/* * [The "BSD licence"] * Copyright (c) 2005-2008 Terence Parr * All rights reserved. * * Conversion to C#: * Copyright (c) 2008-2009 Sam Harwell, Pixel Mine, Inc. * 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. */ namespace Antlr.Runtime.Misc { using IndexOutOfRangeException = System.IndexOutOfRangeException; /** * A lookahead queue that knows how to mark/release locations * in the buffer for backtracking purposes. Any markers force the FastQueue * superclass to keep all tokens until no more markers; then can reset * to avoid growing a huge buffer. * */ public abstract class LookaheadStream : FastQueue where T : class { /** Absolute token index. It's the index of the symbol about to be * read via LT(1). Goes from 0 to numtokens. */ private int _currentElementIndex = 0; private T _previousElement; /** Track object returned by nextElement upon end of stream; * Return it later when they ask for LT passed end of input. */ T _eof = null; /** Track the last mark() call result value for use in rewind(). */ int _lastMarker; /** tracks how deep mark() calls are nested */ int _markDepth; public T EndOfFile { get { return _eof; } protected set { _eof = value; } } public override void Clear() { base.Clear(); _currentElementIndex = 0; _p = 0; _previousElement = null; } /** * Implement nextElement to supply a stream of elements to this * lookahead buffer. Return eof upon end of the stream we're pulling from. * */ public abstract T NextElement(); public abstract bool IsEndOfFile(T o); /** Get and remove first element in queue; override FastQueue.remove() */ public override T Dequeue() { T o = this[0]; _p++; // have we hit end of buffer and not backtracking? if (_p == _data.Count && _markDepth == 0) { // if so, it's an opportunity to start filling at index 0 again Clear(); // size goes to 0, but retains memory } return o; } /** Make sure we have at least one element to remove, even if EOF */ public virtual void Consume() { SyncAhead(1); _previousElement = Dequeue(); _currentElementIndex++; } /** * Make sure we have 'need' elements from current position p. Last valid * p index is data.size()-1. p+need-1 is the data index 'need' elements * ahead. If we need 1 element, (p+1-1)==p must be < data.size(). * */ protected virtual void SyncAhead(int need) { int n = (_p + need - 1) - _data.Count + 1; // how many more elements we need? if (n > 0) Fill(n); // out of elements? } /** add n elements to buffer */ public virtual void Fill(int n) { for (int i = 0; i < n; i++) { T o = NextElement(); if (IsEndOfFile(o)) _eof = o; _data.Add(o); } } /** Size of entire stream is unknown; we only know buffer size from FastQueue */ public override int Count { get { throw new System.NotSupportedException("streams are of unknown size"); } } public virtual T LT(int k) { if (k == 0) { return null; } if (k < 0) { return LB(-k); } SyncAhead(k); if ((_p + k - 1) > _data.Count) return _eof; return this[k - 1]; } public virtual int Index { get { return _currentElementIndex; } } public virtual int Mark() { _markDepth++; _lastMarker = _p; // track where we are in buffer, not absolute token index return _lastMarker; } public virtual void Release(int marker) { _markDepth--; } public virtual void Rewind(int marker) { Seek(marker); Release(marker); } public virtual void Rewind() { Seek(_lastMarker); } /** * Seek to a 0-indexed position within data buffer. Can't handle * case where you seek beyond end of existing buffer. Normally used * to seek backwards in the buffer. Does not force loading of nodes. * Doesn't see to absolute position in input stream since this stream * is unbuffered. Seeks only into our moving window of elements. * */ public virtual void Seek(int index) { _p = index; } protected virtual T LB(int k) { if (k == 1) return _previousElement; throw new IndexOutOfRangeException("can't look backwards more than one token in this stream"); } } }