llvm-mirror/include/llvm/ValueSymbolTable.h
Reid Spencer ebf3eceb26 For PR411:
First step in refactoring the SymbolTable is to split it into two classes,
one for a symbol table of types and one for a symbol table of Values.

llvm-svn: 25175
2006-01-10 09:51:48 +00:00

139 lines
4.2 KiB
C++

//===-- llvm/ValueSymbolTable.h - Implement a Value Symtab ------*- C++ -*-===//
//
// The LLVM Compiler Infrastructure
//
// This file was developed by Reid Spencer based on the original SymbolTable.h
// written by the LLVM research group and re-written by Reid Spencer.
// It is distributed under the University of Illinois Open Source License.
// See LICENSE.TXT for details.
//
//===----------------------------------------------------------------------===//
//
// This file implements the name/Value symbol table for LLVM.
//
//===----------------------------------------------------------------------===//
#ifndef LLVM_VALUE_SYMBOL_TABLE_H
#define LLVM_VALUE_SYMBOL_TABLE_H
#include "llvm/Value.h"
#include <map>
namespace llvm {
/// This class provides a symbol table of name/value pairs. It is essentially
/// a std::map<std::string,Value*> but has a controlled interface provided by
/// LLVM as well as ensuring uniqueness of names.
///
class ValueSymbolTable {
/// @name Types
/// @{
public:
/// @brief A mapping of names to values.
typedef std::map<const std::string, Value *> ValueMap;
/// @brief An iterator over a ValueMap.
typedef ValueMap::iterator iterator;
/// @brief A const_iterator over a ValueMap.
typedef ValueMap::const_iterator const_iterator;
/// @}
/// @name Constructors
/// @{
public:
ValueSymbolTable() : LastUnique(0) {}
~ValueSymbolTable();
/// @}
/// @name Accessors
/// @{
public:
/// This method finds the value with the given \p name in the
/// the symbol table.
/// @returns the value associated with the \p name
/// @brief Lookup a named Value.
Value *lookup(const std::string &name) const;
/// @returns true iff the symbol table is empty
/// @brief Determine if the symbol table is empty
inline bool empty() const { return vmap.empty(); }
/// @brief The number of name/type pairs is returned.
inline unsigned size() const { return unsigned(vmap.size()); }
/// Given a base name, return a string that is either equal to it or
/// derived from it that does not already occur in the symbol table
/// for the specified type.
/// @brief Get a name unique to this symbol table
std::string getUniqueName(const std::string &BaseName) const;
/// This function can be used from the debugger to display the
/// content of the symbol table while debugging.
/// @brief Print out symbol table on stderr
void dump() const;
/// @}
/// @name Iteration
/// @{
public:
/// @brief Get an iterator that from the beginning of the symbol table.
inline iterator begin() { return vmap.begin(); }
/// @brief Get a const_iterator that from the beginning of the symbol table.
inline const_iterator begin() const { return vmap.begin(); }
/// @brief Get an iterator to the end of the symbol table.
inline iterator end() { return vmap.end(); }
/// @brief Get a const_iterator to the end of the symbol table.
inline const_iterator end() const { return vmap.end(); }
/// @}
/// @name Mutators
/// @{
public:
/// This method will strip the symbol table of its names.
/// @brief Strip the symbol table.
bool strip();
/// This method adds the provided value \p N to the symbol table. The Value
/// must have a name which is used to place the value in the symbol table.
/// @brief Add a named value to the symbol table
void insert(Value *Val);
/// This method removes a value from the symbol table. The name of the
/// Value is extracted from \p Val and used to lookup the Value in the
/// symbol table. If the Value is not in the symbol table, this method
/// returns false.
/// @returns true if \p Val was successfully erased, false otherwise
/// @brief Remove a value from the symbol table.
bool erase(Value* Val);
/// Given a value with a non-empty name, remove its existing
/// entry from the symbol table and insert a new one for Name. This is
/// equivalent to doing "remove(V), V->Name = Name, insert(V)".
/// @brief Rename a value in the symbol table
bool rename(Value *V, const std::string &Name);
/// @}
/// @name Internal Data
/// @{
private:
ValueMap vmap; ///< The map that holds the symbol table.
mutable unsigned long LastUnique; ///< Counter for tracking unique names
/// @}
};
} // End llvm namespace
#endif