Fix variables to chain recursively
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@ -28,24 +28,30 @@ module SlotLanguage
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end
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def on_send(statement)
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kids = statement.children.dup
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receiver = process(kids.shift) || MessageSlot.new
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receiver = kids.shift
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name = kids.shift
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return label(name) if(name.to_s.end_with?("_label"))
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return goto(name,kids) if(name == :goto)
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return check(name,receiver, kids) if SlotCompiler.checks.include?(name)
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return assign(receiver, name , kids) if(name.to_s.end_with?("="))
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puts "Send #{name} , #{receiver} kids=#{kids}" if DEBUG
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Variable.new( name )
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puts "Send: #{statement} " if DEBUG
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var = Variable.new( name )
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if(receiver)
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puts "receiver at #{name} #{receiver}" if DEBUG
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process(receiver).chained(var)
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else
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var
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end
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end
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def on_lvar(lvar)
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puts "lvar #{lvar}" if DEBUG
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Variable.new(lvar.children.first )
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end
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def on_lvasgn( expression)
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puts "lvasgn #{expression}" if DEBUG
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name = expression.children[0]
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puts "i/lvasgn #{expression}" if DEBUG
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var = var_for(expression.children[0])
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value = process(expression.children[1])
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Assignment.new(Variable.new(name),value)
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Assignment.new(var , value)
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end
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alias :on_ivasgn :on_lvasgn
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@ -62,12 +68,21 @@ module SlotLanguage
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process_all(exp)
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end
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end
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def on_ivar( expression)
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def on_ivar(expression)
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puts "ivar #{expression}" if DEBUG
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Variable.new(expression.children.first)
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var_for(expression.children.first)
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end
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private
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def var_for( name )
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name = name.to_s
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if(name[0] == "@")
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MessageVariable.new(name.to_s[1 .. -1].to_sym)
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else
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Variable.new(name.to_sym)
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end
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end
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def label(name)
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raise "no label #{name}" unless(name.to_s.end_with?("_label"))
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if @labels.has_key?(name)
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@ -88,13 +103,14 @@ module SlotLanguage
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right = process(kids.first)
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case name
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when :==
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return EqualGoto.new(receiver , right)
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return EqualGoto.new(process(receiver) , right)
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else
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raise "Only ==, not #{name}" unless name == :==
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end
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end
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def assign(receiver , name , kids)
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raise name.to_s
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name = name.to_s[0...-1].to_sym
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receiver.add_slot_name(name)
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right = process kids.shift
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@ -1,36 +1,43 @@
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module SlotLanguage
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# A Variable makes Slots. A Slot is the central SlotMachines description of a
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# variable in an object. At the Language level this holds the information
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# (names of instance variables) to be able to create the Slot instance
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# (names of variables) to be able to create the Slot instance
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#
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# In the SlotLanguage this is used in the Assignment. Just as a Slotload stores
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# two slots to define what is loaded where, the Assignment, that creates a SlotLoad,
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# uses two Variables.
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class Variable
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# stores the (instance) names that allow us to create a Slot
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attr_reader :names
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attr_reader :name , :chain
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def initialize(names)
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case names
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when Array
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@names = names
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when nil
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raise "No names given"
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else
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@names = [names]
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end
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def initialize(name)
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@name = name
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raise "No name given #{name}" unless name.is_a?(Symbol)
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end
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def add_slot_name(name)
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@names << name
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def chained(to)
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raise "Must chain to variable #{to}" unless to.is_a?(Variable)
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if(@chain)
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@chain.chained(to)
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else
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@chain = to
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end
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self
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end
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def to_slot(compiler)
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SlotMachine::Slot.for(:message , names)
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SlotMachine::Slot.for(:message , name)
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end
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def to_s
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"message." + names.join(",")
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str = "message.#{name}"
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str += chain.to_s if @chain
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str
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end
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end
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class MessageVariable < Variable
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end
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class Constant < Variable
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end
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end
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