	IEnumerator e = other.all();
	while ( e.MoveNext())
	result = add((symbol)e.Current) || result;

	return result;
}
Пример #11
0
        /*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/

        /** 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);
        }
Пример #12
0
 /** Constructor for cloning from another Set.
  * @param other the Set we are cloning from.
  */
 public symbol_set(symbol_set other)
 {
     not_null(other);
     _all = (Hashtable)other._all.Clone();
 }
Пример #13
0
        /*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/

        /** Determine if this Set is an (improper) superset of another.
         * @param other the Set we are are testing against.
         */
        public bool is_superset_of(symbol_set other)
        {
            not_null(other);
            return(other.is_subset_of(this));
        }
Пример #14
0
        /*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .*/
        /** 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;
        }