Start refactoring Symbols for scoping rework
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@ -325,7 +325,7 @@ struct ASTNode* PrintStatement(void);
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int FindSymbol(char* Symbol);
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int FindSymbol(char* Symbol);
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int AddSymbol(char* Name, int Type, int Structure, int Size);
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int AddSymbol(char* Name, int Type, int Structure, int Storage, int EndLabel, int Length);
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int AddFunctionSymbol(char* Name, int Type, int Structure, int EndLabel, int Size);
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int AddFunctionSymbol(char* Name, int Type, int Structure, int EndLabel, int Size);
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@ -9,15 +9,15 @@
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static int GlobalSymbols = 0;
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static int GlobalSymbols = 0;
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/*
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* Find the position of a symbol in the symbol table.
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int FindSymbolImpl(char* Symbol, int Storage) {
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* @Return the index into the symbol table if found,
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* -1 if not found.
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*/
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int FindSymbol(char* Symbol) {
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int Ind;
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int Ind;
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for(Ind = 0; Ind < GlobalSymbols; Ind++) {
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for(Ind = 0; Ind < (Storage == SC_GLOBAL /* Are we global scope? */
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? CurrentGlobal /* If so, start searching at the start */
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: SYMBOLS /* Otherwise, start at the end and work backward */
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); Ind++) {
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if(*Symbol == *Symbols[Ind].Name && !strcmp(Symbol, Symbols[Ind].Name))
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if(*Symbol == *Symbols[Ind].Name && !strcmp(Symbol, Symbols[Ind].Name))
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return Ind;
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return Ind;
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}
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}
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@ -25,50 +25,93 @@ int FindSymbol(char* Symbol) {
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return -1;
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return -1;
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}
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}
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/*
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* Find the position of a symbol in the symbol table.
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* @Return the index into the symbol table if found,
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* -1 if not found.
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* Does not care about differentiating local or global.
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* It will only be consistent.
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*/
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int FindSymbol(char* Symbol) {
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int Res;
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// Prioritise local vars
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if((Res = FindSymbolImpl(Symbol, SC_LOCAL)) == -1)
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// Fallback to global vars.
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return FindSymbolImpl(Symbol, SC_GLOBAL);
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return Res;
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}
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/*
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/*
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* Append a new entry to the table of global symbols.
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* Append a new entry to the table of global symbols.
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* @Return the index to the new entry
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* @Return the index to the new entry
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*
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*
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* Will kill the program if we run out.
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* Will kill the program if we run out.
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* The death condition here is running into the local symbol table.
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* //TODO: Dump symbols on death?
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* //TODO: Dump symbols on death?
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*/
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*/
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static int NewSymbol(void) {
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static int NewGlobalSymbol() {
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int Pos;
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int Pos;
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if((Pos = GlobalSymbols++) >= SYMBOLS)
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if((Pos = (CurrentGlobal++)) >= CurrentLocal)
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Die("Too many symbols");
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Die("Too many Global symbols");
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return Pos;
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return Pos;
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}
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}
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// TODO: this is going weird!
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/*
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* Append a new entry to the table of local (function-local) symbols.
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* @Return the index to the new entry
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*
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* Will kill the program if we run out.
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* The death condition here is running into the global symbol table.
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* //TODO: Dump symbols on death?
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*/
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static int NewLocalSymbol() {
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int Pos;
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if((Pos = (CurrentLocal--)) <= CurrentGlobal)
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Die("Too many Local symbols");
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int AddArraySymbol(char* Name, int Type, int Structure, int EndLabel, int Size) {
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return Pos;
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int Slot;
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Slot = AddFunctionSymbol(Name, Type, Structure, EndLabel, Size);
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return Slot;
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}
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}
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int AddFunctionSymbol(char* Name, int Type, int Structure, int EndLabel, int Size) {
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/*
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int Slot;
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* Add a symbol to the tables, and set all the metadata.
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Slot = AddSymbol(Name, Type, Structure, Size);
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* @param Name: The string representing the name of the symbol.
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Symbols[Slot].EndLabel = EndLabel;
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* @param Type: The return type in terms of DataTypes enum values.
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return Slot;
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* @param Structure: The type of symbol this is, in terms of StructureType enum.
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}
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* @param Storage: The storage scope of this symbol. For functions this is always SC_GLOBAL (for now). Vars and Arrays can be GLOBAL or SC_LOCAL.
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* @param EndLabel: The label # to jump to to exit the function or array, where appropriate.
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int AddSymbol(char* Name, int Type, int Structure, int Size) {
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* @param Length: The size of the struct/array in units of 1xbase
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*
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* @return The ID in the symbol table that now represents this symbol.
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*/
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int AddSymbol(char* Name, int Type, int Structure, int Storage, int EndLabel, int Length) {
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int TableSlot;
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int TableSlot;
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int SinkOffset = 0;
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if((TableSlot = FindSymbol(Name) != -1))
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if((TableSlot = FindSymbol(Name, Storage) != -1))
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return TableSlot;
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return TableSlot;
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TableSlot = NewSymbol();
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// Instaed of spliting this up into AddLocalSymbol and AddGlobalSymbol,
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// we can use this switch to avoid duplicated code.
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switch(Storage) {
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case SC_GLOBAL:
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TableSlot = NewGlobalSymbol();
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AsGlobalSymbol(TableSlot);
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break;
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case SC_LOCAL:
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TableSlot = NewLocalSymbol();
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SinkOffset = AsCalcOffset(Type, 0);
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break;
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}
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Symbols[TableSlot].Name = strdup(Name);
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Symbols[TableSlot].Name = strdup(Name);
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Symbols[TableSlot].Type = Type;
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Symbols[TableSlot].Type = Type;
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Symbols[TableSlot].Structure = Structure;
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Symbols[TableSlot].Structure = Structure;
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Symbols[TableSlot].Length = Size;
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Symbols[TableSlot].Storage = Storage;
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Symbols[TableSlot].Length = Length;
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Symbols[TableSlot].SinkOffset = SinkOffset;
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//printf("Adding new variable %s of type %s to the table at %d\n", CurrentIdentifier, Types[Type], TableSlot);
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//printf("Adding new variable %s of type %s to the table at %d\n", CurrentIdentifier, Types[Type], TableSlot);
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return TableSlot;
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return TableSlot;
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