AstTree.cs source code in C# .NET

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/ DotNET / DotNET / 8.0 / untmp / whidbey / REDBITS / ndp / fx / src / Xml / System / Xml / schema / AstTree.cs / 1 / AstTree.cs

                            //------------------------------------------------------------------------------ 
// 
//     Copyright (c) Microsoft Corporation.  All rights reserved.
// 
// [....] 
//-----------------------------------------------------------------------------
 
namespace System.Xml.Schema { 
    using System.Xml.XPath;
    using System.Diagnostics; 
    using System.Globalization;
    using System.IO;
    using System.Collections;
    using System.Xml.Schema; 
    using MS.Internal.Xml.XPath;
 
    /*--------------------------------------------------------------------------------------------- * 
     * Dynamic Part Below...                                                                        *
     * ------------------------------------------------------------------------------------------- */ 

    // stack element class
    // this one needn't change, even the parameter in methods
    internal class AxisElement { 
        internal DoubleLinkAxis curNode;                // current under-checking node during navigating
        internal int rootDepth;                         // root depth -- contextDepth + 1 if ! isDss; context + {1...} if isDss 
        internal int curDepth;                          // current depth 
        internal bool isMatch;                          // current is already matching or waiting for matching
 
        internal DoubleLinkAxis CurNode {
            get { return this.curNode; }
        }
 
        // constructor
        internal AxisElement (DoubleLinkAxis node, int depth) { 
            this.curNode = node; 
            this.rootDepth = this.curDepth = depth;
            this.isMatch = false; 
        }

        internal void SetDepth (int depth) {
            this.rootDepth = this.curDepth = depth; 
            return;
        } 
 
        // "a/b/c"     pointer from b move to a
        // needn't change even tree structure changes 
        internal void MoveToParent(int depth, ForwardAxis parent) {
            // "a/b/c", trying to match b (current node), but meet the end of a, so move pointer to a
            if ( depth == this.curDepth - 1 ) {
                // really need to move the current node pointer to parent 
                // what i did here is for seperating the case of IsDss or only IsChild
                // bcoz in the first case i need to expect "a" from random depth 
                // -1 means it doesn't expect some specific depth (referecing the dealing to -1 in movetochild method 
                // while in the second case i can't change the root depth which is 1.
                if ((this.curNode.Input == parent.RootNode ) && (parent.IsDss)) { 
                    this.curNode = parent.RootNode;
                    this.rootDepth = this.curDepth = -1;
                    return;
                } 
                else if (this.curNode.Input != null) {      // else cur-depth --, cur-node change
                    this.curNode = (DoubleLinkAxis) (this.curNode.Input); 
                    this.curDepth --; 
                    return;
                } 
                else return;
            }
            // "a/b/c", trying to match b (current node), but meet the end of x (another child of a)
            // or maybe i matched, now move out the current node 
            // or move out after failing to match attribute
            // the node i m next expecting is still the current node 
            else if (depth == this.curDepth) {              // after matched or [2] failed in matching attribute 
                if (this.isMatch) {
                    this.isMatch = false; 
                }
            }
            return;                                         // this node is still what i am expecting
            // ignore 
        }
 
        // equal & ! attribute then move 
        // "a/b/c"     pointer from a move to b
        // return true if reach c and c is an element and c is the axis 
        internal bool MoveToChild(string name, string URN, int depth, ForwardAxis parent) {
            // an attribute can never be the same as an element
            if (Asttree.IsAttribute(this.curNode)) {
                return false; 
            }
 
            // either moveToParent or moveToChild status will have to be changed into unmatch... 
            if (this.isMatch) {
                this.isMatch = false; 
            }
            if (! AxisStack.Equal (this.curNode.Name, this.curNode.Urn, name, URN)) {
                return false;
            } 
            if (this.curDepth == -1) {
                SetDepth (depth); 
            } 
            else if (depth > this.curDepth) {
                return false; 
            }
            // matched ...
            if (this.curNode == parent.TopNode) {
                this.isMatch = true; 
                return true;
            } 
            // move down this.curNode 
            DoubleLinkAxis nowNode = (DoubleLinkAxis) (this.curNode.Next);
            if (Asttree.IsAttribute (nowNode)) { 
                this.isMatch = true;                    // for attribute
                return false;
            }
            this.curNode = nowNode; 
            this.curDepth ++;
            return false; 
        } 

    } 

    internal class AxisStack {
        // property
        private ArrayList stack;                            // of AxisElement 
        private ForwardAxis subtree;                        // reference to the corresponding subtree
        private ActiveAxis parent; 
 
        internal ForwardAxis Subtree {
            get { return this.subtree; } 
        }

        internal int Length {                               // stack length
            get {return this.stack.Count; } 
        }
 
        // instructor 
        public AxisStack (ForwardAxis faxis, ActiveAxis parent) {
            this.subtree = faxis; 
            this.stack = new ArrayList();
            this.parent = parent;       // need to use its contextdepth each time....

            // improvement: 
            // if ! isDss, there has nothing to do with Push/Pop, only one copy each time will be kept
            // if isDss, push and pop each time.... 
            if (! faxis.IsDss) {                // keep an instance 
                this.Push (1);              // context depth + 1
            } 
            // else just keep stack empty
        }

        // method 
        internal void Push (int depth) {
            AxisElement eaxis = new AxisElement (this.subtree.RootNode, depth); 
            this.stack.Add (eaxis); 
        }
 
        internal void Pop () {
            this.stack.RemoveAt (Length - 1);
        }
 
        // used in the beginning of .//  and MoveToChild
        // didn't consider Self, only consider name 
        internal static bool Equal (string thisname, string thisURN, string name, string URN) { 
            // which means "b" in xpath, no namespace should be specified
            if (thisURN == null) { 
                if ( !((URN == null) || (URN.Length == 0))) {
                    return false;
                }
            } 
            // != "*"
            else if ((thisURN.Length != 0) && (thisURN != URN)) { 
                return false; 
            }
            // != "a:*" || "*" 
            if ((thisname.Length != 0) && (thisname != name)) {
                return false;
            }
            return true; 
        }
 
        // "a/b/c"     pointer from b move to a 
        // needn't change even tree structure changes
        internal void MoveToParent(string name, string URN, int depth) { 
            if (this.subtree.IsSelfAxis) {
                return;
            }
 
            foreach (AxisElement eaxis in this.stack) {
                eaxis.MoveToParent (depth, this.subtree); 
            } 

            // in ".//"'s case, since each time you push one new element while match, why not pop one too while match? 
            if ( this.subtree.IsDss && Equal (this.subtree.RootNode.Name, this.subtree.RootNode.Urn, name, URN)) {
                Pop();
            }   // only the last one
        } 

        // "a/b/c"     pointer from a move to b 
        // return true if reach c 
        internal bool MoveToChild(string name, string URN, int depth) {
            bool result = false; 
            // push first
            if ( this.subtree.IsDss && Equal (this.subtree.RootNode.Name, this.subtree.RootNode.Urn, name, URN)) {
                Push(-1);
            } 
            foreach (AxisElement eaxis in this.stack) {
                if (eaxis.MoveToChild (name, URN, depth, this.subtree)) { 
                    result = true; 
                }
            } 
            return result;
        }

        // attribute can only at the topaxis part 
        // dealing with attribute only here, didn't go into stack element at all
        // stack element only deal with moving the pointer around elements 
        internal bool MoveToAttribute(string name, string URN, int depth) { 
            if (! this.subtree.IsAttribute) {
                return false; 
            }
            if (! Equal (this.subtree.TopNode.Name, this.subtree.TopNode.Urn, name, URN) ) {
                return false;
            } 

            bool result = false; 
 
            // no stack element for single attribute, so dealing with it seperately
            if (this.subtree.TopNode.Input == null) { 
                return (this.subtree.IsDss || (depth == 1));
            }

            foreach (AxisElement eaxis in this.stack) { 
                if ((eaxis.isMatch) && ( eaxis.CurNode == this.subtree.TopNode.Input )) {
                    result = true; 
                } 
            }
            return result; 
        }

    }
 
    // whenever an element is under identity-constraint, an instance of this class will be called
    // only care about property at this time 
    internal class ActiveAxis { 
        // consider about reactivating....  the stack should be clear right??
        // just reset contextDepth & isActive.... 
        private int currentDepth;                       // current depth, trace the depth by myself... movetochild, movetoparent, movetoattribute
        private bool isActive;                          // not active any more after moving out context node
        private Asttree axisTree;                       // reference to the whole tree
        // for each subtree i need to keep a stack... 
        private ArrayList axisStack;                    // of AxisStack
 
        public int CurrentDepth { 
            get { return this.currentDepth; }
        } 

        // if an instance is !IsActive, then it can be reactive and reuse
        // still need thinking.....
        internal void Reactivate () { 
            this.isActive = true;
            this.currentDepth = -1; 
        } 

        internal ActiveAxis (Asttree axisTree) { 
            this.axisTree = axisTree;                                               // only a pointer.  do i need it?
            this.currentDepth = -1;                                                 // context depth is 0 -- enforce moveToChild for the context node
                                                                                    // otherwise can't deal with "." node
            this.axisStack = new ArrayList(axisTree.SubtreeArray.Count);            // defined length 
            // new one stack element for each one
            foreach (ForwardAxis faxis in axisTree.SubtreeArray) { 
                AxisStack stack = new AxisStack (faxis, this); 
                axisStack.Add (stack);
            } 
            this.isActive = true;
        }

        public bool MoveToStartElement (string localname, string URN) { 
            if (!isActive) {
                return false; 
            } 

            // for each: 
            this.currentDepth ++;
            bool result = false;
            foreach (AxisStack stack in this.axisStack) {
                // special case for self tree   "." | ".//." 
                if (stack.Subtree.IsSelfAxis) {
                    if ( stack.Subtree.IsDss || (this.CurrentDepth == 0)) 
                        result = true; 
                    continue;
                } 

                // otherwise if it's context node then return false
                if (this.CurrentDepth == 0) continue;
 
                if (stack.MoveToChild (localname, URN, this.currentDepth)) {
                    result = true; 
                    // even already know the last result is true, still need to continue... 
                    // run everyone once
                } 
            }
            return result;
        }
 
        // return result doesn't have any meaning until in SelectorActiveAxis
        public virtual bool EndElement (string localname, string URN) { 
            // need to think if the early quitting will affect reactivating.... 
            if (this.currentDepth ==  0) {          // leave context node
                this.isActive = false; 
                this.currentDepth --;
            }
            if (! this.isActive) {
                return false; 
            }
            foreach (AxisStack stack in this.axisStack) { 
                stack.MoveToParent (localname, URN, this.currentDepth); 
            }
            this.currentDepth -- ; 
            return false;
        }

        // Secondly field interface 
        public bool MoveToAttribute (string localname, string URN) {
            if (! this.isActive) { 
                return false; 
            }
            bool result = false; 
            foreach (AxisStack stack in this.axisStack) {
                if (stack.MoveToAttribute (localname, URN, this.currentDepth + 1)) {  // don't change depth for attribute, but depth is add 1
                    result = true;
                } 
            }
            return result; 
        } 
    }
 
    /* ---------------------------------------------------------------------------------------------- *
     * Static Part Below...                                                                           *
     * --------------------------------------------------------------------------------------------- */
 
    // each node in the xpath tree
    internal class DoubleLinkAxis : Axis { 
        internal Axis next; 

        internal Axis Next { 
            get { return this.next; }
            set { this.next = value; }
        }
 
        //constructor
        internal DoubleLinkAxis(Axis axis, DoubleLinkAxis inputaxis) 
            : base(axis.TypeOfAxis, inputaxis, axis.Prefix, axis.Name, axis.NodeType) { 
            this.next = null;
            this.Urn = axis.Urn; 
            this.abbrAxis = axis.AbbrAxis;
            if (inputaxis != null) {
                inputaxis.Next = this;
            } 
        }
 
        // recursive here 
        internal static DoubleLinkAxis ConvertTree (Axis axis) {
            if (axis == null) { 
                return null;
            }
            return ( new DoubleLinkAxis (axis, ConvertTree ((Axis) (axis.Input))));
        } 
    }
 
 

    // only keep axis, rootNode, isAttribute, isDss inside 
    // act as an element tree for the Asttree
    internal class ForwardAxis {
        // Axis tree
        private DoubleLinkAxis topNode; 
        private DoubleLinkAxis rootNode;                // the root for reverse Axis
 
        // Axis tree property 
        private bool isAttribute;                       // element or attribute?      "@"?
        private bool isDss;                             // has ".//" in front of it? 
        private bool isSelfAxis;                        // only one node in the tree, and it's "." (self) node

        internal DoubleLinkAxis RootNode {
            get { return this.rootNode; } 
        }
 
        internal DoubleLinkAxis TopNode { 
            get { return this.topNode; }
        } 

        internal bool IsAttribute {
            get { return this.isAttribute; }
        } 

        // has ".//" in front of it? 
        internal bool IsDss { 
            get { return this.isDss; }
        } 

        internal bool IsSelfAxis {
            get { return this.isSelfAxis; }
        } 

        public ForwardAxis (DoubleLinkAxis axis, bool isdesorself) { 
            this.isDss = isdesorself; 
            this.isAttribute = Asttree.IsAttribute (axis);
            this.topNode = axis; 
            this.rootNode = axis;
            while ( this.rootNode.Input != null ) {
                this.rootNode = (DoubleLinkAxis)(this.rootNode.Input);
            } 
            // better to calculate it out, since it's used so often, and if the top is self then the whole tree is self
            this.isSelfAxis = Asttree.IsSelf (this.topNode); 
        } 
    }
 
    // static, including an array of ForwardAxis  (this is the whole picture)
    internal class Asttree {
        // set private then give out only get access, to keep it intact all along
        private ArrayList fAxisArray; 
        private string xpathexpr;
        private bool isField;                                   // field or selector 
        private XmlNamespaceManager nsmgr; 

        internal ArrayList SubtreeArray { 
            get { return fAxisArray; }
        }

        // when making a new instance for Asttree, we do the compiling, and create the static tree instance 
        public Asttree (string xPath, bool isField, XmlNamespaceManager nsmgr) {
            this.xpathexpr = xPath; 
            this.isField = isField; 
            this.nsmgr = nsmgr;
            // checking grammar... and build fAxisArray 
            this.CompileXPath (xPath, isField, nsmgr);          // might throw exception in the middle
        }

        // only for debug 
#if DEBUG
        public void PrintTree (StreamWriter msw) { 
            foreach (ForwardAxis axis in fAxisArray) { 
                msw.WriteLine ("" , axis.IsDss, axis.IsAttribute);
                DoubleLinkAxis printaxis = axis.TopNode; 
                while ( printaxis != null ) {
                    msw.WriteLine (" ");
                    msw.WriteLine ("   {0} ", printaxis.Urn);
                    msw.WriteLine ("   {0} ", printaxis.Prefix); 
                    msw.WriteLine ("   {0} ", printaxis.Name);
                    msw.WriteLine ("   {0} ", printaxis.NodeType); 
                    msw.WriteLine ("   {0} ", printaxis.TypeOfAxis); 
                    msw.WriteLine (" ");
                    printaxis = (DoubleLinkAxis) (printaxis.Input); 
                }
                msw.WriteLine ("");
            }
        } 
#endif
 
        // this part is for parsing restricted xpath from grammar 
        private static bool IsNameTest(Axis ast) {
            // Type = Element, abbrAxis = false 
            // all are the same, has child:: or not
            return ((ast.TypeOfAxis == Axis.AxisType.Child) && (ast.NodeType == XPathNodeType.Element));
        }
 
        internal static bool IsAttribute(Axis ast) {
            return ((ast.TypeOfAxis == Axis.AxisType.Attribute) && (ast.NodeType == XPathNodeType.Attribute)); 
        } 

        private static bool IsDescendantOrSelf(Axis ast) { 
            return ((ast.TypeOfAxis == Axis.AxisType.DescendantOrSelf) && (ast.NodeType == XPathNodeType.All) && (ast.AbbrAxis));
        }

        internal static bool IsSelf(Axis ast) { 
            return ((ast.TypeOfAxis == Axis.AxisType.Self) && (ast.NodeType == XPathNodeType.All) && (ast.AbbrAxis));
        } 
 
        // don't return true or false, if it's invalid path, just throw exception during the process
        // for whitespace thing, i will directly trim the tree built here... 
        public void CompileXPath (string xPath, bool isField, XmlNamespaceManager nsmgr) {
            if ((xPath == null) || (xPath.Length == 0)) {
                throw new XmlSchemaException(Res.Sch_EmptyXPath, string.Empty);
            } 

            // firstly i still need to have an ArrayList to store tree only... 
            // can't new ForwardAxis right away 
            string[] xpath = xPath.Split('|');
            ArrayList AstArray = new ArrayList(xpath.Length); 
            this.fAxisArray = new ArrayList(xpath.Length);

            // throw compile exceptions
            // can i only new one builder here then run compile several times?? 
            try {
                foreach (string value in xpath) { 
                    // default ! isdesorself (no .//) 
                    Axis ast = (Axis) (XPathParser.ParseXPathExpresion(value));
                    AstArray.Add (ast); 
                }
            }
            catch {
                throw  new XmlSchemaException(Res.Sch_ICXpathError, xPath); 
            }
 
            Axis stepAst; 
            foreach (Axis ast in AstArray) {
                // Restricted form 
                // field can have an attribute:

                // throw exceptions during casting
                if ((stepAst = ast) == null) { 
                    throw new XmlSchemaException(Res.Sch_ICXpathError, xPath);
                } 
 
                Axis top = stepAst;
 
                // attribute will have namespace too
                // field can have top attribute
                if (IsAttribute (stepAst)) {
                    if (! isField) { 
                        throw new XmlSchemaException(Res.Sch_SelectorAttr, xPath);
                    } 
                    else { 
                        SetURN (stepAst, nsmgr);
                        try { 
                            stepAst = (Axis) (stepAst.Input);
                        }
                        catch {
                            throw new XmlSchemaException(Res.Sch_ICXpathError, xPath); 
                        }
                    } 
                } 

                // field or selector 
                while ((stepAst != null) && (IsNameTest (stepAst) || IsSelf (stepAst))) {
                    // trim tree "." node, if it's not the top one
                    if (IsSelf (stepAst) && (ast != stepAst)) {
                        top.Input = stepAst.Input; 
                    }
                    else { 
                        top = stepAst; 
                        // set the URN
                        if (IsNameTest(stepAst)) { 
                            SetURN (stepAst, nsmgr);
                        }
                    }
                    try { 
                        stepAst = (Axis) (stepAst.Input);
                    } 
                    catch { 
                        throw new XmlSchemaException(Res.Sch_ICXpathError, xPath);
                    } 
                }

                // the rest part can only be .// or null
                // trim the rest part, but need compile the rest part first 
                top.Input = null;
                if (stepAst == null) {      // top "." and has other element beneath, trim this "." node too 
                    if (IsSelf(ast) && (ast.Input != null)) { 
                        this.fAxisArray.Add ( new ForwardAxis ( DoubleLinkAxis.ConvertTree ((Axis) (ast.Input)), false));
                    } 
                    else {
                        this.fAxisArray.Add ( new ForwardAxis ( DoubleLinkAxis.ConvertTree (ast), false));
                    }
                    continue; 
                }
                if (! IsDescendantOrSelf (stepAst)) { 
                    throw new XmlSchemaException(Res.Sch_ICXpathError, xPath); 
                }
                try { 
                    stepAst = (Axis) (stepAst.Input);
                }
                catch {
                    throw new XmlSchemaException(Res.Sch_ICXpathError, xPath); 
                }
                if ((stepAst == null) || (! IsSelf (stepAst)) || (stepAst.Input != null)) { 
                    throw new XmlSchemaException(Res.Sch_ICXpathError, xPath); 
                }
 
                // trim top "." if it's not the only node
                if (IsSelf(ast) && (ast.Input != null)) {
                    this.fAxisArray.Add ( new ForwardAxis ( DoubleLinkAxis.ConvertTree ((Axis) (ast.Input)), true));
                } 
                else {
                    this.fAxisArray.Add ( new ForwardAxis ( DoubleLinkAxis.ConvertTree (ast), true)); 
                } 
            }
        } 

        // depending on axis.Name & axis.Prefix, i will set the axis.URN;
        // also, record urn from prefix during this
        // 4 different types of element or attribute (with @ before it) combinations: 
        // (1) a:b (2) b (3) * (4) a:*
        // i will check xpath to be strictly conformed from these forms 
        // for (1) & (4) i will have URN set properly 
        // for (2) the URN is null
        // for (3) the URN is empty 
        private void SetURN (Axis axis, XmlNamespaceManager nsmgr) {
            if (axis.Prefix.Length != 0) {      // (1) (4)
                axis.Urn = nsmgr.LookupNamespace(axis.Prefix);
 
                if (axis.Urn == null) {
                    throw new XmlSchemaException(Res.Sch_UnresolvedPrefix, axis.Prefix); 
                } 
            } else if (axis.Name.Length != 0) { // (2)
                axis.Urn = null; 
            } else {                            // (3)
                axis.Urn = "";
            }
        } 
    }// Asttree
} 

// File provided for Reference Use Only by Microsoft Corporation (c) 2007.
// Copyright (c) Microsoft Corporation. All rights reserved.


                        

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