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-rw-r--r--libgo/go/exp/eval/scope.go207
1 files changed, 207 insertions, 0 deletions
diff --git a/libgo/go/exp/eval/scope.go b/libgo/go/exp/eval/scope.go
new file mode 100644
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+++ b/libgo/go/exp/eval/scope.go
@@ -0,0 +1,207 @@
+// Copyright 2009 The Go Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style
+// license that can be found in the LICENSE file.
+
+package eval
+
+import (
+ "go/token"
+ "log"
+)
+
+/*
+ * Blocks and scopes
+ */
+
+// A definition can be a *Variable, *Constant, or Type.
+type Def interface {
+ Pos() token.Pos
+}
+
+type Variable struct {
+ VarPos token.Pos
+ // Index of this variable in the Frame structure
+ Index int
+ // Static type of this variable
+ Type Type
+ // Value of this variable. This is only used by Scope.NewFrame;
+ // therefore, it is useful for global scopes but cannot be used
+ // in function scopes.
+ Init Value
+}
+
+func (v *Variable) Pos() token.Pos {
+ return v.VarPos
+}
+
+type Constant struct {
+ ConstPos token.Pos
+ Type Type
+ Value Value
+}
+
+func (c *Constant) Pos() token.Pos {
+ return c.ConstPos
+}
+
+// A block represents a definition block in which a name may not be
+// defined more than once.
+type block struct {
+ // The block enclosing this one, including blocks in other
+ // scopes.
+ outer *block
+ // The nested block currently being compiled, or nil.
+ inner *block
+ // The Scope containing this block.
+ scope *Scope
+ // The Variables, Constants, and Types defined in this block.
+ defs map[string]Def
+ // The index of the first variable defined in this block.
+ // This must be greater than the index of any variable defined
+ // in any parent of this block within the same Scope at the
+ // time this block is entered.
+ offset int
+ // The number of Variables defined in this block.
+ numVars int
+ // If global, do not allocate new vars and consts in
+ // the frame; assume that the refs will be compiled in
+ // using defs[name].Init.
+ global bool
+}
+
+// A Scope is the compile-time analogue of a Frame, which captures
+// some subtree of blocks.
+type Scope struct {
+ // The root block of this scope.
+ *block
+ // The maximum number of variables required at any point in
+ // this Scope. This determines the number of slots needed in
+ // Frame's created from this Scope at run-time.
+ maxVars int
+}
+
+func (b *block) enterChild() *block {
+ if b.inner != nil && b.inner.scope == b.scope {
+ log.Panic("Failed to exit child block before entering another child")
+ }
+ sub := &block{
+ outer: b,
+ scope: b.scope,
+ defs: make(map[string]Def),
+ offset: b.offset + b.numVars,
+ }
+ b.inner = sub
+ return sub
+}
+
+func (b *block) exit() {
+ if b.outer == nil {
+ log.Panic("Cannot exit top-level block")
+ }
+ if b.outer.scope == b.scope {
+ if b.outer.inner != b {
+ log.Panic("Already exited block")
+ }
+ if b.inner != nil && b.inner.scope == b.scope {
+ log.Panic("Exit of parent block without exit of child block")
+ }
+ }
+ b.outer.inner = nil
+}
+
+func (b *block) ChildScope() *Scope {
+ if b.inner != nil && b.inner.scope == b.scope {
+ log.Panic("Failed to exit child block before entering a child scope")
+ }
+ sub := b.enterChild()
+ sub.offset = 0
+ sub.scope = &Scope{sub, 0}
+ return sub.scope
+}
+
+func (b *block) DefineVar(name string, pos token.Pos, t Type) (*Variable, Def) {
+ if prev, ok := b.defs[name]; ok {
+ return nil, prev
+ }
+ v := b.defineSlot(t, false)
+ v.VarPos = pos
+ b.defs[name] = v
+ return v, nil
+}
+
+func (b *block) DefineTemp(t Type) *Variable { return b.defineSlot(t, true) }
+
+func (b *block) defineSlot(t Type, temp bool) *Variable {
+ if b.inner != nil && b.inner.scope == b.scope {
+ log.Panic("Failed to exit child block before defining variable")
+ }
+ index := -1
+ if !b.global || temp {
+ index = b.offset + b.numVars
+ b.numVars++
+ if index >= b.scope.maxVars {
+ b.scope.maxVars = index + 1
+ }
+ }
+ v := &Variable{token.NoPos, index, t, nil}
+ return v
+}
+
+func (b *block) DefineConst(name string, pos token.Pos, t Type, v Value) (*Constant, Def) {
+ if prev, ok := b.defs[name]; ok {
+ return nil, prev
+ }
+ c := &Constant{pos, t, v}
+ b.defs[name] = c
+ return c, nil
+}
+
+func (b *block) DefineType(name string, pos token.Pos, t Type) Type {
+ if _, ok := b.defs[name]; ok {
+ return nil
+ }
+ nt := &NamedType{pos, name, nil, true, make(map[string]Method)}
+ if t != nil {
+ nt.Complete(t)
+ }
+ b.defs[name] = nt
+ return nt
+}
+
+func (b *block) Lookup(name string) (bl *block, level int, def Def) {
+ for b != nil {
+ if d, ok := b.defs[name]; ok {
+ return b, level, d
+ }
+ if b.outer != nil && b.scope != b.outer.scope {
+ level++
+ }
+ b = b.outer
+ }
+ return nil, 0, nil
+}
+
+func (s *Scope) NewFrame(outer *Frame) *Frame { return outer.child(s.maxVars) }
+
+/*
+ * Frames
+ */
+
+type Frame struct {
+ Outer *Frame
+ Vars []Value
+}
+
+func (f *Frame) Get(level int, index int) Value {
+ for ; level > 0; level-- {
+ f = f.Outer
+ }
+ return f.Vars[index]
+}
+
+func (f *Frame) child(numVars int) *Frame {
+ // TODO(austin) This is probably rather expensive. All values
+ // require heap allocation and zeroing them when we execute a
+ // definition typically requires some computation.
+ return &Frame{f, make([]Value, numVars)}
+}