Class: Antlr4::Runtime::PredictionContext

Inherits:
Object
  • Object
show all
Defined in:
lib/antlr4/runtime/prediction_context.rb

Constant Summary collapse

INITIAL_HASH =
1
EMPTY_RETURN_STATE =
Integer::MAX
@@global_node_count =
0

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(cached_hash_code) ⇒ PredictionContext

Returns a new instance of PredictionContext


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# File 'lib/antlr4/runtime/prediction_context.rb', line 13

def initialize(cached_hash_code)
  @id = @@global_node_count
  @@global_node_count += 1
  @cached_hash_code = cached_hash_code
end

Instance Attribute Details

#cachedHashCodeObject

Returns the value of attribute cachedHashCode


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# File 'lib/antlr4/runtime/prediction_context.rb', line 11

def cachedHashCode
  @cachedHashCode
end

Instance Method Details

#empty_path?Boolean

since EMPTY_RETURN_STATE can only appear in the last position, we check last one

Returns:

  • (Boolean)

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# File 'lib/antlr4/runtime/prediction_context.rb', line 19

def empty_path? # since EMPTY_RETURN_STATE can only appear in the last position, we check last one
  get_return_state(size - 1) == EMPTY_RETURN_STATE
end

#hashObject


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# File 'lib/antlr4/runtime/prediction_context.rb', line 23

def hash
  @cached_hash_code
end

#to_s_recog(_recog) ⇒ Object


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# File 'lib/antlr4/runtime/prediction_context.rb', line 27

def to_s_recog(_recog)
  to_s
end

#to_strings(recognizer, current_state) ⇒ Object


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# File 'lib/antlr4/runtime/prediction_context.rb', line 31

def to_strings(recognizer, current_state)
  to_strings3(recognizer, EMPTY, current_state)
end

#to_strings3(_recognizer, _stop, _current_state) ⇒ Object


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# File 'lib/antlr4/runtime/prediction_context.rb', line 35

def to_strings3(_recognizer, _stop, _current_state)
  result = []

  while to_strings3_inner result

  end

  result
end

#to_strings3_inner(result) ⇒ Object


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# File 'lib/antlr4/runtime/prediction_context.rb', line 45

def to_strings3_inner(result)
  perm = 0
  while perm
    offset = 0
    last = true
    p = self
    state_number = current_state
    local_buffer = ''
    local_buffer << '['
    while !p.empty? && p != stop
      index = 0
      unless p.empty?
        bits = 1
        bits += 1 while (1 << bits) < p.size

        mask = (1 << bits) - 1
        index = (perm >> offset) & mask
        last &= index >= p.size - 1
        return true if index >= p.size

        offset += bits
      end

      if !recognizer.nil?
        if local_buffer.length > 1
          # first char is '[', if more than that this isn't the first rule
          local_buffer << ' '
        end

        atn = recognizer.getATN
        s = atn.states.get(state_number)
        ruleName = recognizer.rule_names[s.rule_index]
        local_buffer << ruleName
      elsif p.get_return_state(index) != EMPTY_RETURN_STATE
        unless p.empty?
          if local_buffer.length > 1
            # first char is '[', if more than that this isn't the first rule
            local_buffer << ' '
          end

          local_buffer << p.get_return_state(index)
        end
      end
      state_number = p.get_return_state(index)
      p = p.getParent(index)
    end
    local_buffer << ']'
    result.push(local_buffer.to_s)

    break if last

    perm += 1
  end
  false
end