X-Git-Url: https://gerrit.simantics.org/r/gitweb?a=blobdiff_plain;f=bundles%2Forg.simantics.databoard%2Fcpp%2FDataBoardTest%2Flibantlr3c-3.2%2Fsrc%2Fantlr3collections.c;fp=bundles%2Forg.simantics.databoard%2Fcpp%2FDataBoardTest%2Flibantlr3c-3.2%2Fsrc%2Fantlr3collections.c;h=53a837052d808d76885868808fbb6b7b968c4afb;hb=969bd23cab98a79ca9101af33334000879fb60c5;hp=0000000000000000000000000000000000000000;hpb=866dba5cd5a3929bbeae85991796acb212338a08;p=simantics%2Fplatform.git diff --git a/bundles/org.simantics.databoard/cpp/DataBoardTest/libantlr3c-3.2/src/antlr3collections.c b/bundles/org.simantics.databoard/cpp/DataBoardTest/libantlr3c-3.2/src/antlr3collections.c new file mode 100644 index 000000000..53a837052 --- /dev/null +++ b/bundles/org.simantics.databoard/cpp/DataBoardTest/libantlr3c-3.2/src/antlr3collections.c @@ -0,0 +1,2740 @@ +/// \file +/// Provides a number of useful functions that are roughly equivalent +/// to java HashTable and List for the purposes of Antlr 3 C runtime. +/// Also useable by the C programmer for things like symbol tables pointers +/// and so on. +/// +/// + +// [The "BSD licence"] +// Copyright (c) 2005-2009 Jim Idle, Temporal Wave LLC +// http://www.temporal-wave.com +// http://www.linkedin.com/in/jimidle +// +// All rights reserved. +// +// Redistribution and use in source and binary forms, with or without +// modification, are permitted provided that the following conditions +// are met: +// 1. Redistributions of source code must retain the above copyright +// notice, this list of conditions and the following disclaimer. +// 2. Redistributions in binary form must reproduce the above copyright +// notice, this list of conditions and the following disclaimer in the +// documentation and/or other materials provided with the distribution. +// 3. The name of the author may not be used to endorse or promote products +// derived from this software without specific prior written permission. +// +// THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR +// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES +// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. +// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, +// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT +// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF +// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +#include + +#include "antlr3collections.h" + +// Interface functions for hash table +// + +// String based keys +// +static void antlr3HashDelete (pANTLR3_HASH_TABLE table, void * key); +static void * antlr3HashGet (pANTLR3_HASH_TABLE table, void * key); +static pANTLR3_HASH_ENTRY antlr3HashRemove (pANTLR3_HASH_TABLE table, void * key); +static ANTLR3_INT32 antlr3HashPut (pANTLR3_HASH_TABLE table, void * key, void * element, void (ANTLR3_CDECL *freeptr)(void *)); + +// Integer based keys (Lists and so on) +// +static void antlr3HashDeleteI (pANTLR3_HASH_TABLE table, ANTLR3_INTKEY key); +static void * antlr3HashGetI (pANTLR3_HASH_TABLE table, ANTLR3_INTKEY key); +static pANTLR3_HASH_ENTRY antlr3HashRemoveI (pANTLR3_HASH_TABLE table, ANTLR3_INTKEY key); +static ANTLR3_INT32 antlr3HashPutI (pANTLR3_HASH_TABLE table, ANTLR3_INTKEY key, void * element, void (ANTLR3_CDECL *freeptr)(void *)); + +static void antlr3HashFree (pANTLR3_HASH_TABLE table); +static ANTLR3_UINT32 antlr3HashSize (pANTLR3_HASH_TABLE table); + +// ----------- + +// Interface functions for enumeration +// +static int antlr3EnumNext (pANTLR3_HASH_ENUM en, pANTLR3_HASH_KEY * key, void ** data); +static void antlr3EnumFree (pANTLR3_HASH_ENUM en); + +// Interface functions for List +// +static void antlr3ListFree (pANTLR3_LIST list); +static void antlr3ListDelete(pANTLR3_LIST list, ANTLR3_INTKEY key); +static void * antlr3ListGet (pANTLR3_LIST list, ANTLR3_INTKEY key); +static ANTLR3_INT32 antlr3ListPut (pANTLR3_LIST list, ANTLR3_INTKEY key, void * element, void (ANTLR3_CDECL *freeptr)(void *)); +static ANTLR3_INT32 antlr3ListAdd (pANTLR3_LIST list, void * element, void (ANTLR3_CDECL *freeptr)(void *)); +static void * antlr3ListRemove(pANTLR3_LIST list, ANTLR3_INTKEY key); +static ANTLR3_UINT32 antlr3ListSize (pANTLR3_LIST list); + +// Interface functions for Stack +// +static void antlr3StackFree (pANTLR3_STACK stack); +static void * antlr3StackPop (pANTLR3_STACK stack); +static void * antlr3StackGet (pANTLR3_STACK stack, ANTLR3_INTKEY key); +static ANTLR3_BOOLEAN antlr3StackPush (pANTLR3_STACK stack, void * element, void (ANTLR3_CDECL *freeptr)(void *)); +static ANTLR3_UINT32 antlr3StackSize (pANTLR3_STACK stack); +static void * antlr3StackPeek (pANTLR3_STACK stack); + +// Interface functions for vectors +// +static void ANTLR3_CDECL antlr3VectorFree (pANTLR3_VECTOR vector); +static void antlr3VectorDel (pANTLR3_VECTOR vector, ANTLR3_UINT32 entry); +static void * antlr3VectorGet (pANTLR3_VECTOR vector, ANTLR3_UINT32 entry); +static void * antrl3VectorRemove (pANTLR3_VECTOR vector, ANTLR3_UINT32 entry); +static void antlr3VectorClear (pANTLR3_VECTOR vector); +static ANTLR3_UINT32 antlr3VectorAdd (pANTLR3_VECTOR vector, void * element, void (ANTLR3_CDECL *freeptr)(void *)); +static ANTLR3_UINT32 antlr3VectorSet (pANTLR3_VECTOR vector, ANTLR3_UINT32 entry, void * element, void (ANTLR3_CDECL *freeptr)(void *), ANTLR3_BOOLEAN freeExisting); +static ANTLR3_UINT32 antlr3VectorSize (pANTLR3_VECTOR vector); +static ANTLR3_BOOLEAN antlr3VectorSwap (pANTLR3_VECTOR vector, ANTLR3_UINT32 entry1, ANTLR3_UINT32 entry2); + +static void newPool (pANTLR3_VECTOR_FACTORY factory); +static void closeVectorFactory (pANTLR3_VECTOR_FACTORY factory); +static pANTLR3_VECTOR newVector (pANTLR3_VECTOR_FACTORY factory); +static void returnVector (pANTLR3_VECTOR_FACTORY factory, pANTLR3_VECTOR vector); + + +// Interface functions for int TRIE +// +static pANTLR3_TRIE_ENTRY intTrieGet (pANTLR3_INT_TRIE trie, ANTLR3_INTKEY key); +static ANTLR3_BOOLEAN intTrieDel (pANTLR3_INT_TRIE trie, ANTLR3_INTKEY key); +static ANTLR3_BOOLEAN intTrieAdd (pANTLR3_INT_TRIE trie, ANTLR3_INTKEY key, ANTLR3_UINT32 type, ANTLR3_INTKEY intType, void * data, void (ANTLR3_CDECL *freeptr)(void *)); +static void intTrieFree (pANTLR3_INT_TRIE trie); + + +// Interface functions for topological sorter +// +static void addEdge (pANTLR3_TOPO topo, ANTLR3_UINT32 edge, ANTLR3_UINT32 dependency); +static pANTLR3_UINT32 sortToArray (pANTLR3_TOPO topo); +static void sortVector (pANTLR3_TOPO topo, pANTLR3_VECTOR v); +static void freeTopo (pANTLR3_TOPO topo); + +// Local function to advance enumeration structure pointers +// +static void antlr3EnumNextEntry(pANTLR3_HASH_ENUM en); + +pANTLR3_HASH_TABLE +antlr3HashTableNew(ANTLR3_UINT32 sizeHint) +{ + // All we have to do is create the hashtable tracking structure + // and allocate memory for the requested number of buckets. + // + pANTLR3_HASH_TABLE table; + + ANTLR3_UINT32 bucket; // Used to traverse the buckets + + table = ANTLR3_MALLOC(sizeof(ANTLR3_HASH_TABLE)); + + // Error out if no memory left + if (table == NULL) + { + return NULL; + } + + // Allocate memory for the buckets + // + table->buckets = (pANTLR3_HASH_BUCKET) ANTLR3_MALLOC((size_t) (sizeof(ANTLR3_HASH_BUCKET) * sizeHint)); + + if (table->buckets == NULL) + { + ANTLR3_FREE((void *)table); + return NULL; + } + + // Modulo of the table, (bucket count). + // + table->modulo = sizeHint; + + table->count = 0; /* Nothing in there yet ( I hope) */ + + /* Initialize the buckets to empty + */ + for (bucket = 0; bucket < sizeHint; bucket++) + { + table->buckets[bucket].entries = NULL; + } + + /* Exclude duplicate entries by default + */ + table->allowDups = ANTLR3_FALSE; + + /* Assume that keys should by strduped before they are + * entered in the table. + */ + table->doStrdup = ANTLR3_TRUE; + + /* Install the interface + */ + + table->get = antlr3HashGet; + table->put = antlr3HashPut; + table->del = antlr3HashDelete; + table->remove = antlr3HashRemove; + + table->getI = antlr3HashGetI; + table->putI = antlr3HashPutI; + table->delI = antlr3HashDeleteI; + table->removeI = antlr3HashRemoveI; + + table->size = antlr3HashSize; + table->free = antlr3HashFree; + + return table; +} + +static void +antlr3HashFree(pANTLR3_HASH_TABLE table) +{ + ANTLR3_UINT32 bucket; /* Used to traverse the buckets */ + + pANTLR3_HASH_BUCKET thisBucket; + pANTLR3_HASH_ENTRY entry; + pANTLR3_HASH_ENTRY nextEntry; + + /* Free the table, all buckets and all entries, and all the + * keys and data (if the table exists) + */ + if (table != NULL) + { + for (bucket = 0; bucket < table->modulo; bucket++) + { + thisBucket = &(table->buckets[bucket]); + + /* Allow sparse tables, though we don't create them as such at present + */ + if ( thisBucket != NULL) + { + entry = thisBucket->entries; + + /* Search all entries in the bucket and free them up + */ + while (entry != NULL) + { + /* Save next entry - we do not want to access memory in entry after we + * have freed it. + */ + nextEntry = entry->nextEntry; + + /* Free any data pointer, this only happens if the user supplied + * a pointer to a routine that knwos how to free the structure they + * added to the table. + */ + if (entry->free != NULL) + { + entry->free(entry->data); + } + + /* Free the key memory - we know that we allocated this + */ + if (entry->keybase.type == ANTLR3_HASH_TYPE_STR && entry->keybase.key.sKey != NULL) + { + ANTLR3_FREE(entry->keybase.key.sKey); + } + + /* Free this entry + */ + ANTLR3_FREE(entry); + entry = nextEntry; /* Load next pointer to see if we shoud free it */ + } + /* Invalidate the current pointer + */ + thisBucket->entries = NULL; + } + } + + /* Now we can free the bucket memory + */ + ANTLR3_FREE(table->buckets); + } + + /* Now we free teh memory for the table itself + */ + ANTLR3_FREE(table); +} + +/** return the current size of the hash table + */ +static ANTLR3_UINT32 antlr3HashSize (pANTLR3_HASH_TABLE table) +{ + return table->count; +} + +/** Remove a numeric keyed entry from a hash table if it exists, + * no error if it does not exist. + */ +static pANTLR3_HASH_ENTRY antlr3HashRemoveI (pANTLR3_HASH_TABLE table, ANTLR3_INTKEY key) +{ + ANTLR3_UINT32 hash; + pANTLR3_HASH_BUCKET bucket; + pANTLR3_HASH_ENTRY entry; + pANTLR3_HASH_ENTRY * nextPointer; + + /* First we need to know the hash of the provided key + */ + hash = (ANTLR3_UINT32)(key % (ANTLR3_INTKEY)(table->modulo)); + + /* Knowing the hash, we can find the bucket + */ + bucket = table->buckets + hash; + + /* Now, we traverse the entries in the bucket until + * we find the key or the end of the entries in the bucket. + * We track the element prior to the one we are examining + * as we need to set its next pointer to the next pointer + * of the entry we are deleting (if we find it). + */ + entry = bucket->entries; /* Entry to examine */ + nextPointer = & bucket->entries; /* Where to put the next pointer of the deleted entry */ + + while (entry != NULL) + { + /* See if this is the entry we wish to delete + */ + if (entry->keybase.key.iKey == key) + { + /* It was the correct entry, so we set the next pointer + * of the previous entry to the next pointer of this + * located one, which takes it out of the chain. + */ + (*nextPointer) = entry->nextEntry; + + table->count--; + + return entry; + } + else + { + /* We found an entry but it wasn't the one that was wanted, so + * move to the next one, if any. + */ + nextPointer = & (entry->nextEntry); /* Address of the next pointer in the current entry */ + entry = entry->nextEntry; /* Address of the next element in the bucket (if any) */ + } + } + + return NULL; /* Not found */ +} + +/** Remove the element in the hash table for a particular + * key value, if it exists - no error if it does not. + */ +static pANTLR3_HASH_ENTRY +antlr3HashRemove(pANTLR3_HASH_TABLE table, void * key) +{ + ANTLR3_UINT32 hash; + pANTLR3_HASH_BUCKET bucket; + pANTLR3_HASH_ENTRY entry; + pANTLR3_HASH_ENTRY * nextPointer; + + /* First we need to know the hash of the provided key + */ + hash = antlr3Hash(key, (ANTLR3_UINT32)strlen((const char *)key)); + + /* Knowing the hash, we can find the bucket + */ + bucket = table->buckets + (hash % table->modulo); + + /* Now, we traverse the entries in the bucket until + * we find the key or the end of the entires in the bucket. + * We track the element prior to the one we are exmaining + * as we need to set its next pointer to the next pointer + * of the entry we are deleting (if we find it). + */ + entry = bucket->entries; /* Entry to examine */ + nextPointer = & bucket->entries; /* Where to put the next pointer of the deleted entry */ + + while (entry != NULL) + { + /* See if this is the entry we wish to delete + */ + if (strcmp((const char *)key, (const char *)entry->keybase.key.sKey) == 0) + { + /* It was the correct entry, so we set the next pointer + * of the previous entry to the next pointer of this + * located one, which takes it out of the chain. + */ + (*nextPointer) = entry->nextEntry; + + /* Release the key - if we allocated that + */ + if (table->doStrdup == ANTLR3_TRUE) + { + ANTLR3_FREE(entry->keybase.key.sKey); + } + entry->keybase.key.sKey = NULL; + + table->count--; + + return entry; + } + else + { + /* We found an entry but it wasn't the one that was wanted, so + * move to the next one, if any. + */ + nextPointer = & (entry->nextEntry); /* Address of the next pointer in the current entry */ + entry = entry->nextEntry; /* Address of the next element in the bucket (if any) */ + } + } + + return NULL; /* Not found */ +} + +/** Takes the element with the supplied key out of the list, and deletes the data + * calling the supplied free() routine if any. + */ +static void +antlr3HashDeleteI (pANTLR3_HASH_TABLE table, ANTLR3_INTKEY key) +{ + pANTLR3_HASH_ENTRY entry; + + entry = antlr3HashRemoveI(table, key); + + /* Now we can free the elements and the entry in order + */ + if (entry != NULL && entry->free != NULL) + { + /* Call programmer supplied function to release this entry data + */ + entry->free(entry->data); + entry->data = NULL; + } + /* Finally release the space for this entry block. + */ + ANTLR3_FREE(entry); +} + +/** Takes the element with the supplied key out of the list, and deletes the data + * calling the supplied free() routine if any. + */ +static void +antlr3HashDelete (pANTLR3_HASH_TABLE table, void * key) +{ + pANTLR3_HASH_ENTRY entry; + + entry = antlr3HashRemove(table, key); + + /* Now we can free the elements and the entry in order + */ + if (entry != NULL && entry->free != NULL) + { + /* Call programmer supplied function to release this entry data + */ + entry->free(entry->data); + entry->data = NULL; + } + /* Finally release the space for this entry block. + */ + ANTLR3_FREE(entry); +} + +/** Return the element pointer in the hash table for a particular + * key value, or NULL if it don't exist (or was itself NULL). + */ +static void * +antlr3HashGetI(pANTLR3_HASH_TABLE table, ANTLR3_INTKEY key) +{ + ANTLR3_UINT32 hash; + pANTLR3_HASH_BUCKET bucket; + pANTLR3_HASH_ENTRY entry; + + /* First we need to know the hash of the provided key + */ + hash = (ANTLR3_UINT32)(key % (ANTLR3_INTKEY)(table->modulo)); + + /* Knowing the hash, we can find the bucket + */ + bucket = table->buckets + hash; + + /* Now we can inspect the key at each entry in the bucket + * and see if we have a match. + */ + entry = bucket->entries; + + while (entry != NULL) + { + if (entry->keybase.key.iKey == key) + { + /* Match was found, return the data pointer for this entry + */ + return entry->data; + } + entry = entry->nextEntry; + } + + /* If we got here, then we did not find the key + */ + return NULL; +} + +/** Return the element pointer in the hash table for a particular + * key value, or NULL if it don't exist (or was itself NULL). + */ +static void * +antlr3HashGet(pANTLR3_HASH_TABLE table, void * key) +{ + ANTLR3_UINT32 hash; + pANTLR3_HASH_BUCKET bucket; + pANTLR3_HASH_ENTRY entry; + + + /* First we need to know the hash of the provided key + */ + hash = antlr3Hash(key, (ANTLR3_UINT32)strlen((const char *)key)); + + /* Knowing the hash, we can find the bucket + */ + bucket = table->buckets + (hash % table->modulo); + + /* Now we can inspect the key at each entry in the bucket + * and see if we have a match. + */ + entry = bucket->entries; + + while (entry != NULL) + { + if (strcmp((const char *)key, (const char *)entry->keybase.key.sKey) == 0) + { + /* Match was found, return the data pointer for this entry + */ + return entry->data; + } + entry = entry->nextEntry; + } + + /* If we got here, then we did not find the key + */ + return NULL; +} + +/** Add the element pointer in to the table, based upon the + * hash of the provided key. + */ +static ANTLR3_INT32 +antlr3HashPutI(pANTLR3_HASH_TABLE table, ANTLR3_INTKEY key, void * element, void (ANTLR3_CDECL *freeptr)(void *)) +{ + ANTLR3_UINT32 hash; + pANTLR3_HASH_BUCKET bucket; + pANTLR3_HASH_ENTRY entry; + pANTLR3_HASH_ENTRY * newPointer; + + /* First we need to know the hash of the provided key + */ + hash = (ANTLR3_UINT32)(key % (ANTLR3_INTKEY)(table->modulo)); + + /* Knowing the hash, we can find the bucket + */ + bucket = table->buckets + hash; + + /* Knowing the bucket, we can traverse the entries until we + * we find a NULL pointer or we find that this is already + * in the table and duplicates were not allowed. + */ + newPointer = &bucket->entries; + + while (*newPointer != NULL) + { + /* The value at new pointer is pointing to an existing entry. + * If duplicates are allowed then we don't care what it is, but + * must reject this add if the key is the same as the one we are + * supplied with. + */ + if (table->allowDups == ANTLR3_FALSE) + { + if ((*newPointer)->keybase.key.iKey == key) + { + return ANTLR3_ERR_HASHDUP; + } + } + + /* Point to the next entry pointer of the current entry we + * are traversing, if it is NULL we will create our new + * structure and point this to it. + */ + newPointer = &((*newPointer)->nextEntry); + } + + /* newPointer is now pointing at the pointer where we need to + * add our new entry, so let's crate the entry and add it in. + */ + entry = (pANTLR3_HASH_ENTRY)ANTLR3_MALLOC((size_t)sizeof(ANTLR3_HASH_ENTRY)); + + if (entry == NULL) + { + return ANTLR3_ERR_NOMEM; + } + + entry->data = element; /* Install the data element supplied */ + entry->free = freeptr; /* Function that knows how to release the entry */ + entry->keybase.type = ANTLR3_HASH_TYPE_INT; /* Indicate the key type stored here for when we free */ + entry->keybase.key.iKey = key; /* Record the key value */ + entry->nextEntry = NULL; /* Ensure that the forward pointer ends the chain */ + + *newPointer = entry; /* Install the next entry in this bucket */ + + table->count++; + + return ANTLR3_SUCCESS; +} + + +/** Add the element pointer in to the table, based upon the + * hash of the provided key. + */ +static ANTLR3_INT32 +antlr3HashPut(pANTLR3_HASH_TABLE table, void * key, void * element, void (ANTLR3_CDECL *freeptr)(void *)) +{ + ANTLR3_UINT32 hash; + pANTLR3_HASH_BUCKET bucket; + pANTLR3_HASH_ENTRY entry; + pANTLR3_HASH_ENTRY * newPointer; + + /* First we need to know the hash of the provided key + */ + hash = antlr3Hash(key, (ANTLR3_UINT32)strlen((const char *)key)); + + /* Knowing the hash, we can find the bucket + */ + bucket = table->buckets + (hash % table->modulo); + + /* Knowign the bucket, we can traverse the entries until we + * we find a NULL pointer ofr we find that this is already + * in the table and duplicates were not allowed. + */ + newPointer = &bucket->entries; + + while (*newPointer != NULL) + { + /* The value at new pointer is pointing to an existing entry. + * If duplicates are allowed then we don't care what it is, but + * must reject this add if the key is the same as the one we are + * supplied with. + */ + if (table->allowDups == ANTLR3_FALSE) + { + if (strcmp((const char*) key, (const char *)(*newPointer)->keybase.key.sKey) == 0) + { + return ANTLR3_ERR_HASHDUP; + } + } + + /* Point to the next entry pointer of the current entry we + * are traversing, if it is NULL we will create our new + * structure and point this to it. + */ + newPointer = &((*newPointer)->nextEntry); + } + + /* newPointer is now poiting at the pointer where we need to + * add our new entry, so let's crate the entry and add it in. + */ + entry = (pANTLR3_HASH_ENTRY)ANTLR3_MALLOC((size_t)sizeof(ANTLR3_HASH_ENTRY)); + + if (entry == NULL) + { + return ANTLR3_ERR_NOMEM; + } + + entry->data = element; /* Install the data element supplied */ + entry->free = freeptr; /* Function that knows how to release the entry */ + entry->keybase.type = ANTLR3_HASH_TYPE_STR; /* Indicate the key type stored here for free() */ + if (table->doStrdup == ANTLR3_TRUE) + { + entry->keybase.key.sKey = ANTLR3_STRDUP(key); /* Record the key value */ + } + else + { + entry->keybase.key.sKey = key; /* Record the key value */ + } + entry->nextEntry = NULL; /* Ensure that the forward pointer ends the chain */ + + *newPointer = entry; /* Install the next entry in this bucket */ + + table->count++; + + return ANTLR3_SUCCESS; +} + +/** \brief Creates an enumeration structure to traverse the hash table. + * + * \param table Table to enumerate + * \return Pointer to enumeration structure. + */ +pANTLR3_HASH_ENUM +antlr3EnumNew (pANTLR3_HASH_TABLE table) +{ + pANTLR3_HASH_ENUM en; + + /* Allocate structure memory + */ + en = (pANTLR3_HASH_ENUM) ANTLR3_MALLOC((size_t)sizeof(ANTLR3_HASH_ENUM)); + + /* Check that the allocation was good + */ + if (en == NULL) + { + return (pANTLR3_HASH_ENUM) ANTLR3_FUNC_PTR(ANTLR3_ERR_NOMEM); + } + + /* Initialize the start pointers + */ + en->table = table; + en->bucket = 0; /* First bucket */ + en->entry = en->table->buckets->entries; /* First entry to return */ + + /* Special case in that the first bucket may not have anything in it + * but the antlr3EnumNext() function expects that the en->entry is + * set to the next valid pointer. Hence if it is not a valid element + * pointer, attempt to find the next one that is, (table may be empty + * of course. + */ + if (en->entry == NULL) + { + antlr3EnumNextEntry(en); + } + + /* Install the interface + */ + en->free = antlr3EnumFree; + en->next = antlr3EnumNext; + + /* All is good + */ + return en; +} + +/** \brief Return the next entry in the hashtable being traversed by the supplied + * enumeration. + * + * \param[in] en Pointer to the enumeration tracking structure + * \param key Pointer to void pointer, where the key pointer is returned. + * \param data Pointer to void pointer where the data pointer is returned. + * \return + * - ANTLR3_SUCCESS if there was a next key + * - ANTLR3_FAIL if there were no more keys + * + * \remark + * No checking of input structure is performed! + */ +static int +antlr3EnumNext (pANTLR3_HASH_ENUM en, pANTLR3_HASH_KEY * key, void ** data) +{ + /* If the current entry is valid, then use it + */ + if (en->bucket >= en->table->modulo) + { + /* Already exhausted the table + */ + return ANTLR3_FAIL; + } + + /* Pointers are already set to the current entry to return, or + * we would not be at this point in the logic flow. + */ + *key = &(en->entry->keybase); + *data = en->entry->data; + + /* Return pointers are set up, so now we move the element + * pointer to the next in the table (if any). + */ + antlr3EnumNextEntry(en); + + return ANTLR3_SUCCESS; +} + +/** \brief Local function to advance the entry pointer of an enumeration + * structure to the next valid entry (if there is one). + * + * \param[in] enum Pointer to ANTLR3 enumeration structure returned by antlr3EnumNew() + * + * \remark + * - The function always leaves the pointers pointing at a valid entry if there + * is one, so if the entry pointer is NULL when this function exits, there were + * no more entries in the table. + */ +static void +antlr3EnumNextEntry(pANTLR3_HASH_ENUM en) +{ + pANTLR3_HASH_BUCKET bucket; + + /* See if the current entry pointer is valid first of all + */ + if (en->entry != NULL) + { + /* Current entry was a valid point, see if there is another + * one in the chain. + */ + if (en->entry->nextEntry != NULL) + { + /* Next entry in the enumeration is just the next entry + * in the chain. + */ + en->entry = en->entry->nextEntry; + return; + } + } + + /* There were no more entries in the current bucket, if there are + * more buckets then chase them until we find an entry. + */ + en->bucket++; + + while (en->bucket < en->table->modulo) + { + /* There was one more bucket, see if it has any elements in it + */ + bucket = en->table->buckets + en->bucket; + + if (bucket->entries != NULL) + { + /* There was an entry in this bucket, so we can use it + * for the next entry in the enumeration. + */ + en->entry = bucket->entries; + return; + } + + /* There was nothing in the bucket we just examined, move to the + * next one. + */ + en->bucket++; + } + + /* Here we have exhausted all buckets and the enumeration pointer will + * have its bucket count = table->modulo which signifies that we are done. + */ +} + +/** \brief Frees up the memory structures that represent a hash table + * enumeration. + * \param[in] enum Pointer to ANTLR3 enumeration structure returned by antlr3EnumNew() + */ +static void +antlr3EnumFree (pANTLR3_HASH_ENUM en) +{ + /* Nothing to check, we just free it. + */ + ANTLR3_FREE(en); +} + +/** Given an input key of arbitrary length, return a hash value of + * it. This can then be used (with suitable modulo) to index other + * structures. + */ +ANTLR3_API ANTLR3_UINT32 +antlr3Hash(void * key, ANTLR3_UINT32 keylen) +{ + /* Accumulate the hash value of the key + */ + ANTLR3_UINT32 hash; + pANTLR3_UINT8 keyPtr; + ANTLR3_UINT32 i1; + + hash = 0; + keyPtr = (pANTLR3_UINT8) key; + + /* Iterate the key and accumulate the hash + */ + while(keylen > 0) + { + hash = (hash << 4) + (*(keyPtr++)); + + if ((i1=hash&0xf0000000) != 0) + { + hash = hash ^ (i1 >> 24); + hash = hash ^ i1; + } + keylen--; + } + + return hash; +} + +ANTLR3_API pANTLR3_LIST +antlr3ListNew (ANTLR3_UINT32 sizeHint) +{ + pANTLR3_LIST list; + + /* Allocate memory + */ + list = (pANTLR3_LIST)ANTLR3_MALLOC((size_t)sizeof(ANTLR3_LIST)); + + if (list == NULL) + { + return (pANTLR3_LIST)ANTLR3_FUNC_PTR(ANTLR3_ERR_NOMEM); + } + + /* Now we need to add a new table + */ + list->table = antlr3HashTableNew(sizeHint); + + if (list->table == (pANTLR3_HASH_TABLE)ANTLR3_FUNC_PTR(ANTLR3_ERR_NOMEM)) + { + return (pANTLR3_LIST)ANTLR3_FUNC_PTR(ANTLR3_ERR_NOMEM); + } + + /* Allocation was good, install interface + */ + list->free = antlr3ListFree; + list->del = antlr3ListDelete; + list->get = antlr3ListGet; + list->add = antlr3ListAdd; + list->remove = antlr3ListRemove; + list->put = antlr3ListPut; + list->size = antlr3ListSize; + + return list; +} + +static ANTLR3_UINT32 antlr3ListSize (pANTLR3_LIST list) +{ + return list->table->size(list->table); +} + +static void +antlr3ListFree (pANTLR3_LIST list) +{ + /* Free the hashtable that stores the list + */ + list->table->free(list->table); + + /* Free the allocation for the list itself + */ + ANTLR3_FREE(list); +} + +static void +antlr3ListDelete (pANTLR3_LIST list, ANTLR3_INTKEY key) +{ + list->table->delI(list->table, key); +} + +static void * +antlr3ListGet (pANTLR3_LIST list, ANTLR3_INTKEY key) +{ + return list->table->getI(list->table, key); +} + +/** Add the supplied element to the list, at the next available key + */ +static ANTLR3_INT32 antlr3ListAdd (pANTLR3_LIST list, void * element, void (ANTLR3_CDECL *freeptr)(void *)) +{ + ANTLR3_INTKEY key; + + key = list->table->size(list->table) + 1; + return list->put(list, key, element, freeptr); +} + +/** Remove from the list, but don't free the element, just send it back to the + * caller. + */ +static void * +antlr3ListRemove (pANTLR3_LIST list, ANTLR3_INTKEY key) +{ + pANTLR3_HASH_ENTRY entry; + + entry = list->table->removeI(list->table, key); + + if (entry != NULL) + { + return entry->data; + } + else + { + return NULL; + } +} + +static ANTLR3_INT32 +antlr3ListPut (pANTLR3_LIST list, ANTLR3_INTKEY key, void * element, void (ANTLR3_CDECL *freeptr)(void *)) +{ + return list->table->putI(list->table, key, element, freeptr); +} + +ANTLR3_API pANTLR3_STACK +antlr3StackNew (ANTLR3_UINT32 sizeHint) +{ + pANTLR3_STACK stack; + + /* Allocate memory + */ + stack = (pANTLR3_STACK)ANTLR3_MALLOC((size_t)sizeof(ANTLR3_STACK)); + + if (stack == NULL) + { + return (pANTLR3_STACK)ANTLR3_FUNC_PTR(ANTLR3_ERR_NOMEM); + } + + /* Now we need to add a new table + */ + stack->vector = antlr3VectorNew(sizeHint); + stack->top = NULL; + + if (stack->vector == (pANTLR3_VECTOR)ANTLR3_FUNC_PTR(ANTLR3_ERR_NOMEM)) + { + return (pANTLR3_STACK)ANTLR3_FUNC_PTR(ANTLR3_ERR_NOMEM); + } + + /* Looks good, now add the interface + */ + stack->get = antlr3StackGet; + stack->free = antlr3StackFree; + stack->pop = antlr3StackPop; + stack->push = antlr3StackPush; + stack->size = antlr3StackSize; + stack->peek = antlr3StackPeek; + + return stack; +} + +static ANTLR3_UINT32 antlr3StackSize (pANTLR3_STACK stack) +{ + return stack->vector->count; +} + + +static void +antlr3StackFree (pANTLR3_STACK stack) +{ + /* Free the list that supports the stack + */ + stack->vector->free(stack->vector); + stack->vector = NULL; + stack->top = NULL; + + ANTLR3_FREE(stack); +} + +static void * +antlr3StackPop (pANTLR3_STACK stack) +{ + // Delete the element that is currently at the top of the stack + // + stack->vector->del(stack->vector, stack->vector->count - 1); + + // And get the element that is the now the top of the stack (if anything) + // NOTE! This is not quite like a 'real' stack, which would normally return you + // the current top of the stack, then remove it from the stack. + // TODO: Review this, it is correct for follow sets which is what this was done for + // but is not as obvious when using it as a 'real'stack. + // + stack->top = stack->vector->get(stack->vector, stack->vector->count - 1); + return stack->top; +} + +static void * +antlr3StackGet (pANTLR3_STACK stack, ANTLR3_INTKEY key) +{ + return stack->vector->get(stack->vector, (ANTLR3_UINT32)key); +} + +static void * +antlr3StackPeek (pANTLR3_STACK stack) +{ + return stack->top; +} + +static ANTLR3_BOOLEAN +antlr3StackPush (pANTLR3_STACK stack, void * element, void (ANTLR3_CDECL *freeptr)(void *)) +{ + stack->top = element; + return (ANTLR3_BOOLEAN)(stack->vector->add(stack->vector, element, freeptr)); +} + +ANTLR3_API pANTLR3_VECTOR +antlr3VectorNew (ANTLR3_UINT32 sizeHint) +{ + pANTLR3_VECTOR vector; + + + // Allocate memory for the vector structure itself + // + vector = (pANTLR3_VECTOR) ANTLR3_MALLOC((size_t)(sizeof(ANTLR3_VECTOR))); + + if (vector == NULL) + { + return (pANTLR3_VECTOR)ANTLR3_FUNC_PTR(ANTLR3_ERR_NOMEM); + } + + // Now fill in the defaults + // + antlr3SetVectorApi(vector, sizeHint); + + // And everything is hunky dory + // + return vector; +} + +ANTLR3_API void +antlr3SetVectorApi (pANTLR3_VECTOR vector, ANTLR3_UINT32 sizeHint) +{ + ANTLR3_UINT32 initialSize; + + // Allow vectors to be guessed by ourselves, so input size can be zero + // + if (sizeHint > ANTLR3_VECTOR_INTERNAL_SIZE) + { + initialSize = sizeHint; + } + else + { + initialSize = ANTLR3_VECTOR_INTERNAL_SIZE; + } + + if (sizeHint > ANTLR3_VECTOR_INTERNAL_SIZE) + { + vector->elements = (pANTLR3_VECTOR_ELEMENT)ANTLR3_MALLOC((size_t)(sizeof(ANTLR3_VECTOR_ELEMENT) * initialSize)); + } + else + { + vector->elements = vector->internal; + } + + if (vector->elements == NULL) + { + ANTLR3_FREE(vector); + return; + } + + // Memory allocated successfully + // + vector->count = 0; // No entries yet of course + vector->elementsSize = initialSize; // Available entries + + // Now we can install the API + // + vector->add = antlr3VectorAdd; + vector->del = antlr3VectorDel; + vector->get = antlr3VectorGet; + vector->free = antlr3VectorFree; + vector->set = antlr3VectorSet; + vector->remove = antrl3VectorRemove; + vector->clear = antlr3VectorClear; + vector->size = antlr3VectorSize; + vector->swap = antlr3VectorSwap; + + // Assume that this is not a factory made vector + // + vector->factoryMade = ANTLR3_FALSE; +} +// Clear the entries in a vector. +// Clearing the vector leaves its capacity the same but +// it walks the entries first to see if any of them +// have a free routine that must be called. +// +static void +antlr3VectorClear (pANTLR3_VECTOR vector) +{ + ANTLR3_UINT32 entry; + + // We must traverse every entry in the vector and if it has + // a pointer to a free function then we call it with the + // the entry pointer + // + for (entry = 0; entry < vector->count; entry++) + { + if (vector->elements[entry].freeptr != NULL) + { + vector->elements[entry].freeptr(vector->elements[entry].element); + } + vector->elements[entry].freeptr = NULL; + vector->elements[entry].element = NULL; + } + + // Having called any free pointers, we just reset the entry count + // back to zero. + // + vector->count = 0; +} + +static +void ANTLR3_CDECL antlr3VectorFree (pANTLR3_VECTOR vector) +{ + ANTLR3_UINT32 entry; + + // We must traverse every entry in the vector and if it has + // a pointer to a free function then we call it with the + // the entry pointer + // + for (entry = 0; entry < vector->count; entry++) + { + if (vector->elements[entry].freeptr != NULL) + { + vector->elements[entry].freeptr(vector->elements[entry].element); + } + vector->elements[entry].freeptr = NULL; + vector->elements[entry].element = NULL; + } + + if (vector->factoryMade == ANTLR3_FALSE) + { + // The entries are freed, so free the element allocation + // + if (vector->elementsSize > ANTLR3_VECTOR_INTERNAL_SIZE) + { + ANTLR3_FREE(vector->elements); + } + vector->elements = NULL; + + // Finally, free the allocation for the vector itself + // + ANTLR3_FREE(vector); + } +} + +static void antlr3VectorDel (pANTLR3_VECTOR vector, ANTLR3_UINT32 entry) +{ + // Check this is a valid request first + // + if (entry >= vector->count) + { + return; + } + + // Valid request, check for free pointer and call it if present + // + if (vector->elements[entry].freeptr != NULL) + { + vector->elements[entry].freeptr(vector->elements[entry].element); + vector->elements[entry].freeptr = NULL; + } + + if (entry == vector->count - 1) + { + // Ensure the pointer is never reused by accident, but otherwise just + // decrement the pointer. + // + vector->elements[entry].element = NULL; + } + else + { + // Need to shuffle trailing pointers back over the deleted entry + // + ANTLR3_MEMMOVE(vector->elements + entry, vector->elements + entry + 1, sizeof(ANTLR3_VECTOR_ELEMENT) * (vector->count - entry - 1)); + } + + // One less entry in the vector now + // + vector->count--; +} + +static void * antlr3VectorGet (pANTLR3_VECTOR vector, ANTLR3_UINT32 entry) +{ + // Ensure this is a valid request + // + if (entry < vector->count) + { + return vector->elements[entry].element; + } + else + { + // I know nothing, Mr. Fawlty! + // + return NULL; + } +} + +/// Remove the entry from the vector, but do not free any entry, even if it has +/// a free pointer. +/// +static void * antrl3VectorRemove (pANTLR3_VECTOR vector, ANTLR3_UINT32 entry) +{ + void * element; + + // Check this is a valid request first + // + if (entry >= vector->count) + { + return NULL; + } + + // Valid request, return the sorted pointer + // + + element = vector->elements[entry].element; + + if (entry == vector->count - 1) + { + // Ensure the pointer is never reused by accident, but otherwise just + // decrement the pointer. + /// + vector->elements[entry].element = NULL; + vector->elements[entry].freeptr = NULL; + } + else + { + // Need to shuffle trailing pointers back over the deleted entry + // + ANTLR3_MEMMOVE(vector->elements + entry, vector->elements + entry + 1, sizeof(ANTLR3_VECTOR_ELEMENT) * (vector->count - entry - 1)); + } + + // One less entry in the vector now + // + vector->count--; + + return element; +} + +static void +antlr3VectorResize (pANTLR3_VECTOR vector, ANTLR3_UINT32 hint) +{ + ANTLR3_UINT32 newSize; + + // Need to resize the element pointers. We double the allocation + // we already have unless asked for a specific increase. + // + if (hint == 0 || hint < vector->elementsSize) + { + newSize = vector->elementsSize * 2; + } + else + { + newSize = hint * 2; + } + + // Now we know how many we need, so we see if we have just expanded + // past the built in vector elements or were already past that + // + if (vector->elementsSize > ANTLR3_VECTOR_INTERNAL_SIZE) + { + // We were already larger than the internal size, so we just + // use realloc so that the pointers are copied for us + // + vector->elements = (pANTLR3_VECTOR_ELEMENT)ANTLR3_REALLOC(vector->elements, (sizeof(ANTLR3_VECTOR_ELEMENT)* newSize)); + } + else + { + // The current size was less than or equal to the internal array size and as we always start + // with a size that is at least the maximum internal size, then we must need to allocate new memory + // for external pointers. We don't want to take the time to calculate if a requested element + // is part of the internal or external entries, so we copy the internal ones to the new space + // + vector->elements = (pANTLR3_VECTOR_ELEMENT)ANTLR3_MALLOC((sizeof(ANTLR3_VECTOR_ELEMENT)* newSize)); + ANTLR3_MEMCPY(vector->elements, vector->internal, ANTLR3_VECTOR_INTERNAL_SIZE * sizeof(ANTLR3_VECTOR_ELEMENT)); + } + + vector->elementsSize = newSize; +} + +/// Add the supplied pointer and freeing function pointer to the list, +/// expanding the vector if needed. +/// +static ANTLR3_UINT32 antlr3VectorAdd (pANTLR3_VECTOR vector, void * element, void (ANTLR3_CDECL *freeptr)(void *)) +{ + // Do we need to resize the vector table? + // + if (vector->count == vector->elementsSize) + { + antlr3VectorResize(vector, 0); // Give no hint, we let it add 1024 or double it + } + + // Insert the new entry + // + vector->elements[vector->count].element = element; + vector->elements[vector->count].freeptr = freeptr; + + vector->count++; // One more element counted + + return (ANTLR3_UINT32)(vector->count); + +} + +/// Replace the element at the specified entry point with the supplied +/// entry. +/// +static ANTLR3_UINT32 +antlr3VectorSet (pANTLR3_VECTOR vector, ANTLR3_UINT32 entry, void * element, void (ANTLR3_CDECL *freeptr)(void *), ANTLR3_BOOLEAN freeExisting) +{ + + // If the vector is currently not big enough, then we expand it + // + if (entry >= vector->elementsSize) + { + antlr3VectorResize(vector, entry); // We will get at least this many + } + + // Valid request, replace the current one, freeing any prior entry if told to + // + if ( entry < vector->count // If actually replacing an element + && freeExisting // And told to free any existing element + && vector->elements[entry].freeptr != NULL // And the existing element has a free pointer + ) + { + vector->elements[entry].freeptr(vector->elements[entry].element); + } + + // Install the new pointers + // + vector->elements[entry].freeptr = freeptr; + vector->elements[entry].element = element; + + if (entry >= vector->count) + { + vector->count = entry + 1; + } + return (ANTLR3_UINT32)(entry); // Indicates the replacement was successful + +} + +/// Replace the element at the specified entry point with the supplied +/// entry. +/// +static ANTLR3_BOOLEAN +antlr3VectorSwap (pANTLR3_VECTOR vector, ANTLR3_UINT32 entry1, ANTLR3_UINT32 entry2) +{ + + void * tempEntry; + void (ANTLR3_CDECL *freeptr)(void *); + + // If the vector is currently not big enough, then we do nothing + // + if (entry1 >= vector->elementsSize || entry2 >= vector->elementsSize) + { + return ANTLR3_FALSE; + } + + // Valid request, swap them + // + tempEntry = vector->elements[entry1].element; + freeptr = vector->elements[entry1].freeptr; + + // Install the new pointers + // + vector->elements[entry1].freeptr = vector->elements[entry2].freeptr; + vector->elements[entry1].element = vector->elements[entry2].element; + + vector->elements[entry2].freeptr = freeptr; + vector->elements[entry2].element = tempEntry; + + return ANTLR3_TRUE; + +} + +static ANTLR3_UINT32 antlr3VectorSize (pANTLR3_VECTOR vector) +{ + return vector->count; +} + +#ifdef ANTLR3_WINDOWS +#pragma warning (push) +#pragma warning (disable : 4100) +#endif +/// Vector factory creation +/// +ANTLR3_API pANTLR3_VECTOR_FACTORY +antlr3VectorFactoryNew (ANTLR3_UINT32 sizeHint) +{ + pANTLR3_VECTOR_FACTORY factory; + + // Allocate memory for the factory + // + factory = (pANTLR3_VECTOR_FACTORY)ANTLR3_MALLOC((size_t)(sizeof(ANTLR3_VECTOR_FACTORY))); + + if (factory == NULL) + { + return NULL; + } + + // Factory memory is good, so create a new vector pool + // + factory->pools = NULL; + factory->thisPool = -1; + + newPool(factory); + + // Initialize the API, ignore the hint as this algorithm does + // a better job really. + // + antlr3SetVectorApi(&(factory->unTruc), ANTLR3_VECTOR_INTERNAL_SIZE); + + factory->unTruc.factoryMade = ANTLR3_TRUE; + + // Install the factory API + // + factory->close = closeVectorFactory; + factory->newVector = newVector; + factory->returnVector = returnVector; + + // Create a stack to accumulate reusable vectors + // + factory->freeStack = antlr3StackNew(16); + return factory; +} +#ifdef ANTLR3_WINDOWS +#pragma warning (pop) +#endif + +static void +returnVector (pANTLR3_VECTOR_FACTORY factory, pANTLR3_VECTOR vector) +{ + // First we need to clear out anything that is still in the vector + // + vector->clear(vector); + + // We have a free stack available so we can add the vector we were + // given into the free chain. The vector has to have come from this + // factory, so we already know how to release its memory when it + // dies by virtue of the factory being closed. + // + factory->freeStack->push(factory->freeStack, vector, NULL); + + // TODO: remove this line once happy printf("Returned vector %08X to the pool, stack size is %d\n", vector, factory->freeStack->size(factory->freeStack)); +} + +static void +newPool(pANTLR3_VECTOR_FACTORY factory) +{ + /* Increment factory count + */ + factory->thisPool++; + + /* Ensure we have enough pointers allocated + */ + factory->pools = (pANTLR3_VECTOR *) + ANTLR3_REALLOC( (void *)factory->pools, /* Current pools pointer (starts at NULL) */ + (ANTLR3_UINT32)((factory->thisPool + 1) * sizeof(pANTLR3_VECTOR *)) /* Memory for new pool pointers */ + ); + + /* Allocate a new pool for the factory + */ + factory->pools[factory->thisPool] = + (pANTLR3_VECTOR) + ANTLR3_MALLOC((size_t)(sizeof(ANTLR3_VECTOR) * ANTLR3_FACTORY_VPOOL_SIZE)); + + + /* Reset the counters + */ + factory->nextVector = 0; + + /* Done + */ + return; +} + +static void +closeVectorFactory (pANTLR3_VECTOR_FACTORY factory) +{ + pANTLR3_VECTOR pool; + ANTLR3_INT32 poolCount; + ANTLR3_UINT32 limit; + ANTLR3_UINT32 vector; + pANTLR3_VECTOR check; + + // First see if we have a free chain stack to release? + // + if (factory->freeStack != NULL) + { + factory->freeStack->free(factory->freeStack); + } + + /* We iterate the vector pools one at a time + */ + for (poolCount = 0; poolCount <= factory->thisPool; poolCount++) + { + /* Pointer to current pool + */ + pool = factory->pools[poolCount]; + + /* Work out how many tokens we need to check in this pool. + */ + limit = (poolCount == factory->thisPool ? factory->nextVector : ANTLR3_FACTORY_VPOOL_SIZE); + + /* Marginal condition, we might be at the start of a brand new pool + * where the nextToken is 0 and nothing has been allocated. + */ + if (limit > 0) + { + /* We have some vectors allocated from this pool + */ + for (vector = 0; vector < limit; vector++) + { + /* Next one in the chain + */ + check = pool + vector; + + // Call the free function on each of the vectors in the pool, + // which in turn will cause any elements it holds that also have a free + // pointer to be freed. However, because any vector may be in any other + // vector, we don't free the element allocations yet. We do that in a + // a specific pass, coming up next. The vector free function knows that + // this is a factory allocated pool vector and so it won't free things it + // should not. + // + check->free(check); + } + } + } + + /* We iterate the vector pools one at a time once again, but this time + * we are going to free up any allocated element pointers. Note that we are doing this + * so that we do not try to release vectors twice. When building ASTs we just copy + * the vectors all over the place and they may be embedded in this vector pool + * numerous times. + */ + for (poolCount = 0; poolCount <= factory->thisPool; poolCount++) + { + /* Pointer to current pool + */ + pool = factory->pools[poolCount]; + + /* Work out how many tokens we need to check in this pool. + */ + limit = (poolCount == factory->thisPool ? factory->nextVector : ANTLR3_FACTORY_VPOOL_SIZE); + + /* Marginal condition, we might be at the start of a brand new pool + * where the nextToken is 0 and nothing has been allocated. + */ + if (limit > 0) + { + /* We have some vectors allocated from this pool + */ + for (vector = 0; vector < limit; vector++) + { + /* Next one in the chain + */ + check = pool + vector; + + // Anything in here should be factory made, but we do this just + // to triple check. We just free up the elements if they were + // allocated beyond the internal size. + // + if (check->factoryMade == ANTLR3_TRUE && check->elementsSize > ANTLR3_VECTOR_INTERNAL_SIZE) + { + ANTLR3_FREE(check->elements); + check->elements = NULL; + } + } + } + + // We can now free this pool allocation as we have called free on every element in every vector + // and freed any memory for pointers the grew beyond the internal size limit. + // + ANTLR3_FREE(factory->pools[poolCount]); + factory->pools[poolCount] = NULL; + } + + /* All the pools are deallocated we can free the pointers to the pools + * now. + */ + ANTLR3_FREE(factory->pools); + + /* Finally, we can free the space for the factory itself + */ + ANTLR3_FREE(factory); + +} + +static pANTLR3_VECTOR +newVector(pANTLR3_VECTOR_FACTORY factory) +{ + pANTLR3_VECTOR vector; + + // If we have anything on the re claim stack, reuse it + // + vector = factory->freeStack->peek(factory->freeStack); + + if (vector != NULL) + { + // Cool we got something we could reuse + // + factory->freeStack->pop(factory->freeStack); + + // TODO: remove this line once happy printf("Reused vector %08X from stack, size is now %d\n", vector, factory->freeStack->size(factory->freeStack)); + return vector; + + } + + // See if we need a new vector pool before allocating a new + // one + // + if (factory->nextVector >= ANTLR3_FACTORY_VPOOL_SIZE) + { + // We ran out of vectors in the current pool, so we need a new pool + // + newPool(factory); + } + + // Assuming everything went well (we are trying for performance here so doing minimal + // error checking. Then we can work out what the pointer is to the next vector. + // + vector = factory->pools[factory->thisPool] + factory->nextVector; + factory->nextVector++; + + // We have our token pointer now, so we can initialize it to the predefined model. + // + antlr3SetVectorApi(vector, ANTLR3_VECTOR_INTERNAL_SIZE); + vector->factoryMade = ANTLR3_TRUE; + + // We know that the pool vectors are created at the default size, which means they + // will start off using their internal entry pointers. We must intialize our pool vector + // to point to its own internal entry table and not the pre-made one. + // + vector->elements = vector->internal; + + // TODO: remove this line once happy printf("Used a new vector at %08X from the pools as nothing on the reusue stack\n", vector); + + // And we are done + // + return vector; +} + +/** Array of left most significant bit positions for an 8 bit + * element provides an efficient way to find the highest bit + * that is set in an n byte value (n>0). Assuming the values will all hit the data cache, + * coding without conditional elements should allow branch + * prediction to work well and of course a parallel instruction cache + * will whip through this. Otherwise we must loop shifting a one + * bit and masking. The values we tend to be placing in out integer + * patricia trie are usually a lot lower than the 64 bits we + * allow for the key allows. Hence there is a lot of redundant looping and + * shifting in a while loop. Whereas, the lookup table is just + * a few ands and indirect lookups, while testing for 0. This + * is likely to be done in parallel on many processors available + * when I wrote this. If this code survives as long as yacc, then + * I may already be dead by the time you read this and maybe there is + * a single machine instruction to perform the operation. What + * else are you going to do with all those transistors? Jim 2007 + * + * The table is probably obvious but it is just the number 0..7 + * of the MSB in each integer value 0..256 + */ +static ANTLR3_UINT8 bitIndex[256] = +{ + 0, // 0 - Just for padding + 0, // 1 + 1, 1, // 2..3 + 2, 2, 2, 2, // 4..7 + 3, 3, 3, 3, 3, 3, 3, 3, // 8+ + 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, // 16+ + 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, // 32+ + 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, + 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, // 64+ + 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, + 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, + 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, + 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, // 128+ + 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, + 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, + 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, + 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, + 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, + 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, + 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7 +}; + +/** Rather than use the bit index of a trie node to shift + * 0x01 left that many times, then & with the result, it is + * faster to use the bit index as an index into this table + * which holds precomputed masks for any of the 64 bits + * we need to mask off singly. The data values will stay in + * cache while ever a trie is in heavy use, such as in + * memoization. It is also pretty enough to be ASCII art. + */ +static ANTLR3_UINT64 bitMask[64] = +{ + 0x0000000000000001ULL, 0x0000000000000002ULL, 0x0000000000000004ULL, 0x0000000000000008ULL, + 0x0000000000000010ULL, 0x0000000000000020ULL, 0x0000000000000040ULL, 0x0000000000000080ULL, + 0x0000000000000100ULL, 0x0000000000000200ULL, 0x0000000000000400ULL, 0x0000000000000800ULL, + 0x0000000000001000ULL, 0x0000000000002000ULL, 0x0000000000004000ULL, 0x0000000000008000ULL, + 0x0000000000010000ULL, 0x0000000000020000ULL, 0x0000000000040000ULL, 0x0000000000080000ULL, + 0x0000000000100000ULL, 0x0000000000200000ULL, 0x0000000000400000ULL, 0x0000000000800000ULL, + 0x0000000001000000ULL, 0x0000000002000000ULL, 0x0000000004000000ULL, 0x0000000008000000ULL, + 0x0000000010000000ULL, 0x0000000020000000ULL, 0x0000000040000000ULL, 0x0000000080000000ULL, + 0x0000000100000000ULL, 0x0000000200000000ULL, 0x0000000400000000ULL, 0x0000000800000000ULL, + 0x0000001000000000ULL, 0x0000002000000000ULL, 0x0000004000000000ULL, 0x0000008000000000ULL, + 0x0000010000000000ULL, 0x0000020000000000ULL, 0x0000040000000000ULL, 0x0000080000000000ULL, + 0x0000100000000000ULL, 0x0000200000000000ULL, 0x0000400000000000ULL, 0x0000800000000000ULL, + 0x0001000000000000ULL, 0x0002000000000000ULL, 0x0004000000000000ULL, 0x0008000000000000ULL, + 0x0010000000000000ULL, 0x0020000000000000ULL, 0x0040000000000000ULL, 0x0080000000000000ULL, + 0x0100000000000000ULL, 0x0200000000000000ULL, 0x0400000000000000ULL, 0x0800000000000000ULL, + 0x1000000000000000ULL, 0x2000000000000000ULL, 0x4000000000000000ULL, 0x8000000000000000ULL +}; + +/* INT TRIE Implementation of depth 64 bits, being the number of bits + * in a 64 bit integer. + */ + +pANTLR3_INT_TRIE +antlr3IntTrieNew(ANTLR3_UINT32 depth) +{ + pANTLR3_INT_TRIE trie; + + trie = (pANTLR3_INT_TRIE) ANTLR3_CALLOC(1, sizeof(ANTLR3_INT_TRIE)); /* Base memory required */ + + if (trie == NULL) + { + return (pANTLR3_INT_TRIE) ANTLR3_FUNC_PTR(ANTLR3_ERR_NOMEM); + } + + /* Now we need to allocate the root node. This makes it easier + * to use the tree as we don't have to do anything special + * for the root node. + */ + trie->root = (pANTLR3_INT_TRIE_NODE) ANTLR3_CALLOC(1, sizeof(ANTLR3_INT_TRIE)); + + if (trie->root == NULL) + { + ANTLR3_FREE(trie); + return (pANTLR3_INT_TRIE) ANTLR3_FUNC_PTR(ANTLR3_ERR_NOMEM); + } + + trie->add = intTrieAdd; + trie->del = intTrieDel; + trie->free = intTrieFree; + trie->get = intTrieGet; + + /* Now we seed the root node with the index being the + * highest left most bit we want to test, which limits the + * keys in the trie. This is the trie 'depth'. The limit for + * this implementation is 63 (bits 0..63). + */ + trie->root->bitNum = depth; + + /* And as we have nothing in here yet, we set both child pointers + * of the root node to point back to itself. + */ + trie->root->leftN = trie->root; + trie->root->rightN = trie->root; + trie->count = 0; + + /* Finally, note that the key for this root node is 0 because + * we use calloc() to initialise it. + */ + + return trie; +} + +/** Search the int Trie and return a pointer to the first bucket indexed + * by the key if it is contained in the trie, otherwise NULL. + */ +static pANTLR3_TRIE_ENTRY +intTrieGet (pANTLR3_INT_TRIE trie, ANTLR3_INTKEY key) +{ + pANTLR3_INT_TRIE_NODE thisNode; + pANTLR3_INT_TRIE_NODE nextNode; + + if (trie->count == 0) + { + return NULL; /* Nothing in this trie yet */ + } + /* Starting at the root node in the trie, compare the bit index + * of the current node with its next child node (starts left from root). + * When the bit index of the child node is greater than the bit index of the current node + * then by definition (as the bit index decreases as we descent the trie) + * we have reached a 'backward' pointer. A backward pointer means we + * have reached the only node that can be reached by the bits given us so far + * and it must either be the key we are looking for, or if not then it + * means the entry was not in the trie, and we return NULL. A backward pointer + * points back in to the tree structure rather than down (deeper) within the + * tree branches. + */ + thisNode = trie->root; /* Start at the root node */ + nextNode = thisNode->leftN; /* Examine the left node from the root */ + + /* While we are descending the tree nodes... + */ + while (thisNode->bitNum > nextNode->bitNum) + { + /* Next node now becomes the new 'current' node + */ + thisNode = nextNode; + + /* We now test the bit indicated by the bitmap in the next node + * in the key we are searching for. The new next node is the + * right node if that bit is set and the left node it is not. + */ + if (key & bitMask[nextNode->bitNum]) + { + nextNode = nextNode->rightN; /* 1 is right */ + } + else + { + nextNode = nextNode->leftN; /* 0 is left */ + } + } + + /* Here we have reached a node where the bitMap index is lower than + * its parent. This means it is pointing backward in the tree and + * must therefore be a terminal node, being the only point than can + * be reached with the bits seen so far. It is either the actual key + * we wanted, or if that key is not in the trie it is another key + * that is currently the only one that can be reached by those bits. + * That situation would obviously change if the key was to be added + * to the trie. + * + * Hence it only remains to test whether this is actually the key or not. + */ + if (nextNode->key == key) + { + /* This was the key, so return the entry pointer + */ + return nextNode->buckets; + } + else + { + return NULL; /* That key is not in the trie (note that we set the pointer to -1 if no payload) */ + } +} + + +static ANTLR3_BOOLEAN +intTrieDel (pANTLR3_INT_TRIE trie, ANTLR3_INTKEY key) +{ + pANTLR3_INT_TRIE_NODE p; + + p=trie->root; + key = key; + + return ANTLR3_FALSE; +} + +/** Add an entry into the INT trie. + * Basically we descend the trie as we do when searching it, which will + * locate the only node in the trie that can be reached by the bit pattern of the + * key. If the key is actually at that node, then if the trie accepts duplicates + * we add the supplied data in a new chained bucket to that data node. If it does + * not accept duplicates then we merely return FALSE in case the caller wants to know + * whether the key was already in the trie. + * If the node we locate is not the key we are looking to add, then we insert a new node + * into the trie with a bit index of the leftmost differing bit and the left or right + * node pointing to itself or the data node we are inserting 'before'. + */ +static ANTLR3_BOOLEAN +intTrieAdd (pANTLR3_INT_TRIE trie, ANTLR3_INTKEY key, ANTLR3_UINT32 type, ANTLR3_INTKEY intVal, void * data, void (ANTLR3_CDECL *freeptr)(void *)) +{ + pANTLR3_INT_TRIE_NODE thisNode; + pANTLR3_INT_TRIE_NODE nextNode; + pANTLR3_INT_TRIE_NODE entNode; + ANTLR3_UINT32 depth; + pANTLR3_TRIE_ENTRY newEnt; + pANTLR3_TRIE_ENTRY nextEnt; + ANTLR3_INTKEY xorKey; + + /* Cache the bit depth of this trie, which is always the highest index, + * which is in the root node + */ + depth = trie->root->bitNum; + + thisNode = trie->root; /* Start with the root node */ + nextNode = trie->root->leftN; /* And assume we start to the left */ + + /* Now find the only node that can be currently reached by the bits in the + * key we are being asked to insert. + */ + while (thisNode->bitNum > nextNode->bitNum) + { + /* Still descending the structure, next node becomes current. + */ + thisNode = nextNode; + + if (key & bitMask[nextNode->bitNum]) + { + /* Bit at the required index was 1, so travers the right node from here + */ + nextNode = nextNode->rightN; + } + else + { + /* Bit at the required index was 0, so we traverse to the left + */ + nextNode = nextNode->leftN; + } + } + /* Here we have located the only node that can be reached by the + * bits in the requested key. It could in fact be that key or the node + * we need to use to insert the new key. + */ + if (nextNode->key == key) + { + /* We have located an exact match, but we will only append to the bucket chain + * if this trie accepts duplicate keys. + */ + if (trie->allowDups ==ANTLR3_TRUE) + { + /* Yes, we are accepting duplicates + */ + newEnt = (pANTLR3_TRIE_ENTRY)ANTLR3_CALLOC(1, sizeof(ANTLR3_TRIE_ENTRY)); + + if (newEnt == NULL) + { + /* Out of memory, all we can do is return the fact that the insert failed. + */ + return ANTLR3_FALSE; + } + + /* Otherwise insert this in the chain + */ + newEnt->type = type; + newEnt->freeptr = freeptr; + if (type == ANTLR3_HASH_TYPE_STR) + { + newEnt->data.ptr = data; + } + else + { + newEnt->data.intVal = intVal; + } + + /* We want to be able to traverse the stored elements in the order that they were + * added as duplicate keys. We might need to revise this opinion if we end up having many duplicate keys + * as perhaps reverse order is just as good, so long as it is ordered. + */ + nextEnt = nextNode->buckets; + while (nextEnt->next != NULL) + { + nextEnt = nextEnt->next; + } + nextEnt->next = newEnt; + + trie->count++; + return ANTLR3_TRUE; + } + else + { + /* We found the key is already there and we are not allowed duplicates in this + * trie. + */ + return ANTLR3_FALSE; + } + } + + /* Here we have discovered the only node that can be reached by the bits in the key + * but we have found that this node is not the key we need to insert. We must find the + * the leftmost bit by which the current key for that node and the new key we are going + * to insert, differ. While this nested series of ifs may look a bit strange, experimentation + * showed that it allows a machine code path that works well with predicated execution + */ + xorKey = (key ^ nextNode->key); /* Gives 1 bits only where they differ then we find the left most 1 bit*/ + + /* Most common case is a 32 bit key really + */ +#ifdef ANTLR3_USE_64BIT + if (xorKey & 0xFFFFFFFF00000000) + { + if (xorKey & 0xFFFF000000000000) + { + if (xorKey & 0xFF00000000000000) + { + depth = 56 + bitIndex[((xorKey & 0xFF00000000000000)>>56)]; + } + else + { + depth = 48 + bitIndex[((xorKey & 0x00FF000000000000)>>48)]; + } + } + else + { + if (xorKey & 0x0000FF0000000000) + { + depth = 40 + bitIndex[((xorKey & 0x0000FF0000000000)>>40)]; + } + else + { + depth = 32 + bitIndex[((xorKey & 0x000000FF00000000)>>32)]; + } + } + } + else +#endif + { + if (xorKey & 0x00000000FFFF0000) + { + if (xorKey & 0x00000000FF000000) + { + depth = 24 + bitIndex[((xorKey & 0x00000000FF000000)>>24)]; + } + else + { + depth = 16 + bitIndex[((xorKey & 0x0000000000FF0000)>>16)]; + } + } + else + { + if (xorKey & 0x000000000000FF00) + { + depth = 8 + bitIndex[((xorKey & 0x0000000000000FF00)>>8)]; + } + else + { + depth = bitIndex[xorKey & 0x00000000000000FF]; + } + } + } + + /* We have located the leftmost differing bit, indicated by the depth variable. So, we know what + * bit index we are to insert the new entry at. There are two cases, being where the two keys + * differ at a bit position that is not currently part of the bit testing, where they differ on a bit + * that is currently being skipped in the indexed comparisons, and where they differ on a bit + * that is merely lower down in the current bit search. If the bit index went bit 4, bit 2 and they differ + * at bit 3, then we have the "skipped" bit case. But if that chain was Bit 4, Bit 2 and they differ at bit 1 + * then we have the easy bit . + * + * So, set up to descend the tree again, but this time looking for the insert point + * according to whether we skip the bit that differs or not. + */ + thisNode = trie->root; + entNode = trie->root->leftN; + + /* Note the slight difference in the checks here to cover both cases + */ + while (thisNode->bitNum > entNode->bitNum && entNode->bitNum > depth) + { + /* Still descending the structure, next node becomes current. + */ + thisNode = entNode; + + if (key & bitMask[entNode->bitNum]) + { + /* Bit at the required index was 1, so traverse the right node from here + */ + entNode = entNode->rightN; + } + else + { + /* Bit at the required index was 0, so we traverse to the left + */ + entNode = entNode->leftN; + } + } + + /* We have located the correct insert point for this new key, so we need + * to allocate our entry and insert it etc. + */ + nextNode = (pANTLR3_INT_TRIE_NODE)ANTLR3_CALLOC(1, sizeof(ANTLR3_INT_TRIE_NODE)); + if (nextNode == NULL) + { + /* All that work and no memory - bummer. + */ + return ANTLR3_FALSE; + } + + /* Build a new entry block for the new node + */ + newEnt = (pANTLR3_TRIE_ENTRY)ANTLR3_CALLOC(1, sizeof(ANTLR3_TRIE_ENTRY)); + + if (newEnt == NULL) + { + /* Out of memory, all we can do is return the fact that the insert failed. + */ + return ANTLR3_FALSE; + } + + /* Otherwise enter this in our new node + */ + newEnt->type = type; + newEnt->freeptr = freeptr; + if (type == ANTLR3_HASH_TYPE_STR) + { + newEnt->data.ptr = data; + } + else + { + newEnt->data.intVal = intVal; + } + /* Install it + */ + nextNode->buckets = newEnt; + nextNode->key = key; + nextNode->bitNum = depth; + + /* Work out the right and left pointers for this new node, which involve + * terminating with the current found node either right or left according + * to whether the current index bit is 1 or 0 + */ + if (key & bitMask[depth]) + { + nextNode->leftN = entNode; /* Terminates at previous position */ + nextNode->rightN = nextNode; /* Terminates with itself */ + } + else + { + nextNode->rightN = entNode; /* Terminates at previous position */ + nextNode->leftN = nextNode; /* Terminates with itself */ + } + + /* Finally, we need to change the pointers at the node we located + * for inserting. If the key bit at its index is set then the right + * pointer for that node becomes the newly created node, otherwise the left + * pointer does. + */ + if (key & bitMask[thisNode->bitNum] ) + { + thisNode->rightN = nextNode; + } + else + { + thisNode->leftN = nextNode; + } + + /* Et voila + */ + trie->count++; + return ANTLR3_TRUE; + +} +/** Release memory allocated to this tree. + * Basic algorithm is that we do a depth first left descent and free + * up any nodes that are not backward pointers. + */ +static void +freeIntNode(pANTLR3_INT_TRIE_NODE node) +{ + pANTLR3_TRIE_ENTRY thisEntry; + pANTLR3_TRIE_ENTRY nextEntry; + + /* If this node has a left pointer that is not a back pointer + * then recursively call to free this + */ + if (node->bitNum > node->leftN->bitNum) + { + /* We have a left node that needs descending, so do it. + */ + freeIntNode(node->leftN); + } + + /* The left nodes from here should now be dealt with, so + * we need to descend any right nodes that are not back pointers + */ + if (node->bitNum > node->rightN->bitNum) + { + /* There are some right nodes to descend and deal with. + */ + freeIntNode(node->rightN); + } + + /* Now all the children are dealt with, we can destroy + * this node too + */ + thisEntry = node->buckets; + + while (thisEntry != NULL) + { + nextEntry = thisEntry->next; + + /* Do we need to call a custom free pointer for this string entry? + */ + if (thisEntry->type == ANTLR3_HASH_TYPE_STR && thisEntry->freeptr != NULL) + { + thisEntry->freeptr(thisEntry->data.ptr); + } + + /* Now free the data for this bucket entry + */ + ANTLR3_FREE(thisEntry); + thisEntry = nextEntry; /* See if there are any more to free */ + } + + /* The bucket entry is now gone, so we can free the memory for + * the entry itself. + */ + ANTLR3_FREE(node); + + /* And that should be it for everything under this node and itself + */ +} + +/** Called to free all nodes and the structure itself. + */ +static void +intTrieFree (pANTLR3_INT_TRIE trie) +{ + /* Descend from the root and free all the nodes + */ + freeIntNode(trie->root); + + /* the nodes are all gone now, so we need only free the memory + * for the structure itself + */ + ANTLR3_FREE(trie); +} + + +/** + * Allocate and initialize a new ANTLR3 topological sorter, which can be + * used to define edges that identify numerical node indexes that depend on other + * numerical node indexes, which can then be sorted topologically such that + * any node is sorted after all its dependent nodes. + * + * Use: + * + * /verbatim + + pANTLR3_TOPO topo; + topo = antlr3NewTopo(); + + if (topo == NULL) { out of memory } + + topo->addEdge(topo, 3, 0); // Node 3 depends on node 0 + topo->addEdge(topo, 0, 1); // Node - depends on node 1 + topo->sortVector(topo, myVector); // Sort the vector in place (node numbers are the vector entry numbers) + + * /verbatim + */ +ANTLR3_API pANTLR3_TOPO +antlr3TopoNew() +{ + pANTLR3_TOPO topo = (pANTLR3_TOPO)ANTLR3_MALLOC(sizeof(ANTLR3_TOPO)); + + if (topo == NULL) + { + return NULL; + } + + // Initialize variables + // + + topo->visited = NULL; // Don't know how big it is yet + topo->limit = 1; // No edges added yet + topo->edges = NULL; // No edges added yet + topo->sorted = NULL; // Nothing sorted at the start + topo->cycle = NULL; // No cycles at the start + topo->cycleMark = 0; // No cycles at the start + topo->hasCycle = ANTLR3_FALSE; // No cycle at the start + + // API + // + topo->addEdge = addEdge; + topo->sortToArray = sortToArray; + topo->sortVector = sortVector; + topo->free = freeTopo; + + return topo; +} +// Topological sorter +// +static void +addEdge (pANTLR3_TOPO topo, ANTLR3_UINT32 edge, ANTLR3_UINT32 dependency) +{ + ANTLR3_UINT32 i; + ANTLR3_UINT32 maxEdge; + pANTLR3_BITSET edgeDeps; + + if (edge>dependency) + { + maxEdge = edge; + } + else + { + maxEdge = dependency; + } + // We need to add an edge to says that the node indexed by 'edge' is + // dependent on the node indexed by 'dependency' + // + + // First see if we have enough room in the edges array to add the edge? + // + if (topo->edges == NULL) + { + // We don't have any edges yet, so create an array to hold them + // + topo->edges = ANTLR3_CALLOC(sizeof(pANTLR3_BITSET) * (maxEdge + 1), 1); + if (topo->edges == NULL) + { + return; + } + + // Set the limit to what we have now + // + topo->limit = maxEdge + 1; + } + else if (topo->limit <= maxEdge) + { + // WE have some edges but not enough + // + topo->edges = ANTLR3_REALLOC(topo->edges, sizeof(pANTLR3_BITSET) * (maxEdge + 1)); + if (topo->edges == NULL) + { + return; + } + + // Initialize the new bitmaps to ;indicate we have no edges defined yet + // + for (i = topo->limit; i <= maxEdge; i++) + { + *((topo->edges) + i) = NULL; + } + + // Set the limit to what we have now + // + topo->limit = maxEdge + 1; + } + + // If the edge was flagged as depending on itself, then we just + // do nothing as it means this routine was just called to add it + // in to the list of nodes. + // + if (edge == dependency) + { + return; + } + + // Pick up the bit map for the requested edge + // + edgeDeps = *((topo->edges) + edge); + + if (edgeDeps == NULL) + { + // No edges are defined yet for this node + // + edgeDeps = antlr3BitsetNew(0); + *((topo->edges) + edge) = edgeDeps; + if (edgeDeps == NULL ) + { + return; // Out of memory + } + } + + // Set the bit in the bitmap that corresponds to the requested + // dependency. + // + edgeDeps->add(edgeDeps, dependency); + + // And we are all set + // + return; +} + + +/** + * Given a starting node, descend its dependent nodes (ones that it has edges + * to) until we find one without edges. Having found a node without edges, we have + * discovered the bottom of a depth first search, which we can then ascend, adding + * the nodes in order from the bottom, which gives us the dependency order. + */ +static void +DFS(pANTLR3_TOPO topo, ANTLR3_UINT32 node) +{ + pANTLR3_BITSET edges; + + // Guard against a revisit and check for cycles + // + if (topo->hasCycle == ANTLR3_TRUE) + { + return; // We don't do anything else if we found a cycle + } + + if (topo->visited->isMember(topo->visited, node)) + { + // Check to see if we found a cycle. To do this we search the + // current cycle stack and see if we find this node already in the stack. + // + ANTLR3_UINT32 i; + + for (i=0; icycleMark; i++) + { + if (topo->cycle[i] == node) + { + // Stop! We found a cycle in the input, so rejig the cycle + // stack so that it only contains the cycle and set the cycle flag + // which will tell the caller what happened + // + ANTLR3_UINT32 l; + + for (l = i; l < topo->cycleMark; l++) + { + topo->cycle[l - i] = topo->cycle[l]; // Move to zero base in the cycle list + } + + // Recalculate the limit + // + topo->cycleMark -= i; + + // Signal disaster + // + topo->hasCycle = ANTLR3_TRUE; + } + } + return; + } + + // So far, no cycles have been found and we have not visited this node yet, + // so this node needs to go into the cycle stack before we continue + // then we will take it out of the stack once we have descended all its + // dependencies. + // + topo->cycle[topo->cycleMark++] = node; + + // First flag that we have visited this node + // + topo->visited->add(topo->visited, node); + + // Now, if this node has edges, then we want to ensure we visit + // them all before we drop through and add this node into the sorted + // list. + // + edges = *((topo->edges) + node); + if (edges != NULL) + { + // We have some edges, so visit each of the edge nodes + // that have not already been visited. + // + ANTLR3_UINT32 numBits; // How many bits are in the set + ANTLR3_UINT32 i; + ANTLR3_UINT32 range; + + numBits = edges->numBits(edges); + range = edges->size(edges); // Number of set bits + + // Stop if we exahust the bit list or have checked the + // number of edges that this node refers to (so we don't + // check bits at the end that cannot possibly be set). + // + for (i=0; i<= numBits && range > 0; i++) + { + if (edges->isMember(edges, i)) + { + range--; // About to check another one + + // Found an edge, make sure we visit and descend it + // + DFS(topo, i); + } + } + } + + // At this point we will have visited all the dependencies + // of this node and they will be ordered (even if there are cycles) + // So we just add the node into the sorted list at the + // current index position. + // + topo->sorted[topo->limit++] = node; + + // Remove this node from the cycle list if we have not detected a cycle + // + if (topo->hasCycle == ANTLR3_FALSE) + { + topo->cycleMark--; + } + + return; +} + +static pANTLR3_UINT32 +sortToArray (pANTLR3_TOPO topo) +{ + ANTLR3_UINT32 v; + ANTLR3_UINT32 oldLimit; + + // Guard against being called with no edges defined + // + if (topo->edges == NULL) + { + return 0; + } + // First we need a vector to populate with enough + // entries to accomodate the sorted list and another to accomodate + // the maximum cycle we could detect which is all nodes such as 0->1->2->3->0 + // + topo->sorted = ANTLR3_MALLOC(topo->limit * sizeof(ANTLR3_UINT32)); + topo->cycle = ANTLR3_MALLOC(topo->limit * sizeof(ANTLR3_UINT32)); + + // Next we need an empty bitset to show whether we have visited a node + // or not. This is the bit that gives us linear time of course as we are essentially + // dropping through the nodes in depth first order and when we get to a node that + // has no edges, we pop back up the stack adding the nodes we traversed in reverse + // order. + // + topo->visited = antlr3BitsetNew(0); + + // Now traverse the nodes as if we were just going left to right, but + // then descend each node unless it has already been visited. + // + oldLimit = topo->limit; // Number of nodes to traverse linearly + topo->limit = 0; // Next entry in the sorted table + + for (v = 0; v < oldLimit; v++) + { + // If we did not already visit this node, then descend it until we + // get a node without edges or arrive at a node we have already visited. + // + if (topo->visited->isMember(topo->visited, v) == ANTLR3_FALSE) + { + // We have not visited this one so descend it + // + DFS(topo, v); + } + + // Break the loop if we detect a cycle as we have no need to go any + // further + // + if (topo->hasCycle == ANTLR3_TRUE) + { + break; + } + } + + // Reset the limit to the number we recorded as if we hit a + // cycle, then limit will have stopped at the node where we + // discovered the cycle, but in order to free the edge bitmaps + // we need to know how many we may have allocated and traverse them all. + // + topo->limit = oldLimit; + + // Having traversed all the nodes we were given, we + // are guaranteed to have ordered all the nodes or detected a + // cycle. + // + return topo->sorted; +} + +static void +sortVector (pANTLR3_TOPO topo, pANTLR3_VECTOR v) +{ + // To sort a vector, we first perform the + // sort to an array, then use the results to reorder the vector + // we are given. This is just a convenience routine that allows you to + // sort the children of a tree node into topological order before or + // during an AST walk. This can be useful for optimizations that require + // dag reorders and also when the input stream defines thigns that are + // interdependent and you want to walk the list of the generated trees + // for those things in topological order so you can ignore the interdependencies + // at that point. + // + ANTLR3_UINT32 i; + + // Used as a lookup index to find the current location in the vector of + // the vector entry that was originally at position [0], [1], [2] etc + // + pANTLR3_UINT32 vIndex; + + // Sort into an array, then we can use the array that is + // stored in the topo + // + if (topo->sortToArray(topo) == 0) + { + return; // There were no edges + } + + if (topo->hasCycle == ANTLR3_TRUE) + { + return; // Do nothing if we detected a cycle + } + + // Ensure that the vector we are sorting is at least as big as the + // the input sequence we were adsked to sort. It does not matter if it is + // bigger as thaat probably just means that nodes numbered higher than the + // limit had no dependencies and so can be left alone. + // + if (topo->limit > v->count) + { + // We can only sort the entries that we have dude! The caller is + // responsible for ensuring the vector is the correct one and is the + // correct size etc. + // + topo->limit = v->count; + } + // We need to know the locations of each of the entries + // in the vector as we don't want to duplicate them in a new vector. We + // just use an indirection table to get the vector entry for a particular sequence + // acording to where we moved it last. Then we can just swap vector entries until + // we are done :-) + // + vIndex = ANTLR3_MALLOC(topo->limit * sizeof(ANTLR3_UINT32)); + + // Start index, each vector entry is located where you think it is + // + for (i = 0; i < topo->limit; i++) + { + vIndex[i] = i; + } + + // Now we traverse the sorted array and moved the entries of + // the vector around according to the sort order and the indirection + // table we just created. The index telsl us where in the vector the + // original element entry n is now located via vIndex[n]. + // + for (i=0; i < topo->limit; i++) + { + ANTLR3_UINT32 ind; + + // If the vector entry at i is already the one that it + // should be, then we skip moving it of course. + // + if (vIndex[topo->sorted[i]] == i) + { + continue; + } + + // The vector entry at i, should be replaced with the + // vector entry indicated by topo->sorted[i]. The vector entry + // at topo->sorted[i] may have already been swapped out though, so we + // find where it is now and move it from there to i. + // + ind = vIndex[topo->sorted[i]]; + v->swap(v, i, ind); + + // Update our index. The element at i is now the one we wanted + // to be sorted here and the element we swapped out is now the + // element that was at i just before we swapped it. If you are lost now + // don't worry about it, we are just reindexing on the fly is all. + // + vIndex[topo->sorted[i]] = i; + vIndex[i] = ind; + } + + // Having traversed all the entries, we have sorted the vector in place. + // + ANTLR3_FREE(vIndex); + return; +} + +static void +freeTopo (pANTLR3_TOPO topo) +{ + ANTLR3_UINT32 i; + + // Free the result vector + // + if (topo->sorted != NULL) + { + ANTLR3_FREE(topo->sorted); + topo->sorted = NULL; + } + + // Free the visited map + // + if (topo->visited != NULL) + { + + topo->visited->free(topo->visited); + topo->visited = NULL; + } + + // Free any edgemaps + // + if (topo->edges != NULL) + { + pANTLR3_BITSET edgeList; + + + for (i=0; ilimit; i++) + { + edgeList = *((topo->edges) + i); + if (edgeList != NULL) + { + edgeList->free(edgeList); + } + } + + ANTLR3_FREE(topo->edges); + } + topo->edges = NULL; + + // Free any cycle map + // + if (topo->cycle != NULL) + { + ANTLR3_FREE(topo->cycle); + } + + ANTLR3_FREE(topo); +}