forked from jasder/antlr
324 lines
10 KiB
C#
324 lines
10 KiB
C#
/*
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* [The "BSD license"]
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* Copyright (c) 2013 Terence Parr
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* Copyright (c) 2013 Sam Harwell
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. The name of the author may not be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using System.Text;
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using Antlr4.Runtime;
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using Antlr4.Runtime.Misc;
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using Antlr4.Runtime.Sharpen;
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using Antlr4.Runtime.Tree;
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namespace Antlr4.Runtime
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{
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/// <summary>A rule context is a record of a single rule invocation.</summary>
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/// <remarks>
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/// A rule context is a record of a single rule invocation. It knows
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/// which context invoked it, if any. If there is no parent context, then
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/// naturally the invoking state is not valid. The parent link
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/// provides a chain upwards from the current rule invocation to the root
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/// of the invocation tree, forming a stack. We actually carry no
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/// information about the rule associated with this context (except
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/// when parsing). We keep only the state number of the invoking state from
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/// the ATN submachine that invoked this. Contrast this with the s
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/// pointer inside ParserRuleContext that tracks the current state
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/// being "executed" for the current rule.
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/// The parent contexts are useful for computing lookahead sets and
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/// getting error information.
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/// These objects are used during parsing and prediction.
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/// For the special case of parsers, we use the subclass
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/// ParserRuleContext.
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/// </remarks>
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/// <seealso cref="ParserRuleContext"/>
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public class RuleContext : IRuleNode
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{
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/// <summary>What context invoked this rule?</summary>
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public Antlr4.Runtime.RuleContext parent;
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/// <summary>
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/// What state invoked the rule associated with this context?
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/// The "return address" is the followState of invokingState
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/// If parent is null, this should be -1.
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/// </summary>
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/// <remarks>
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/// What state invoked the rule associated with this context?
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/// The "return address" is the followState of invokingState
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/// If parent is null, this should be -1.
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/// </remarks>
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public int invokingState = -1;
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public RuleContext()
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{
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}
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public RuleContext(Antlr4.Runtime.RuleContext parent, int invokingState)
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{
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this.parent = parent;
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//if ( parent!=null ) System.out.println("invoke "+stateNumber+" from "+parent);
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this.invokingState = invokingState;
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}
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public static Antlr4.Runtime.RuleContext GetChildContext(Antlr4.Runtime.RuleContext parent, int invokingState)
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{
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return new Antlr4.Runtime.RuleContext(parent, invokingState);
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}
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public virtual int Depth()
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{
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int n = 0;
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Antlr4.Runtime.RuleContext p = this;
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while (p != null)
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{
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p = p.parent;
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n++;
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}
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return n;
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}
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/// <summary>
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/// A context is empty if there is no invoking state; meaning nobody call
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/// current context.
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/// </summary>
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/// <remarks>
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/// A context is empty if there is no invoking state; meaning nobody call
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/// current context.
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/// </remarks>
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public virtual bool IsEmpty
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{
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get
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{
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return invokingState == -1;
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}
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}
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public virtual Interval SourceInterval
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{
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get
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{
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// satisfy the ParseTree / SyntaxTree interface
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return Interval.Invalid;
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}
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}
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RuleContext IRuleNode.RuleContext
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{
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get
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{
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return this;
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}
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}
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public virtual Antlr4.Runtime.RuleContext Parent
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{
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get
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{
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return parent;
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}
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}
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IRuleNode IRuleNode.Parent
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{
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get
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{
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return Parent;
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}
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}
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IParseTree IParseTree.Parent
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{
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get
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{
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return Parent;
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}
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}
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ITree ITree.Parent
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{
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get
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{
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return Parent;
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}
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}
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public virtual Antlr4.Runtime.RuleContext Payload
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{
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get
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{
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return this;
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}
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}
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object ITree.Payload
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{
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get
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{
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return Payload;
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}
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}
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/// <summary>Return the combined text of all child nodes.</summary>
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/// <remarks>
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/// Return the combined text of all child nodes. This method only considers
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/// tokens which have been added to the parse tree.
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/// <p/>
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/// Since tokens on hidden channels (e.g. whitespace or comments) are not
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/// added to the parse trees, they will not appear in the output of this
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/// method.
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/// </remarks>
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public virtual string GetText()
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{
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if (ChildCount == 0)
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{
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return string.Empty;
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}
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StringBuilder builder = new StringBuilder();
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for (int i = 0; i < ChildCount; i++)
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{
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builder.Append(GetChild(i).GetText());
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}
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return builder.ToString();
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}
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public virtual int RuleIndex
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{
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get
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{
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return -1;
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}
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}
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public virtual IParseTree GetChild(int i)
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{
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return null;
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}
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ITree ITree.GetChild(int i)
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{
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return GetChild(i);
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}
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public virtual int ChildCount
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{
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get
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{
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return 0;
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}
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}
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public virtual T Accept<T>(IParseTreeVisitor<T> visitor)
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{
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return visitor.VisitChildren(this);
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}
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/// <summary>
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/// Print out a whole tree, not just a node, in LISP format
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/// (root child1 ..
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/// </summary>
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/// <remarks>
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/// Print out a whole tree, not just a node, in LISP format
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/// (root child1 .. childN). Print just a node if this is a leaf.
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/// We have to know the recognizer so we can get rule names.
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/// </remarks>
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public virtual string ToStringTree(Parser recog)
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{
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return Trees.ToStringTree(this, recog);
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}
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/// <summary>
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/// Print out a whole tree, not just a node, in LISP format
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/// (root child1 ..
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/// </summary>
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/// <remarks>
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/// Print out a whole tree, not just a node, in LISP format
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/// (root child1 .. childN). Print just a node if this is a leaf.
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/// </remarks>
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public virtual string ToStringTree(IList<string> ruleNames)
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{
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return Trees.ToStringTree(this, ruleNames);
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}
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public virtual string ToStringTree()
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{
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return ToStringTree((IList<string>)null);
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}
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public override string ToString()
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{
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return ToString((IList<string>)null, (Antlr4.Runtime.RuleContext)null);
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}
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public string ToString(IRecognizer recog)
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{
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return ToString(recog, ParserRuleContext.EmptyContext);
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}
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public string ToString(IList<string> ruleNames)
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{
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return ToString(ruleNames, null);
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}
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// recog null unless ParserRuleContext, in which case we use subclass toString(...)
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public virtual string ToString(IRecognizer recog, Antlr4.Runtime.RuleContext stop)
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{
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string[] ruleNames = recog != null ? recog.RuleNames : null;
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IList<string> ruleNamesList = ruleNames != null ? Arrays.AsList(ruleNames) : null;
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return ToString(ruleNamesList, stop);
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}
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public virtual string ToString(IList<string> ruleNames, Antlr4.Runtime.RuleContext stop)
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{
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StringBuilder buf = new StringBuilder();
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Antlr4.Runtime.RuleContext p = this;
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buf.Append("[");
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while (p != null && p != stop)
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{
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if (ruleNames == null)
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{
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if (!p.IsEmpty)
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{
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buf.Append(p.invokingState);
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}
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}
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else
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{
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int ruleIndex = p.RuleIndex;
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string ruleName = ruleIndex >= 0 && ruleIndex < ruleNames.Count ? ruleNames[ruleIndex] : ruleIndex.ToString();
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buf.Append(ruleName);
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}
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if (p.parent != null && (ruleNames != null || !p.parent.IsEmpty))
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{
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buf.Append(" ");
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}
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p = p.parent;
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}
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buf.Append("]");
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return buf.ToString();
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}
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}
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}
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