2021-05-15 09:03:00 +00:00
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# angel3_symbol_table
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2021-05-18 13:42:21 +00:00
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[![version](https://img.shields.io/badge/pub-v2.0.2-brightgreen)](https://pub.dartlang.org/packages/angel3_symbol_table)
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2021-05-15 09:03:00 +00:00
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[![Null Safety](https://img.shields.io/badge/null-safety-brightgreen)](https://dart.dev/null-safety)
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[![Gitter](https://img.shields.io/gitter/room/angel_dart/discussion)](https://gitter.im/angel_dart/discussion)
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[![License](https://img.shields.io/github/license/dukefirehawk/angel)](https://github.com/dukefirehawk/angel/tree/angel3/packages/symbol_table/LICENSE)
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2021-04-27 23:58:38 +00:00
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A generic symbol table implementation in Dart, with support for scopes and constants.
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The symbol tables produced by this package are hierarchical (in this case, tree-shaped),
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and utilize basic memoization to speed up repeated lookups.
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# Variables
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To represent a symbol, use `Variable`. I opted for the name
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`Variable` to avoid conflict with the Dart primitive `Symbol`.
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```dart
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var foo = Variable<String>('foo');
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var bar = Variable<String>('bar', value: 'baz');
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// Call `lock` to mark a symbol as immutable.
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var shelley = Variable<String>('foo', value: 'bar')..lock();
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foo.value = 'bar';
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shelley.value = 'Mary'; // Throws a StateError - constants cannot be overwritten.
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foo.lock();
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foo.value = 'baz'; // Also throws a StateError - Once a variable is locked, it cannot be overwritten.
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```
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## Visibility
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Variables are *public* by default, but can also be marked as *private* or *protected*. This can be helpful if you are trying
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to determine which symbols should be exported from a library or class.
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```dart
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myVariable.visibility = Visibility.protected;
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myVariable.visibility = Visibility.private;
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```
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# Symbol Tables
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It's easy to create a basic symbol table:
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```dart
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var mySymbolTable = SymbolTable<int>();
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var doubles = SymbolTable<double>(values: {
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'hydrogen': 1.0,
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'avogadro': 6.022e23
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});
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// Create a new variable within the scope.
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doubles.create('one');
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doubles.create('one', value: 1.0);
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doubles.create('one', value: 1.0, constant: true);
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// Set a variable within an ancestor, OR create a new variable if none exists.
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doubles.assign('two', 2.0);
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// Completely remove a variable.
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doubles.remove('two');
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// Find a symbol, either in this symbol table or an ancestor.
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var symbol = doubles.resolve('one');
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// Find OR create a symbol.
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var symbol = doubles.resolveOrCreate('one');
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var symbol = doubles.resolveOrCreate('one', value: 1.0);
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var symbol = doubles.resolveOrCreate('one', value: 1.0, constant: true);
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```
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# Exporting Symbols
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Due to the tree structure of symbol tables, it is extremely easy to
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extract a linear list of distinct variables, with variables lower in the hierarchy superseding their parents
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(effectively accomplishing variable shadowing).
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```dart
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var allSymbols = mySymbolTable.allVariables;
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```
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We can also extract symbols which are *not* private. This helps us export symbols from libraries
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or classes.
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```dart
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var exportedSymbols = mySymbolTable.allPublicVariables;
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```
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It's easy to extract symbols of a given visibility:
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```dart
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var exportedSymbols = mySymbolTable.allVariablesWithVisibility(Visibility.protected);
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```
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# Child Scopes
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There are three ways to create a new symbol table:
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## Regular Children
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This is what most interpreters need; it simply creates a symbol table with the current symbol table
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as its parent. The new scope can define its own symbols, which will only shadow the ancestors within the
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correct scope.
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```dart
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var child = mySymbolTable.createChild();
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var child = mySymbolTable.createChild(values: {...});
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```
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### Depth
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Every symbol table has an associated `depth` attached to it, with the `depth` at the root
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being `0`. When `createChild` is called, the resulting child has an incremented `depth`.
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## Clones
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This creates a scope at the same level as the current one, with all the same variables.
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```dart
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var clone = mySymbolTable.clone();
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```
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## Forked Scopes
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If you are implementing a language with closure functions, you might consider looking into this.
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A forked scope is a scope identical to the current one, but instead of merely copying references
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to variables, the values of variables are copied into new ones.
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The new scope is essentially a "frozen" version of the current one.
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It is also effectively orphaned - though it is aware of its `parent`, the parent scope is unaware
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that the forked scope is a child. Thus, calls to `resolve` may return old variables, if a parent
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has called `remove` on a symbol.
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```dart
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var forked = mySymbolTable.fork();
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var forked = mySymbolTable.fork(values: {...});
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```
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# Creating Names
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In languages with block scope, oftentimes, identifiers will collide within a global scope.
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To avoid this, symbol tables expose a `uniqueName()` method that simply attaches a numerical suffix to
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an input name. The name is guaranteed to never be repeated within a specific scope.
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```dart
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var name0 = mySymbolTable.uniqueName('foo'); // foo0
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var name1 = mySymbolTable.uniqueName('foo'); // foo1
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var name2 = mySymbolTable.uniqueName('foo'); // foo2
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```
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# `this` Context
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Many languages handle a sort of `this` context that values within a scope may
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optionally be resolved against. Symbol tables can easily set their context
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as follows:
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```dart
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void foo() {
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mySymbolTable.context = thisContext;
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}
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```
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Resolution of the `context` getter functions just like a symbol; if none is
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set locally, then it will refer to the parent.
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```dart
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void bar() {
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mySymbolTable.context = thisContext;
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expect(mySymbolTable.createChild().createChild().context, thisContext);
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}
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```
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