optimize the main driver and check for the new tokens

This commit is contained in:
Chris Cromer 2022-11-04 11:20:34 -03:00
parent 257df0fc99
commit 6c3ce55d5a
Signed by: cromer
GPG Key ID: FA91071797BEEEC2

View File

@ -6,10 +6,11 @@
#include <iomanip> #include <iomanip>
#include <iostream> #include <iostream>
#include <limits> #include <limits>
#include <memory>
static void mainLoop() static void mainLoop()
{ {
obelisk::Parser* parser = new obelisk::Parser(); auto parser = std::unique_ptr<obelisk::Parser> {new obelisk::Parser()};
// Prime the first token. // Prime the first token.
fprintf(stderr, "ready> "); fprintf(stderr, "ready> ");
@ -22,10 +23,6 @@ static void mainLoop()
{ {
case obelisk::Lexer::kTokenEof : case obelisk::Lexer::kTokenEof :
return; return;
case obelisk::Lexer::kTokenInvalid :
std::cerr << "Invalid token!\n";
parser->getNextToken();
return;
case ';' : // ignore top-level semicolons. case ';' : // ignore top-level semicolons.
std::cout << "Identifier: " std::cout << "Identifier: "
<< parser->getLexer()->getIdentifier() << std::endl; << parser->getLexer()->getIdentifier() << std::endl;
@ -33,6 +30,15 @@ static void mainLoop()
<< std::endl; << std::endl;
parser->getNextToken(); parser->getNextToken();
break; break;
case obelisk::Lexer::kTokenFact :
// parser->handleFactFunction();
break;
case obelisk::Lexer::kTokenRule :
// parser->handleRuleFunction();
break;
case obelisk::Lexer::kTokenAction :
// parser->handleActionFunction();
break;
default : default :
parser->getNextToken(); parser->getNextToken();
break; break;
@ -47,9 +53,36 @@ int main(int argc, char** argv)
std::cout << argv[i] << std::endl; std::cout << argv[i] << std::endl;
} }
// This can be used to store a double as 2 floats in the database, then restore it back to a double.
// Inspired by Godot's double precision on the GPU to render large worlds.
/*try
{
float first;
float second;
double var = 0.123456789012345;
obelisk::KnowledgeBase* kb = new obelisk::KnowledgeBase("cromer.kb");
kb->getFloat(first, second, var);
std::cout << std::setprecision(std::numeric_limits<double>::digits10)
<< "Double: " << var << std::endl
<< "First: " << first << std::endl
<< "Second: " << second << std::endl;
var = 0.0;
kb->getDouble(var, first, second);
std::cout << std::setprecision(std::numeric_limits<double>::digits10)
<< "Double: " << var << std::endl
<< "First: " << first << std::endl
<< "Second: " << second << std::endl;
}
catch (obelisk::KnowledgeBaseException& exception)
{
return EXIT_FAILURE;
}*/
try try
{ {
obelisk::KnowledgeBase* kb = new obelisk::KnowledgeBase("cromer.kb"); auto kb = std::unique_ptr<obelisk::KnowledgeBase> {
new obelisk::KnowledgeBase("cromer.kb")};
/*std::vector<std::string> leftObjects; /*std::vector<std::string> leftObjects;
std::vector<std::string> rightObjects; std::vector<std::string> rightObjects;
@ -67,23 +100,6 @@ int main(int argc, char** argv)
return EXIT_FAILURE; return EXIT_FAILURE;
} }
// This can be used to store a double as 2 floats in the database, then restore it back to a double.
// Inspired by Godot's double precision on the GPU to render large worlds.
/*float first;
float second;
double var = 0.123456789012345;
kb->getFloat(&first, &second, var);
std::cout << std::setprecision(std::numeric_limits<double>::digits10)
<< "Double: " << var << std::endl
<< "First: " << first << std::endl
<< "Second: " << second << std::endl;
var = 0.0;
kb->getDouble(&var, first, second);
std::cout << std::setprecision(std::numeric_limits<double>::digits10)
<< "Double: " << var << std::endl
<< "First: " << first << std::endl
<< "Second: " << second << std::endl;*/
mainLoop(); mainLoop();
return EXIT_SUCCESS; return EXIT_SUCCESS;