public override void GenerateSlots(IList <Slot> newSlots, SlotGeneratorContext context) { newSlots.Add(InputExecutionSlotDefinition); newSlots.Add(ConditionSlotDefinition); newSlots.Add(TrueSlotDefinition); newSlots.Add(FalseSlotDefinition); }
public override void GenerateSlots(IList <Slot> newSlots, SlotGeneratorContext context) { newSlots.Add(InputExecutionSlotDefinition); newSlots.Add(OutputExecutionSlotDefinition); // TODO: Guess type (from context.Compilation)? newSlots.Add(new Slot(SlotDirection.Input, SlotKind.Value)); }
public override void GenerateSlots(IList <Slot> newSlots, SlotGeneratorContext context) { newSlots.Add(InputExecutionSlotDefinition); newSlots.Add(CollectionSlotDefinition); //newSlots.Add(BreakSlotDefinition); newSlots.Add(LoopSlotDefinition); newSlots.Add(ItemSlotDefinition); newSlots.Add(CompletedSlotDefinition); }
public override void GenerateSlots(IList <Slot> newSlots, SlotGeneratorContext context) { newSlots.Add(InputExecutionSlotDefinition); newSlots.Add(OutputExecutionSlotDefinition); // Keep old slots // We regenerate them based on user actions for (int index = 2; index < Slots.Count; index++) { newSlots.Add(Slots[index]); } }
public override void GenerateSlots(IList <Slot> newSlots, SlotGeneratorContext context) { if (context.Compilation != null && !string.IsNullOrEmpty(Expression)) { // Parse expression var expression = ParseExpression(Expression); // Create a block that returns this expression for further analysis var block = Block( SingletonList <StatementSyntax>( ReturnStatement(ParenthesizedExpression(expression)))); RoslynHelper.AnalyzeBlockFlow(newSlots, context.Compilation, block); } }
public override void GenerateSlots(IList <Slot> newSlots, SlotGeneratorContext context) { newSlots.Add(InputExecutionSlotDefinition); newSlots.Add(OutputExecutionSlotDefinition); if (context.Compilation != null && !string.IsNullOrEmpty(Code)) { var statement = ParseStatement($"{{ {Code} }}"); var block = statement as BlockSyntax; if (block != null) { RoslynHelper.AnalyzeBlockFlow(newSlots, context.Compilation, block); } } }
public override void GenerateSlots(IList <Slot> newSlots, SlotGeneratorContext context) { }
public override void GenerateSlots(IList <Slot> newSlots, SlotGeneratorContext context) { newSlots.Add(new Slot(SlotDirection.Output, SlotKind.Value)); }
/// <summary> /// Generates a list of slot. This doesn't change any state in the <see cref="Block"/>. /// </summary> /// <param name="newSlots">List to which generated slots will be added.</param> /// <param name="context">The context that might be used to access additional information.</param> public abstract void GenerateSlots(IList <Slot> newSlots, SlotGeneratorContext context);
public override void GenerateSlots(IList <Slot> newSlots, SlotGeneratorContext context) { newSlots.Add(new Slot(SlotDirection.Output, SlotKind.Execution, StartSlotName, SlotFlags.AutoflowExecution)); }