# Angel3 Symbol Table [![version](https://img.shields.io/badge/pub-v2.0.3-brightgreen)](https://pub.dartlang.org/packages/angel3_symbol_table) [![Null Safety](https://img.shields.io/badge/null-safety-brightgreen)](https://dart.dev/null-safety) [![Gitter](https://img.shields.io/gitter/room/angel_dart/discussion)](https://gitter.im/angel_dart/discussion) [![License](https://img.shields.io/github/license/dukefirehawk/angel)](https://github.com/dukefirehawk/angel/tree/angel3/packages/symbol_table/LICENSE) **DEPRECATED: Replaced by [`belatuk_symbol_table`](https://pub.dartlang.org/packages/belatuk_symbol_table) package** A generic symbol table implementation in Dart, with support for scopes and constants. The symbol tables produced by this package are hierarchical (in this case, tree-shaped), and utilize basic memoization to speed up repeated lookups. # Variables To represent a symbol, use `Variable`. I opted for the name `Variable` to avoid conflict with the Dart primitive `Symbol`. ```dart var foo = Variable('foo'); var bar = Variable('bar', value: 'baz'); // Call `lock` to mark a symbol as immutable. var shelley = Variable('foo', value: 'bar')..lock(); foo.value = 'bar'; shelley.value = 'Mary'; // Throws a StateError - constants cannot be overwritten. foo.lock(); foo.value = 'baz'; // Also throws a StateError - Once a variable is locked, it cannot be overwritten. ``` ## Visibility Variables are *public* by default, but can also be marked as *private* or *protected*. This can be helpful if you are trying to determine which symbols should be exported from a library or class. ```dart myVariable.visibility = Visibility.protected; myVariable.visibility = Visibility.private; ``` # Symbol Tables It's easy to create a basic symbol table: ```dart var mySymbolTable = SymbolTable(); var doubles = SymbolTable(values: { 'hydrogen': 1.0, 'avogadro': 6.022e23 }); // Create a new variable within the scope. doubles.create('one'); doubles.create('one', value: 1.0); doubles.create('one', value: 1.0, constant: true); // Set a variable within an ancestor, OR create a new variable if none exists. doubles.assign('two', 2.0); // Completely remove a variable. doubles.remove('two'); // Find a symbol, either in this symbol table or an ancestor. var symbol = doubles.resolve('one'); // Find OR create a symbol. var symbol = doubles.resolveOrCreate('one'); var symbol = doubles.resolveOrCreate('one', value: 1.0); var symbol = doubles.resolveOrCreate('one', value: 1.0, constant: true); ``` # Exporting Symbols Due to the tree structure of symbol tables, it is extremely easy to extract a linear list of distinct variables, with variables lower in the hierarchy superseding their parents (effectively accomplishing variable shadowing). ```dart var allSymbols = mySymbolTable.allVariables; ``` We can also extract symbols which are *not* private. This helps us export symbols from libraries or classes. ```dart var exportedSymbols = mySymbolTable.allPublicVariables; ``` It's easy to extract symbols of a given visibility: ```dart var exportedSymbols = mySymbolTable.allVariablesWithVisibility(Visibility.protected); ``` # Child Scopes There are three ways to create a new symbol table: ## Regular Children This is what most interpreters need; it simply creates a symbol table with the current symbol table as its parent. The new scope can define its own symbols, which will only shadow the ancestors within the correct scope. ```dart var child = mySymbolTable.createChild(); var child = mySymbolTable.createChild(values: {...}); ``` ### Depth Every symbol table has an associated `depth` attached to it, with the `depth` at the root being `0`. When `createChild` is called, the resulting child has an incremented `depth`. ## Clones This creates a scope at the same level as the current one, with all the same variables. ```dart var clone = mySymbolTable.clone(); ``` ## Forked Scopes If you are implementing a language with closure functions, you might consider looking into this. A forked scope is a scope identical to the current one, but instead of merely copying references to variables, the values of variables are copied into new ones. The new scope is essentially a "frozen" version of the current one. It is also effectively orphaned - though it is aware of its `parent`, the parent scope is unaware that the forked scope is a child. Thus, calls to `resolve` may return old variables, if a parent has called `remove` on a symbol. ```dart var forked = mySymbolTable.fork(); var forked = mySymbolTable.fork(values: {...}); ``` # Creating Names In languages with block scope, oftentimes, identifiers will collide within a global scope. To avoid this, symbol tables expose a `uniqueName()` method that simply attaches a numerical suffix to an input name. The name is guaranteed to never be repeated within a specific scope. ```dart var name0 = mySymbolTable.uniqueName('foo'); // foo0 var name1 = mySymbolTable.uniqueName('foo'); // foo1 var name2 = mySymbolTable.uniqueName('foo'); // foo2 ``` # `this` Context Many languages handle a sort of `this` context that values within a scope may optionally be resolved against. Symbol tables can easily set their context as follows: ```dart void foo() { mySymbolTable.context = thisContext; } ``` Resolution of the `context` getter functions just like a symbol; if none is set locally, then it will refer to the parent. ```dart void bar() { mySymbolTable.context = thisContext; expect(mySymbolTable.createChild().createChild().context, thisContext); } ```