This commit is contained in:
QkoSad
2025-07-16 13:00:37 +03:00
commit 7894b48931
806 changed files with 162532 additions and 0 deletions
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// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/11/Average/Main.jack
// (Same as projects/09/Average/Main.jack)
// Inputs some numbers and computes their average
class Main {
function void main() {
var Array a;
var int length;
var int i, sum;
let length = Keyboard.readInt("How many numbers? ");
let a = Array.new(length); // constructs the array
let i = 0;
while (i < length) {
let a[i] = Keyboard.readInt("Enter a number: ");
let sum = sum + a[i];
let i = i + 1;
}
do Output.printString("The average is ");
do Output.printInt(sum / length);
return;
}
}
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function Main.main 4
push constant 18
call String.new 1
push constant 72
call String.appendChar 2
push constant 111
call String.appendChar 2
push constant 119
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 109
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 110
call String.appendChar 2
push constant 121
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 110
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 109
call String.appendChar 2
push constant 98
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 63
call String.appendChar 2
push constant 32
call String.appendChar 2
call Keyboard.readInt 1
pop local 1
push local 1
call Array.new 1
pop local 0
push constant 0
pop local 2
label L0
push local 2
push local 1
lt
not
if-goto L1
push local 0
push local 2
push constant 16
call String.new 1
push constant 69
call String.appendChar 2
push constant 110
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 110
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 109
call String.appendChar 2
push constant 98
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
call Keyboard.readInt 1
pop temp 1
add
pop pointer 1
push temp 1
pop that 0
push local 3
push local 0
push local 2
add
pop pointer 1
push that 0
add
pop local 3
push local 2
push constant 1
add
pop local 2
goto L0
label L1
push constant 15
call String.new 1
push constant 84
call String.appendChar 2
push constant 104
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 118
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 103
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 105
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 32
call String.appendChar 2
call Output.printString 1
pop temp 0
push local 3
push local 1
call Math.divide 2
call Output.printInt 1
pop temp 0
push constant 0
return
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// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/11/ComplexArrays/Main.jack
/**
* Performs several complex array processing tests.
* For each test, the expected result is printed, along with the
* actual result. In each test, the two results should be equal.
*/
class Main {
function void main() {
var Array a, b, c;
let a = Array.new(10);
let b = Array.new(5);
let c = Array.new(1);
let a[3] = 2;
let a[4] = 8;
let a[5] = 4;
let b[a[3]] = a[3] + 3; // b[2] = 5
let a[b[a[3]]] = a[a[5]] * b[((7 - a[3]) - Main.double(2)) + 1]; // a[5] = 8 * 5 = 40
let c[0] = null;
let c = c[0];
do Output.printString("Test 1: expected result: 5; actual result: ");
do Output.printInt(b[2]);
do Output.println();
do Output.printString("Test 2: expected result: 40; actual result: ");
do Output.printInt(a[5]);
do Output.println();
do Output.printString("Test 3: expected result: 0; actual result: ");
do Output.printInt(c);
do Output.println();
let c = null;
if (c = null) {
do Main.fill(a, 10);
let c = a[3];
let c[1] = 33;
let c = a[7];
let c[1] = 77;
let b = a[3];
let b[1] = b[1] + c[1]; // b[1] = 33 + 77 = 110;
}
do Output.printString("Test 4: expected result: 77; actual result: ");
do Output.printInt(c[1]);
do Output.println();
do Output.printString("Test 5: expected result: 110; actual result: ");
do Output.printInt(b[1]);
do Output.println();
return;
}
function int double(int a) {
return a * 2;
}
function void fill(Array a, int size) {
while (size > 0) {
let size = size - 1;
let a[size] = Array.new(3);
}
return;
}
}
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function Main.main 3
push constant 10
call Array.new 1
pop local 0
push constant 5
call Array.new 1
pop local 1
push constant 1
call Array.new 1
pop local 2
push local 0
push constant 3
push constant 2
pop temp 1
add
pop pointer 1
push temp 1
pop that 0
push local 0
push constant 4
push constant 8
pop temp 1
add
pop pointer 1
push temp 1
pop that 0
push local 0
push constant 5
push constant 4
pop temp 1
add
pop pointer 1
push temp 1
pop that 0
push local 1
push local 0
push constant 3
add
pop pointer 1
push that 0
push local 0
push constant 3
add
pop pointer 1
push that 0
push constant 3
add
pop temp 1
add
pop pointer 1
push temp 1
pop that 0
push local 0
push local 1
push local 0
push constant 3
add
pop pointer 1
push that 0
add
pop pointer 1
push that 0
push local 0
push local 0
push constant 5
add
pop pointer 1
push that 0
add
pop pointer 1
push that 0
push local 1
push constant 7
push local 0
push constant 3
add
pop pointer 1
push that 0
sub
push constant 2
call Main.double 1
sub
push constant 1
add
add
pop pointer 1
push that 0
call Math.multiply 2
pop temp 1
add
pop pointer 1
push temp 1
pop that 0
push local 2
push constant 0
push constant 0
pop temp 1
add
pop pointer 1
push temp 1
pop that 0
push local 2
push constant 0
add
pop pointer 1
push that 0
pop local 2
push constant 43
call String.new 1
push constant 84
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 49
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 120
call String.appendChar 2
push constant 112
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 99
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 100
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 53
call String.appendChar 2
push constant 59
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 99
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
call Output.printString 1
pop temp 0
push local 1
push constant 2
add
pop pointer 1
push that 0
call Output.printInt 1
pop temp 0
call Output.println 0
pop temp 0
push constant 44
call String.new 1
push constant 84
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 50
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 120
call String.appendChar 2
push constant 112
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 99
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 100
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 52
call String.appendChar 2
push constant 48
call String.appendChar 2
push constant 59
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 99
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
call Output.printString 1
pop temp 0
push local 0
push constant 5
add
pop pointer 1
push that 0
call Output.printInt 1
pop temp 0
call Output.println 0
pop temp 0
push constant 43
call String.new 1
push constant 84
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 51
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 120
call String.appendChar 2
push constant 112
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 99
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 100
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 48
call String.appendChar 2
push constant 59
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 99
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
call Output.printString 1
pop temp 0
push local 2
call Output.printInt 1
pop temp 0
call Output.println 0
pop temp 0
push constant 0
pop local 2
push local 2
push constant 0
eq
not
if-goto L0
push local 0
push constant 10
call Main.fill 2
pop temp 0
push local 0
push constant 3
add
pop pointer 1
push that 0
pop local 2
push local 2
push constant 1
push constant 33
pop temp 1
add
pop pointer 1
push temp 1
pop that 0
push local 0
push constant 7
add
pop pointer 1
push that 0
pop local 2
push local 2
push constant 1
push constant 77
pop temp 1
add
pop pointer 1
push temp 1
pop that 0
push local 0
push constant 3
add
pop pointer 1
push that 0
pop local 1
push local 1
push constant 1
push local 1
push constant 1
add
pop pointer 1
push that 0
push local 2
push constant 1
add
pop pointer 1
push that 0
add
pop temp 1
add
pop pointer 1
push temp 1
pop that 0
goto L1
label L0
label L1
push constant 44
call String.new 1
push constant 84
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 52
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 120
call String.appendChar 2
push constant 112
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 99
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 100
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 55
call String.appendChar 2
push constant 55
call String.appendChar 2
push constant 59
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 99
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
call Output.printString 1
pop temp 0
push local 2
push constant 1
add
pop pointer 1
push that 0
call Output.printInt 1
pop temp 0
call Output.println 0
pop temp 0
push constant 45
call String.new 1
push constant 84
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 53
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 120
call String.appendChar 2
push constant 112
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 99
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 100
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 49
call String.appendChar 2
push constant 49
call String.appendChar 2
push constant 48
call String.appendChar 2
push constant 59
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 99
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 115
call String.appendChar 2
push constant 117
call String.appendChar 2
push constant 108
call String.appendChar 2
push constant 116
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
call Output.printString 1
pop temp 0
push local 1
push constant 1
add
pop pointer 1
push that 0
call Output.printInt 1
pop temp 0
call Output.println 0
pop temp 0
push constant 0
return
function Main.double 0
push argument 0
push constant 2
call Math.multiply 2
return
function Main.fill 0
label L2
push argument 1
push constant 0
gt
not
if-goto L3
push argument 1
push constant 1
sub
pop argument 1
push argument 0
push argument 1
push constant 3
call Array.new 1
pop temp 1
add
pop pointer 1
push temp 1
pop that 0
goto L2
label L3
push constant 0
return
+82
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// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/11/ConvertToBin/Main.jack
/**
* Unpacks a 16-bit number into its binary representation:
* Takes the 16-bit number stored in RAM[8000] and stores its individual
* bits in RAM[8001..8016] (each location will contain 0 or 1).
* Before the conversion, RAM[8001]..RAM[8016] are initialized to -1.
*
* The program should be tested as follows:
* 1) Load the program into the supplied VM emulator
* 2) Put some value in RAM[8000]
* 3) Switch to "no animation"
* 4) Run the program (give it enough time to run)
* 5) Stop the program
* 6) Check that RAM[8001]..RAM[8016] contains the correct binary result, and
* that none of these memory locations contains -1.
*/
class Main {
/**
* Initializes RAM[8001]..RAM[8016] to -1,
* and converts the value in RAM[8000] to binary.
*/
function void main() {
var int value;
do Main.fillMemory(8001, 16, -1); // sets RAM[8001]..RAM[8016] to -1
let value = Memory.peek(8000); // reads a value from RAM[8000]
do Main.convert(value); // performs the conversion
return;
}
/** Converts the given decimal value to binary, and puts
* the resulting bits in RAM[8001]..RAM[8016]. */
function void convert(int value) {
var int mask, position;
var boolean loop;
let loop = true;
while (loop) {
let position = position + 1;
let mask = Main.nextMask(mask);
if (~(position > 16)) {
if (~((value & mask) = 0)) {
do Memory.poke(8000 + position, 1);
}
else {
do Memory.poke(8000 + position, 0);
}
}
else {
let loop = false;
}
}
return;
}
/** Returns the next mask (the mask that should follow the given mask). */
function int nextMask(int mask) {
if (mask = 0) {
return 1;
}
else {
return mask * 2;
}
}
/** Fills 'length' consecutive memory locations with 'value',
* starting at 'startAddress'. */
function void fillMemory(int startAddress, int length, int value) {
while (length > 0) {
do Memory.poke(startAddress, value);
let length = length - 1;
let startAddress = startAddress + 1;
}
return;
}
}
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function Main.main 1
push constant 8001
push constant 16
push constant 1
neg
call Main.fillMemory 3
pop temp 0
push constant 8000
call Memory.peek 1
pop local 0
push local 0
call Main.convert 1
pop temp 0
push constant 0
return
function Main.convert 3
push constant 1
neg
pop local 2
label L0
push local 2
not
if-goto L1
push local 1
push constant 1
add
pop local 1
push local 0
call Main.nextMask 1
pop local 0
push local 1
push constant 16
gt
not
not
if-goto L2
push argument 0
push local 0
and
push constant 0
eq
not
not
if-goto L3
push constant 8000
push local 1
add
push constant 1
call Memory.poke 2
pop temp 0
goto L4
label L3
push constant 8000
push local 1
add
push constant 0
call Memory.poke 2
pop temp 0
label L4
goto L5
label L2
push constant 0
pop local 2
label L5
goto L0
label L1
push constant 0
return
function Main.nextMask 0
push argument 0
push constant 0
eq
not
if-goto L6
push constant 1
return
goto L7
label L6
push argument 0
push constant 2
call Math.multiply 2
return
label L7
function Main.fillMemory 0
label L8
push argument 1
push constant 0
gt
not
if-goto L9
push argument 0
push argument 2
call Memory.poke 2
pop temp 0
push argument 1
push constant 1
sub
pop argument 1
push argument 0
push constant 1
add
pop argument 0
goto L8
label L9
push constant 0
return
+350
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import os
from pathlib import Path
from tokenizer import Tokenizer
from vmwriter import VMWriter
from symbol_table import SymbolTable
# TODO add names to variables when you call for them, aka current_vm_append(thingtobeappended=blablac)
class CompilationEngine:
def __init__(self, tokenizer, full_path_vm):
self.string = self.sub_type = self.class_name = self.function_type = ''
self.tab = self.recursion_index = 0
self.tokenizer = tokenizer
self.sym_table = []
self.vmwriter = VMWriter(full_path_vm)
self.current_vm = [] # used to reverse some of the commands, eg a+b need to be a b +
def search_kind_of_sym(self, current_vm):
if self.sym_table[-1].kind_of(current_vm) is not None:
return self.sym_table[-1].kind_of(current_vm), self.sym_table[-1].index_of(current_vm)
for i in range(len(self.sym_table) - 2, -1,
-1): # start from the amount of sym_tables -2 so it starts from one below the current,
# until it is bigger than -1, walking it backwards
if self.sym_table[i].kind_of(current_vm) in ('static', 'this'):
return self.sym_table[i].kind_of(current_vm), self.sym_table[i].index_of(current_vm)
def search_type_of_sym(self, current_vm):
for i in range(len(self.sym_table) - 1, -1, -1):
if self.sym_table[i].type_of(current_vm) is not None:
return self.sym_table[i].type_of(current_vm)
def write_token(self):
if self.tokenizer.token_type() == 'stringConstant':
self.string += ' ' * self.tab + '<' + self.tokenizer.token_type() + '> ' + self.tokenizer.token.strip(
'"') + ' </' + self.tokenizer.token_type() + '>\n'
else:
self.string += ' ' * self.tab + '<' + self.tokenizer.token_type() + '> ' + self.tokenizer.token + ' </' \
+ self.tokenizer.token_type() + '>\n'
def compile_class(self):
self.sym_table.append(SymbolTable())
self.tokenizer.advance() # class ->
self.tokenizer.advance() # type ->
self.class_name = self.tokenizer.token
self.tokenizer.advance() # name ->
self.tokenizer.advance() # { ->
while self.tokenizer.token != '}':
if self.tokenizer.token in ['static', 'field']:
self.compile_class_var_dec()
if self.tokenizer.token in ['constructor', 'function', 'method']:
self.compile_subroutine()
self.tokenizer.advance()
self.sym_table.pop()
self.vmwriter.close_vm_file()
def compile_class_var_dec(self):
var_kind = tokenizer_main.token
self.tokenizer.advance()
var_type = tokenizer_main.token
self.tokenizer.advance()
var_name = tokenizer_main.token
self.sym_table[-1].define(var_name, var_type, var_kind)
self.tokenizer.advance()
while self.tokenizer.token == ',':
self.tokenizer.advance()
var_name = tokenizer_main.token
self.sym_table[-1].define(var_name, var_type, var_kind)
self.tokenizer.advance()
self.tokenizer.advance()
def compile_subroutine(self):
self.sym_table.append(SymbolTable())
self.sub_type = self.tokenizer.token
self.tokenizer.advance() # subroutine type(function|method|constructor) ->
self.function_type = self.tokenizer.token
self.tokenizer.advance() # subroutine kind(int|void|etc..) ->
sub_name = self.tokenizer.token
self.tokenizer.advance() # subroutine name ->
self.tokenizer.advance() # ( ->
if self.sub_type == 'method':
self.sym_table[-1].start_subroutine('this', self.class_name)
self.compile_parameter_list()
self.tokenizer.advance() # { ->
while self.tokenizer.token == 'var': # create only symbol teable entries
self.compile_var_dec()
if self.sub_type == 'constructor':
self.vmwriter.write_function(f'{self.class_name}.{sub_name}', self.sym_table[-1].var_count('var'))
self.vmwriter.write_push('constant', self.sym_table[-2].var_count('field'))
self.vmwriter.write_call('Memory.alloc', 1)
self.vmwriter.write_pop('pointer', 0)
elif self.sub_type == 'method':
self.vmwriter.write_function(f'{self.class_name}.{sub_name}', self.sym_table[-1].var_count('var'))
self.vmwriter.write_push('argument', 0)
self.vmwriter.write_pop('pointer', 0)
else:
self.vmwriter.write_function(f'{self.class_name}.{sub_name}', self.sym_table[-1].var_count('var'))
while self.tokenizer.token != '}':
self.compile_statements()
self.tokenizer.advance()
self.sym_table.pop()
def compile_parameter_list(self):
if self.tokenizer.token != ')':
var_type = self.tokenizer.token
self.tokenizer.advance() # var ype ->
var_name = self.tokenizer.token
self.sym_table[-1].define(var_name, var_type, 'argument')
self.tokenizer.advance() # var name ->
while self.tokenizer.token == ',':
self.tokenizer.advance() # , ->
var_type = self.tokenizer.token
self.tokenizer.advance() # type ->
var_name = self.tokenizer.token
self.sym_table[-1].define(var_name, var_type, 'argument')
self.tokenizer.advance() # name ->
self.tokenizer.advance() # )->
def compile_var_dec(self):
var_kind = tokenizer_main.token
self.tokenizer.advance()
var_type = tokenizer_main.token
self.tokenizer.advance()
var_name = tokenizer_main.token
self.sym_table[-1].define(var_name, var_type, var_kind)
self.tokenizer.advance()
while self.tokenizer.token == ',':
self.tokenizer.advance()
var_name = tokenizer_main.token
self.sym_table[-1].define(var_name, var_type, var_kind)
self.tokenizer.advance()
self.tokenizer.advance()
def compile_statements(self):
while True:
if self.tokenizer.token == 'let':
self.compile_let()
elif self.tokenizer.token == 'if':
self.compile_if()
elif self.tokenizer.token == 'while':
self.compile_while()
elif self.tokenizer.token == 'do':
self.compile_do()
elif self.tokenizer.token == 'return':
self.compile_return()
else:
break
def compile_do(self):
self.tokenizer.advance() # do ->
class_name = self.tokenizer.token
self.tokenizer.advance() # name ->
if self.tokenizer.token == '(': # method
self.vmwriter.write_push('pointer', 0)
self.tokenizer.advance() # ( ->
count = self.compile_expression_list()
self.tokenizer.advance() # ) ->
self.vmwriter.write_call(f'{self.class_name}.{class_name}', count + 1)
elif self.tokenizer.token == '.': # method or function
self.tokenizer.advance() # . ->
fname = f'{class_name}.{self.tokenizer.token}'
sname = f'{self.search_type_of_sym(class_name)}.{self.tokenizer.token}'
self.tokenizer.advance() # name ->
if self.search_kind_of_sym(class_name) is not None:
self.vmwriter.write_push(*self.search_kind_of_sym(class_name))
self.tokenizer.advance() # ( ->
count = self.compile_expression_list()
self.tokenizer.advance() # ) ->
if self.search_kind_of_sym(class_name) is not None:
self.vmwriter.write_call(f'{sname}', count + 1)
else:
self.vmwriter.write_call(f'{fname}', count)
self.vmwriter.write_pop('temp', '0')
self.tokenizer.advance() # ; ->
def compile_let(self):
flag_array = 0
self.tokenizer.advance() # let ->
self.current_vm.append(self.tokenizer.token)
self.tokenizer.advance() # var_name ->
if self.tokenizer.token == '[':
self.vmwriter.write_push(*self.search_kind_of_sym(self.current_vm[-1]))
self.tokenizer.advance() # [ ->
self.compile_expression()
self.tokenizer.advance() # ] ->
flag_array = 1
self.tokenizer.advance() # = ->
self.compile_expression()
self.tokenizer.advance() # ; ->
if flag_array == 0:
self.vmwriter.write_pop(*self.search_kind_of_sym(self.current_vm[-1]))
else:
self.vmwriter.write_pop('temp', 1)
self.vmwriter.write_arithmetic('+')
self.vmwriter.write_pop('pointer', 1)
self.vmwriter.write_push('temp', 1)
self.vmwriter.write_pop('that', 0)
self.current_vm.pop()
def compile_while(self):
self.tokenizer.advance() # while ->
label1 = self.vmwriter.label_index
self.vmwriter.write_lable(self.vmwriter.label_index)
self.vmwriter.label_index += 1
self.tokenizer.advance() # ( ->
self.compile_expression()
self.tokenizer.advance() # ) ->
label2 = self.vmwriter.label_index
self.vmwriter.write_if(self.vmwriter.label_index)
self.vmwriter.label_index += 1
self.tokenizer.advance() # { ->
self.compile_statements()
self.tokenizer.advance() # } ->
self.vmwriter.write_goto(label1)
self.vmwriter.write_lable(label2)
def compile_return(self):
self.tokenizer.advance() # return ->
if self.tokenizer.token != ';':
self.compile_expression()
self.vmwriter.write_return(self.function_type)
self.tokenizer.advance() # ; ->
def compile_if(self):
self.tokenizer.advance() # if ->
self.tokenizer.advance() # ( ->
self.compile_expression()
self.tokenizer.advance() # ) ->
label1 = self.vmwriter.label_index
self.vmwriter.write_if(self.vmwriter.label_index)
self.vmwriter.label_index += 1
self.tokenizer.advance() # { ->
self.compile_statements()
self.tokenizer.advance() # } ->
label2 = self.vmwriter.label_index
self.vmwriter.write_goto(self.vmwriter.label_index)
self.vmwriter.label_index += 1
self.vmwriter.write_lable(label1)
if self.tokenizer.token == 'else':
self.tokenizer.advance() # else ->
self.tokenizer.advance() # { ->
self.compile_statements()
self.tokenizer.advance() # } ->
self.vmwriter.write_lable(label2)
def compile_expression(self):
self.compile_term()
while self.tokenizer.token in ['+', '-', '*', '/', '|', '=', '>', '<', '&']:
self.current_vm.append(self.tokenizer.token)
self.tokenizer.advance() # symbol ->
self.compile_term()
self.vmwriter.write_arithmetic(self.current_vm[-1])
self.current_vm.pop()
def compile_term(self):
if self.tokenizer.token == '(': # expression ()
self.tokenizer.advance() # ( ->
self.compile_expression()
self.tokenizer.advance() # ) ->
elif self.tokenizer.token in ['~', '-']: # uniry op
self.current_vm.append(self.tokenizer.token)
tmp = 'neg' if self.tokenizer.token == '-' else self.tokenizer.token
self.tokenizer.advance() # ~ or - ->
self.compile_term()
self.vmwriter.write_arithmetic(tmp)
self.current_vm.pop()
elif self.tokenizer.token_type() != 'symbol':
self.current_vm.append(self.tokenizer.token)
self.tokenizer.advance() # integer, string, keyword, varnname, subroutine_name, class_name, var_name ->
if self.tokenizer.token == '[': # Array
self.tokenizer.advance() # [ ->
self.vmwriter.write_push(*self.search_kind_of_sym(self.current_vm[-1]))
self.current_vm.pop()
self.compile_expression()
self.vmwriter.write_arithmetic('+')
self.vmwriter.write_pop('pointer', 1)
self.vmwriter.write_push('that', 0)
self.tokenizer.advance() # ] ->
elif self.tokenizer.token == '(': # subroutine_name ()
self.tokenizer.advance() # ( ->
count = self.compile_expression_list()
self.tokenizer.advance() # ) ->
self.vmwriter.write_call(f'{self.class_name}.{self.current_vm[-1]}', count)
self.current_vm.pop()
elif self.tokenizer.token == '.': # method
if self.search_type_of_sym(self.current_vm[-1]) is not None:
flag = 1
self.vmwriter.write_push(*self.search_kind_of_sym(self.current_vm[-1]))
else:
flag = 0
self.tokenizer.advance() # . ->
fname = self.tokenizer.token
self.tokenizer.advance() # subroutine name ->
self.tokenizer.advance() # ( ->
count = self.compile_expression_list()
self.tokenizer.advance() # ) ->
if flag == 1:
self.vmwriter.write_call(f'{self.search_type_of_sym(self.current_vm[-1])}.{fname}', count + 1)
else:
self.vmwriter.write_call(f'{self.current_vm[-1]}.{fname}', count)
self.current_vm.pop()
elif self.tokenizer.token_type(self.current_vm[-1]) == 'stringConstant':
self.vmwriter.write_push('constant', len(self.current_vm[-1].strip('"')))
self.vmwriter.write_call('String.new', 1)
for index, item in enumerate(self.current_vm[-1].strip('"')):
self.vmwriter.write_push('constant', ord(item))
self.vmwriter.write_call('String.appendChar', 2)
self.current_vm.pop()
elif self.tokenizer.token_type(self.current_vm[-1]) == 'integerConstant':
self.vmwriter.write_push('constant', self.current_vm[-1])
self.current_vm.pop()
elif self.tokenizer.token_type(self.current_vm[-1]) == 'identifier':
self.vmwriter.write_push(*self.search_kind_of_sym(self.current_vm[-1]))
self.current_vm.pop()
elif self.current_vm[-1] == 'true':
self.vmwriter.write_push('constant', '1')
self.vmwriter.write_arithmetic('neg')
self.current_vm.pop()
elif self.current_vm[-1] == 'false' or self.current_vm[-1] == 'null':
self.vmwriter.write_push('constant', '0')
self.current_vm.pop()
elif self.current_vm[-1] == 'this':
self.vmwriter.write_push('pointer', '0')
self.current_vm.pop()
elif self.current_vm[-1] == 'that':
self.vmwriter.write_push('pointer', '1')
self.current_vm.pop()
def compile_expression_list(self):
count_exp = 0
if self.tokenizer.token in ['(', '~', '-'] or self.tokenizer.token_type() != 'symbol':
count_exp += 1
self.compile_expression()
while self.tokenizer.token == ',':
count_exp += 1
self.tokenizer.advance() # ,
self.compile_expression()
return count_exp
if __name__ == '__main__':
path = os.getcwd()
for root, dirs, files in os.walk(path, topdown=False):
for name in files:
if name[-4:] == 'jack':
tokenizer_main = Tokenizer()
tokenizer_main.clear_file(Path(root, name))
full_path = Path(root, name[:-4] + 'vm')
comp_eng_main = CompilationEngine(tokenizer_main, full_path)
comp_eng_main.compile_class()
+203
View File
@@ -0,0 +1,203 @@
// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/11/Pong/Ball.jack
/**
* A graphical ball. Characterized by a screen location and distance of
* last destination. Has methods for drawing, erasing and moving on the screen.
* The ball is displayed as a filled, 6-by-6 pixles rectangle.
*/
class Ball {
field int x, y; // the ball's screen location (in pixels)
field int lengthx, lengthy; // distance of last destination (in pixels)
field int d, straightD, diagonalD; // used for straight line movement computation
field boolean invert, positivex, positivey; // (same)
field int leftWall, rightWall, topWall, bottomWall; // wall locations
field int wall; // last wall that the ball was bounced off of
/** Constructs a new ball with the given initial location and wall locations. */
constructor Ball new(int Ax, int Ay,
int AleftWall, int ArightWall, int AtopWall, int AbottomWall) {
let x = Ax;
let y = Ay;
let leftWall = AleftWall;
let rightWall = ArightWall - 6; // -6 for ball size
let topWall = AtopWall;
let bottomWall = AbottomWall - 6; // -6 for ball size
let wall = 0;
do show();
return this;
}
/** Deallocates the Ball's memory. */
method void dispose() {
do Memory.deAlloc(this);
return;
}
/** Shows the ball. */
method void show() {
do Screen.setColor(true);
do draw();
return;
}
/** Hides the ball. */
method void hide() {
do Screen.setColor(false);
do draw();
return;
}
/** Draws the ball. */
method void draw() {
do Screen.drawRectangle(x, y, x + 5, y + 5);
return;
}
/** Returns the ball's left edge. */
method int getLeft() {
return x;
}
/** Returns the ball's right edge. */
method int getRight() {
return x + 5;
}
/** Computes and sets the ball's destination. */
method void setDestination(int destx, int desty) {
var int dx, dy, temp;
let lengthx = destx - x;
let lengthy = desty - y;
let dx = Math.abs(lengthx);
let dy = Math.abs(lengthy);
let invert = (dx < dy);
if (invert) {
let temp = dx; // swap dx, dy
let dx = dy;
let dy = temp;
let positivex = (y < desty);
let positivey = (x < destx);
}
else {
let positivex = (x < destx);
let positivey = (y < desty);
}
let d = (2 * dy) - dx;
let straightD = 2 * dy;
let diagonalD = 2 * (dy - dx);
return;
}
/**
* Moves the ball one unit towards its destination.
* If the ball has reached a wall, returns 0.
* Else, returns a value according to the wall:
* 1 (left wall), 2 (right wall), 3 (top wall), 4 (bottom wall).
*/
method int move() {
do hide();
if (d < 0) { let d = d + straightD; }
else {
let d = d + diagonalD;
if (positivey) {
if (invert) { let x = x + 4; }
else { let y = y + 4; }
}
else {
if (invert) { let x = x - 4; }
else { let y = y - 4; }
}
}
if (positivex) {
if (invert) { let y = y + 4; }
else { let x = x + 4; }
}
else {
if (invert) { let y = y - 4; }
else { let x = x - 4; }
}
if (~(x > leftWall)) {
let wall = 1;
let x = leftWall;
}
if (~(x < rightWall)) {
let wall = 2;
let x = rightWall;
}
if (~(y > topWall)) {
let wall = 3;
let y = topWall;
}
if (~(y < bottomWall)) {
let wall = 4;
let y = bottomWall;
}
do show();
return wall;
}
/**
* Bounces off the current wall: sets the new destination
* of the ball according to the ball's angle and the given
* bouncing direction (-1/0/1=left/center/right or up/center/down).
*/
method void bounce(int bouncingDirection) {
var int newx, newy, divLengthx, divLengthy, factor;
// dividing by 10 first since results are too big
let divLengthx = lengthx / 10;
let divLengthy = lengthy / 10;
if (bouncingDirection = 0) { let factor = 10; }
else {
if (((~(lengthx < 0)) & (bouncingDirection = 1)) | ((lengthx < 0) & (bouncingDirection = (-1)))) {
let factor = 20; // bounce direction is in ball direction
}
else { let factor = 5; } // bounce direction is against ball direction
}
if (wall = 1) {
let newx = 506;
let newy = (divLengthy * (-50)) / divLengthx;
let newy = y + (newy * factor);
}
else {
if (wall = 2) {
let newx = 0;
let newy = (divLengthy * 50) / divLengthx;
let newy = y + (newy * factor);
}
else {
if (wall = 3) {
let newy = 250;
let newx = (divLengthx * (-25)) / divLengthy;
let newx = x + (newx * factor);
}
else { // assumes wall = 4
let newy = 0;
let newx = (divLengthx * 25) / divLengthy;
let newx = x + (newx * factor);
}
}
}
do setDestination(newx, newy);
return;
}
}
+435
View File
@@ -0,0 +1,435 @@
function Ball.new 0
push constant 15
call Memory.alloc 1
pop pointer 0
push argument 0
pop this 0
push argument 1
pop this 1
push argument 2
pop this 10
push argument 3
push constant 6
sub
pop this 11
push argument 4
pop this 12
push argument 5
push constant 6
sub
pop this 13
push constant 0
pop this 14
push pointer 0
call Ball.show 1
pop temp 0
push pointer 0
return
function Ball.dispose 0
push argument 0
pop pointer 0
push pointer 0
call Memory.deAlloc 1
pop temp 0
push constant 0
return
function Ball.show 0
push argument 0
pop pointer 0
push constant 1
neg
call Screen.setColor 1
pop temp 0
push pointer 0
call Ball.draw 1
pop temp 0
push constant 0
return
function Ball.hide 0
push argument 0
pop pointer 0
push constant 0
call Screen.setColor 1
pop temp 0
push pointer 0
call Ball.draw 1
pop temp 0
push constant 0
return
function Ball.draw 0
push argument 0
pop pointer 0
push this 0
push this 1
push this 0
push constant 5
add
push this 1
push constant 5
add
call Screen.drawRectangle 4
pop temp 0
push constant 0
return
function Ball.getLeft 0
push argument 0
pop pointer 0
push this 0
return
function Ball.getRight 0
push argument 0
pop pointer 0
push this 0
push constant 5
add
return
function Ball.setDestination 3
push argument 0
pop pointer 0
push argument 1
push this 0
sub
pop this 2
push argument 2
push this 1
sub
pop this 3
push this 2
call Math.abs 1
pop local 0
push this 3
call Math.abs 1
pop local 1
push local 0
push local 1
lt
pop this 7
push this 7
not
if-goto L0
push local 0
pop local 2
push local 1
pop local 0
push local 2
pop local 1
push this 1
push argument 2
lt
pop this 8
push this 0
push argument 1
lt
pop this 9
goto L1
label L0
push this 0
push argument 1
lt
pop this 8
push this 1
push argument 2
lt
pop this 9
label L1
push constant 2
push local 1
call Math.multiply 2
push local 0
sub
pop this 4
push constant 2
push local 1
call Math.multiply 2
pop this 5
push constant 2
push local 1
push local 0
sub
call Math.multiply 2
pop this 6
push constant 0
return
function Ball.move 0
push argument 0
pop pointer 0
push pointer 0
call Ball.hide 1
pop temp 0
push this 4
push constant 0
lt
not
if-goto L2
push this 4
push this 5
add
pop this 4
goto L3
label L2
push this 4
push this 6
add
pop this 4
push this 9
not
if-goto L4
push this 7
not
if-goto L5
push this 0
push constant 4
add
pop this 0
goto L6
label L5
push this 1
push constant 4
add
pop this 1
label L6
goto L7
label L4
push this 7
not
if-goto L8
push this 0
push constant 4
sub
pop this 0
goto L9
label L8
push this 1
push constant 4
sub
pop this 1
label L9
label L7
label L3
push this 8
not
if-goto L10
push this 7
not
if-goto L11
push this 1
push constant 4
add
pop this 1
goto L12
label L11
push this 0
push constant 4
add
pop this 0
label L12
goto L13
label L10
push this 7
not
if-goto L14
push this 1
push constant 4
sub
pop this 1
goto L15
label L14
push this 0
push constant 4
sub
pop this 0
label L15
label L13
push this 0
push this 10
gt
not
not
if-goto L16
push constant 1
pop this 14
push this 10
pop this 0
goto L17
label L16
label L17
push this 0
push this 11
lt
not
not
if-goto L18
push constant 2
pop this 14
push this 11
pop this 0
goto L19
label L18
label L19
push this 1
push this 12
gt
not
not
if-goto L20
push constant 3
pop this 14
push this 12
pop this 1
goto L21
label L20
label L21
push this 1
push this 13
lt
not
not
if-goto L22
push constant 4
pop this 14
push this 13
pop this 1
goto L23
label L22
label L23
push pointer 0
call Ball.show 1
pop temp 0
push this 14
return
function Ball.bounce 5
push argument 0
pop pointer 0
push this 2
push constant 10
call Math.divide 2
pop local 2
push this 3
push constant 10
call Math.divide 2
pop local 3
push argument 1
push constant 0
eq
not
if-goto L24
push constant 10
pop local 4
goto L25
label L24
push this 2
push constant 0
lt
not
push argument 1
push constant 1
eq
and
push this 2
push constant 0
lt
push argument 1
push constant 1
neg
eq
and
or
not
if-goto L26
push constant 20
pop local 4
goto L27
label L26
push constant 5
pop local 4
label L27
label L25
push this 14
push constant 1
eq
not
if-goto L28
push constant 506
pop local 0
push local 3
push constant 50
neg
call Math.multiply 2
push local 2
call Math.divide 2
pop local 1
push this 1
push local 1
push local 4
call Math.multiply 2
add
pop local 1
goto L29
label L28
push this 14
push constant 2
eq
not
if-goto L30
push constant 0
pop local 0
push local 3
push constant 50
call Math.multiply 2
push local 2
call Math.divide 2
pop local 1
push this 1
push local 1
push local 4
call Math.multiply 2
add
pop local 1
goto L31
label L30
push this 14
push constant 3
eq
not
if-goto L32
push constant 250
pop local 1
push local 2
push constant 25
neg
call Math.multiply 2
push local 3
call Math.divide 2
pop local 0
push this 0
push local 0
push local 4
call Math.multiply 2
add
pop local 0
goto L33
label L32
push constant 0
pop local 1
push local 2
push constant 25
call Math.multiply 2
push local 3
call Math.divide 2
pop local 0
push this 0
push local 0
push local 4
call Math.multiply 2
add
pop local 0
label L33
label L31
label L29
push pointer 0
push local 0
push local 1
call Ball.setDestination 3
pop temp 0
push constant 0
return
+103
View File
@@ -0,0 +1,103 @@
// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/11/Pong/Bat.jack
/**
* A graphical Pong bat.
* Displayed as a filled horizontal rectangle that has
* a screen location, a width and a height.
* Has methods for drawing, erasing, moving left and right,
* and changing its width (to make the hitting action more challenging).
* This class should have been called "paddle", following the
* standard Pong terminology. But, unaware of this terminology,
* we called it "bat", and then decided to stick to it.
*/
class Bat {
field int x, y; // the bat's screen location
field int width, height; // the bat's width and height
field int direction; // direction of the bat's movement (1 = left, 2 = right)
/** Constructs a new bat with the given location and width. */
constructor Bat new(int Ax, int Ay, int Awidth, int Aheight) {
let x = Ax;
let y = Ay;
let width = Awidth;
let height = Aheight;
let direction = 2;
do show();
return this;
}
/** Deallocates the object's memory. */
method void dispose() {
do Memory.deAlloc(this);
return;
}
/** Shows the bat. */
method void show() {
do Screen.setColor(true);
do draw();
return;
}
/** Hides the bat. */
method void hide() {
do Screen.setColor(false);
do draw();
return;
}
/** Draws the bat. */
method void draw() {
do Screen.drawRectangle(x, y, x + width, y + height);
return;
}
/** Sets the bat's direction (0=stop, 1=left, 2=right). */
method void setDirection(int Adirection) {
let direction = Adirection;
return;
}
/** Returns the bat's left edge. */
method int getLeft() {
return x;
}
/** Returns the bat's right edge. */
method int getRight() {
return x + width;
}
/** Sets the bat's width. */
method void setWidth(int Awidth) {
do hide();
let width = Awidth;
do show();
return;
}
/** Moves the bat one step in the bat's direction. */
method void move() {
if (direction = 1) {
let x = x - 4;
if (x < 0) { let x = 0; }
do Screen.setColor(false);
do Screen.drawRectangle((x + width) + 1, y, (x + width) + 4, y + height);
do Screen.setColor(true);
do Screen.drawRectangle(x, y, x + 3, y + height);
}
else {
let x = x + 4;
if ((x + width) > 511) { let x = 511 - width; }
do Screen.setColor(false);
do Screen.drawRectangle(x - 4, y, x - 1, y + height);
do Screen.setColor(true);
do Screen.drawRectangle((x + width) - 3, y, x + width, y + height);
}
return;
}
}
+208
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@@ -0,0 +1,208 @@
function Bat.new 0
push constant 5
call Memory.alloc 1
pop pointer 0
push argument 0
pop this 0
push argument 1
pop this 1
push argument 2
pop this 2
push argument 3
pop this 3
push constant 2
pop this 4
push pointer 0
call Bat.show 1
pop temp 0
push pointer 0
return
function Bat.dispose 0
push argument 0
pop pointer 0
push pointer 0
call Memory.deAlloc 1
pop temp 0
push constant 0
return
function Bat.show 0
push argument 0
pop pointer 0
push constant 1
neg
call Screen.setColor 1
pop temp 0
push pointer 0
call Bat.draw 1
pop temp 0
push constant 0
return
function Bat.hide 0
push argument 0
pop pointer 0
push constant 0
call Screen.setColor 1
pop temp 0
push pointer 0
call Bat.draw 1
pop temp 0
push constant 0
return
function Bat.draw 0
push argument 0
pop pointer 0
push this 0
push this 1
push this 0
push this 2
add
push this 1
push this 3
add
call Screen.drawRectangle 4
pop temp 0
push constant 0
return
function Bat.setDirection 0
push argument 0
pop pointer 0
push argument 1
pop this 4
push constant 0
return
function Bat.getLeft 0
push argument 0
pop pointer 0
push this 0
return
function Bat.getRight 0
push argument 0
pop pointer 0
push this 0
push this 2
add
return
function Bat.setWidth 0
push argument 0
pop pointer 0
push pointer 0
call Bat.hide 1
pop temp 0
push argument 1
pop this 2
push pointer 0
call Bat.show 1
pop temp 0
push constant 0
return
function Bat.move 0
push argument 0
pop pointer 0
push this 4
push constant 1
eq
not
if-goto L0
push this 0
push constant 4
sub
pop this 0
push this 0
push constant 0
lt
not
if-goto L1
push constant 0
pop this 0
goto L2
label L1
label L2
push constant 0
call Screen.setColor 1
pop temp 0
push this 0
push this 2
add
push constant 1
add
push this 1
push this 0
push this 2
add
push constant 4
add
push this 1
push this 3
add
call Screen.drawRectangle 4
pop temp 0
push constant 1
neg
call Screen.setColor 1
pop temp 0
push this 0
push this 1
push this 0
push constant 3
add
push this 1
push this 3
add
call Screen.drawRectangle 4
pop temp 0
goto L3
label L0
push this 0
push constant 4
add
pop this 0
push this 0
push this 2
add
push constant 511
gt
not
if-goto L4
push constant 511
push this 2
sub
pop this 0
goto L5
label L4
label L5
push constant 0
call Screen.setColor 1
pop temp 0
push this 0
push constant 4
sub
push this 1
push this 0
push constant 1
sub
push this 1
push this 3
add
call Screen.drawRectangle 4
pop temp 0
push constant 1
neg
call Screen.setColor 1
pop temp 0
push this 0
push this 2
add
push constant 3
sub
push this 1
push this 0
push this 2
add
push this 1
push this 3
add
call Screen.drawRectangle 4
pop temp 0
label L3
push constant 0
return
+20
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@@ -0,0 +1,20 @@
// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/11/Pong/Main.jack
/**
* The main class of the Pong game.
*/
class Main {
/** Initializes a Pong game and starts running it. */
function void main() {
var PongGame game;
do PongGame.newInstance();
let game = PongGame.getInstance();
do game.run();
do game.dispose();
return;
}
}
+13
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@@ -0,0 +1,13 @@
function Main.main 1
call PongGame.newInstance 0
pop temp 0
call PongGame.getInstance 0
pop local 0
push local 0
call PongGame.run 1
pop temp 0
push local 0
call PongGame.dispose 1
pop temp 0
push constant 0
return
+137
View File
@@ -0,0 +1,137 @@
// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/11/Pong/PongGame.jack
/**
* Represents a Pong game.
*/
class PongGame {
static PongGame instance; // the singelton, a Pong game instance
field Bat bat; // the bat
field Ball ball; // the ball
field int wall; // the current wall that the ball is bouncing off of.
field boolean exit; // true when the game is over
field int score; // the current score.
field int lastWall; // the last wall that the ball bounced off of.
// The current width of the bat
field int batWidth;
/** Constructs a new Pong game. */
constructor PongGame new() {
do Screen.clearScreen();
let batWidth = 50; // initial bat size
let bat = Bat.new(230, 229, batWidth, 7);
let ball = Ball.new(253, 222, 0, 511, 0, 229);
do ball.setDestination(400,0);
do Screen.drawRectangle(0, 238, 511, 240);
do Output.moveCursor(22,0);
do Output.printString("Score: 0");
let exit = false;
let score = 0;
let wall = 0;
let lastWall = 0;
return this;
}
/** Deallocates the object's memory. */
method void dispose() {
do bat.dispose();
do ball.dispose();
do Memory.deAlloc(this);
return;
}
/** Creates an instance of Pong game, and stores it. */
function void newInstance() {
let instance = PongGame.new();
return;
}
/** Returns the single instance of this Pong game. */
function PongGame getInstance() {
return instance;
}
/** Starts the game, and andles inputs from the user that control
* the bat's movement direction. */
method void run() {
var char key;
while (~exit) {
// waits for a key to be pressed.
while ((key = 0) & (~exit)) {
let key = Keyboard.keyPressed();
do bat.move();
do moveBall();
do Sys.wait(50);
}
if (key = 130) { do bat.setDirection(1); }
else {
if (key = 132) { do bat.setDirection(2); }
else {
if (key = 140) { let exit = true; }
}
}
// Waits for the key to be released.
while ((~(key = 0)) & (~exit)) {
let key = Keyboard.keyPressed();
do bat.move();
do moveBall();
do Sys.wait(50);
}
}
if (exit) {
do Output.moveCursor(10,27);
do Output.printString("Game Over");
}
return;
}
/**
* Handles ball movement, including bouncing.
* If the ball bounces off a wall, finds its new direction.
* If the ball bounces off the bat, increases the score by one
* and shrinks the bat's size, to make the game more challenging.
*/
method void moveBall() {
var int bouncingDirection, batLeft, batRight, ballLeft, ballRight;
let wall = ball.move();
if ((wall > 0) & (~(wall = lastWall))) {
let lastWall = wall;
let bouncingDirection = 0;
let batLeft = bat.getLeft();
let batRight = bat.getRight();
let ballLeft = ball.getLeft();
let ballRight = ball.getRight();
if (wall = 4) {
let exit = (batLeft > ballRight) | (batRight < ballLeft);
if (~exit) {
if (ballRight < (batLeft + 10)) { let bouncingDirection = -1; }
else {
if (ballLeft > (batRight - 10)) { let bouncingDirection = 1; }
}
let batWidth = batWidth - 2;
do bat.setWidth(batWidth);
let score = score + 1;
do Output.moveCursor(22,7);
do Output.printInt(score);
}
}
do ball.bounce(bouncingDirection);
}
return;
}
}
+321
View File
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function PongGame.new 0
push constant 7
call Memory.alloc 1
pop pointer 0
call Screen.clearScreen 0
pop temp 0
push constant 50
pop this 6
push constant 230
push constant 229
push this 6
push constant 7
call Bat.new 4
pop this 0
push constant 253
push constant 222
push constant 0
push constant 511
push constant 0
push constant 229
call Ball.new 6
pop this 1
push this 1
push constant 400
push constant 0
call Ball.setDestination 3
pop temp 0
push constant 0
push constant 238
push constant 511
push constant 240
call Screen.drawRectangle 4
pop temp 0
push constant 22
push constant 0
call Output.moveCursor 2
pop temp 0
push constant 8
call String.new 1
push constant 83
call String.appendChar 2
push constant 99
call String.appendChar 2
push constant 111
call String.appendChar 2
push constant 114
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 58
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 48
call String.appendChar 2
call Output.printString 1
pop temp 0
push constant 0
pop this 3
push constant 0
pop this 4
push constant 0
pop this 2
push constant 0
pop this 5
push pointer 0
return
function PongGame.dispose 0
push argument 0
pop pointer 0
push this 0
call Bat.dispose 1
pop temp 0
push this 1
call Ball.dispose 1
pop temp 0
push pointer 0
call Memory.deAlloc 1
pop temp 0
push constant 0
return
function PongGame.newInstance 0
call PongGame.new 0
pop static 0
push constant 0
return
function PongGame.getInstance 0
push static 0
return
function PongGame.run 1
push argument 0
pop pointer 0
label L0
push this 3
not
not
if-goto L1
label L2
push local 0
push constant 0
eq
push this 3
not
and
not
if-goto L3
call Keyboard.keyPressed 0
pop local 0
push this 0
call Bat.move 1
pop temp 0
push pointer 0
call PongGame.moveBall 1
pop temp 0
push constant 50
call Sys.wait 1
pop temp 0
goto L2
label L3
push local 0
push constant 130
eq
not
if-goto L4
push this 0
push constant 1
call Bat.setDirection 2
pop temp 0
goto L5
label L4
push local 0
push constant 132
eq
not
if-goto L6
push this 0
push constant 2
call Bat.setDirection 2
pop temp 0
goto L7
label L6
push local 0
push constant 140
eq
not
if-goto L8
push constant 1
neg
pop this 3
goto L9
label L8
label L9
label L7
label L5
label L10
push local 0
push constant 0
eq
not
push this 3
not
and
not
if-goto L11
call Keyboard.keyPressed 0
pop local 0
push this 0
call Bat.move 1
pop temp 0
push pointer 0
call PongGame.moveBall 1
pop temp 0
push constant 50
call Sys.wait 1
pop temp 0
goto L10
label L11
goto L0
label L1
push this 3
not
if-goto L12
push constant 10
push constant 27
call Output.moveCursor 2
pop temp 0
push constant 9
call String.new 1
push constant 71
call String.appendChar 2
push constant 97
call String.appendChar 2
push constant 109
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 32
call String.appendChar 2
push constant 79
call String.appendChar 2
push constant 118
call String.appendChar 2
push constant 101
call String.appendChar 2
push constant 114
call String.appendChar 2
call Output.printString 1
pop temp 0
goto L13
label L12
label L13
push constant 0
return
function PongGame.moveBall 5
push argument 0
pop pointer 0
push this 1
call Ball.move 1
pop this 2
push this 2
push constant 0
gt
push this 2
push this 5
eq
not
and
not
if-goto L14
push this 2
pop this 5
push constant 0
pop local 0
push this 0
call Bat.getLeft 1
pop local 1
push this 0
call Bat.getRight 1
pop local 2
push this 1
call Ball.getLeft 1
pop local 3
push this 1
call Ball.getRight 1
pop local 4
push this 2
push constant 4
eq
not
if-goto L15
push local 1
push local 4
gt
push local 2
push local 3
lt
or
pop this 3
push this 3
not
not
if-goto L16
push local 4
push local 1
push constant 10
add
lt
not
if-goto L17
push constant 1
neg
pop local 0
goto L18
label L17
push local 3
push local 2
push constant 10
sub
gt
not
if-goto L19
push constant 1
pop local 0
goto L20
label L19
label L20
label L18
push this 6
push constant 2
sub
pop this 6
push this 0
push this 6
call Bat.setWidth 2
pop temp 0
push this 4
push constant 1
add
pop this 4
push constant 22
push constant 7
call Output.moveCursor 2
pop temp 0
push this 4
call Output.printInt 1
pop temp 0
goto L21
label L16
label L21
goto L22
label L15
label L22
push this 1
push local 0
call Ball.bounce 2
pop temp 0
goto L23
label L14
label L23
push constant 0
return
+17
View File
@@ -0,0 +1,17 @@
// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/11/Seven/Main.jack
/**
* Computes the value of 1 + (2 * 3) and prints the result
* at the top-left of the screen.
*/
class Main {
function void main() {
do Output.printInt(1 + (2 * 3));
return;
}
}
+10
View File
@@ -0,0 +1,10 @@
function Main.main 0
push constant 1
push constant 2
push constant 3
call Math.multiply 2
add
call Output.printInt 1
pop temp 0
push constant 0
return
+17
View File
@@ -0,0 +1,17 @@
// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/11/Square/Main.jack
// (same as projects/09/Square/Main.jack)
/** Initializes a new Square Dance game and starts running it. */
class Main {
function void main() {
var SquareGame game;
let game = SquareGame.new();
do game.run();
do game.dispose();
return;
}
}
+11
View File
@@ -0,0 +1,11 @@
function Main.main 1
call SquareGame.new 0
pop local 0
push local 0
call SquareGame.run 1
pop temp 0
push local 0
call SquareGame.dispose 1
pop temp 0
push constant 0
return
+110
View File
@@ -0,0 +1,110 @@
// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/11/Square/Square.jack
// (same as projects/09/Square/Square.jack)
/** Implements a graphical square. */
class Square {
field int x, y; // screen location of the square's top-left corner
field int size; // length of this square, in pixels
/** Constructs a new square with a given location and size. */
constructor Square new(int Ax, int Ay, int Asize) {
let x = Ax;
let y = Ay;
let size = Asize;
do draw();
return this;
}
/** Disposes this square. */
method void dispose() {
do Memory.deAlloc(this);
return;
}
/** Draws the square on the screen. */
method void draw() {
do Screen.setColor(true);
do Screen.drawRectangle(x, y, x + size, y + size);
return;
}
/** Erases the square from the screen. */
method void erase() {
do Screen.setColor(false);
do Screen.drawRectangle(x, y, x + size, y + size);
return;
}
/** Increments the square size by 2 pixels. */
method void incSize() {
if (((y + size) < 254) & ((x + size) < 510)) {
do erase();
let size = size + 2;
do draw();
}
return;
}
/** Decrements the square size by 2 pixels. */
method void decSize() {
if (size > 2) {
do erase();
let size = size - 2;
do draw();
}
return;
}
/** Moves the square up by 2 pixels. */
method void moveUp() {
if (y > 1) {
do Screen.setColor(false);
do Screen.drawRectangle(x, (y + size) - 1, x + size, y + size);
let y = y - 2;
do Screen.setColor(true);
do Screen.drawRectangle(x, y, x + size, y + 1);
}
return;
}
/** Moves the square down by 2 pixels. */
method void moveDown() {
if ((y + size) < 254) {
do Screen.setColor(false);
do Screen.drawRectangle(x, y, x + size, y + 1);
let y = y + 2;
do Screen.setColor(true);
do Screen.drawRectangle(x, (y + size) - 1, x + size, y + size);
}
return;
}
/** Moves the square left by 2 pixels. */
method void moveLeft() {
if (x > 1) {
do Screen.setColor(false);
do Screen.drawRectangle((x + size) - 1, y, x + size, y + size);
let x = x - 2;
do Screen.setColor(true);
do Screen.drawRectangle(x, y, x + 1, y + size);
}
return;
}
/** Moves the square right by 2 pixels. */
method void moveRight() {
if ((x + size) < 510) {
do Screen.setColor(false);
do Screen.drawRectangle(x, y, x + 1, y + size);
let x = x + 2;
do Screen.setColor(true);
do Screen.drawRectangle((x + size) - 1, y, x + size, y + size);
}
return;
}
}
+310
View File
@@ -0,0 +1,310 @@
function Square.new 0
push constant 3
call Memory.alloc 1
pop pointer 0
push argument 0
pop this 0
push argument 1
pop this 1
push argument 2
pop this 2
push pointer 0
call Square.draw 1
pop temp 0
push pointer 0
return
function Square.dispose 0
push argument 0
pop pointer 0
push pointer 0
call Memory.deAlloc 1
pop temp 0
push constant 0
return
function Square.draw 0
push argument 0
pop pointer 0
push constant 1
neg
call Screen.setColor 1
pop temp 0
push this 0
push this 1
push this 0
push this 2
add
push this 1
push this 2
add
call Screen.drawRectangle 4
pop temp 0
push constant 0
return
function Square.erase 0
push argument 0
pop pointer 0
push constant 0
call Screen.setColor 1
pop temp 0
push this 0
push this 1
push this 0
push this 2
add
push this 1
push this 2
add
call Screen.drawRectangle 4
pop temp 0
push constant 0
return
function Square.incSize 0
push argument 0
pop pointer 0
push this 1
push this 2
add
push constant 254
lt
push this 0
push this 2
add
push constant 510
lt
and
not
if-goto L0
push pointer 0
call Square.erase 1
pop temp 0
push this 2
push constant 2
add
pop this 2
push pointer 0
call Square.draw 1
pop temp 0
goto L1
label L0
label L1
push constant 0
return
function Square.decSize 0
push argument 0
pop pointer 0
push this 2
push constant 2
gt
not
if-goto L2
push pointer 0
call Square.erase 1
pop temp 0
push this 2
push constant 2
sub
pop this 2
push pointer 0
call Square.draw 1
pop temp 0
goto L3
label L2
label L3
push constant 0
return
function Square.moveUp 0
push argument 0
pop pointer 0
push this 1
push constant 1
gt
not
if-goto L4
push constant 0
call Screen.setColor 1
pop temp 0
push this 0
push this 1
push this 2
add
push constant 1
sub
push this 0
push this 2
add
push this 1
push this 2
add
call Screen.drawRectangle 4
pop temp 0
push this 1
push constant 2
sub
pop this 1
push constant 1
neg
call Screen.setColor 1
pop temp 0
push this 0
push this 1
push this 0
push this 2
add
push this 1
push constant 1
add
call Screen.drawRectangle 4
pop temp 0
goto L5
label L4
label L5
push constant 0
return
function Square.moveDown 0
push argument 0
pop pointer 0
push this 1
push this 2
add
push constant 254
lt
not
if-goto L6
push constant 0
call Screen.setColor 1
pop temp 0
push this 0
push this 1
push this 0
push this 2
add
push this 1
push constant 1
add
call Screen.drawRectangle 4
pop temp 0
push this 1
push constant 2
add
pop this 1
push constant 1
neg
call Screen.setColor 1
pop temp 0
push this 0
push this 1
push this 2
add
push constant 1
sub
push this 0
push this 2
add
push this 1
push this 2
add
call Screen.drawRectangle 4
pop temp 0
goto L7
label L6
label L7
push constant 0
return
function Square.moveLeft 0
push argument 0
pop pointer 0
push this 0
push constant 1
gt
not
if-goto L8
push constant 0
call Screen.setColor 1
pop temp 0
push this 0
push this 2
add
push constant 1
sub
push this 1
push this 0
push this 2
add
push this 1
push this 2
add
call Screen.drawRectangle 4
pop temp 0
push this 0
push constant 2
sub
pop this 0
push constant 1
neg
call Screen.setColor 1
pop temp 0
push this 0
push this 1
push this 0
push constant 1
add
push this 1
push this 2
add
call Screen.drawRectangle 4
pop temp 0
goto L9
label L8
label L9
push constant 0
return
function Square.moveRight 0
push argument 0
pop pointer 0
push this 0
push this 2
add
push constant 510
lt
not
if-goto L10
push constant 0
call Screen.setColor 1
pop temp 0
push this 0
push this 1
push this 0
push constant 1
add
push this 1
push this 2
add
call Screen.drawRectangle 4
pop temp 0
push this 0
push constant 2
add
pop this 0
push constant 1
neg
call Screen.setColor 1
pop temp 0
push this 0
push this 2
add
push constant 1
sub
push this 1
push this 0
push this 2
add
push this 1
push this 2
add
call Screen.drawRectangle 4
pop temp 0
goto L11
label L10
label L11
push constant 0
return
+81
View File
@@ -0,0 +1,81 @@
// This file is part of www.nand2tetris.org
// and the book "The Elements of Computing Systems"
// by Nisan and Schocken, MIT Press.
// File name: projects/11/Square/SquareGame.jack
// (same as projects/09/Square/SquareGame.jack)
/**
* Implements the Square Dance game.
* This simple game allows the user to move a black square around
* the screen, and change the square's size during the movement.
* When the game starts, a square of 30 by 30 pixels is shown at the
* top-left corner of the screen. The user controls the square as follows.
* The 4 arrow keys are used to move the square up, down, left, and right.
* The 'z' and 'x' keys are used, respectively, to decrement and increment
* the square's size. The 'q' key is used to quit the game.
*/
class SquareGame {
field Square square; // the square of this game
field int direction; // the square's current direction:
// 0=none, 1=up, 2=down, 3=left, 4=right
/** Constructs a new Square Game. */
constructor SquareGame new() {
// Creates a 30 by 30 pixels square and positions it at the top-left
// of the screen.
let square = Square.new(0, 0, 30);
let direction = 0; // initial state is no movement
return this;
}
/** Disposes this game. */
method void dispose() {
do square.dispose();
do Memory.deAlloc(this);
return;
}
/** Moves the square in the current direction. */
method void moveSquare() {
if (direction = 1) { do square.moveUp(); }
if (direction = 2) { do square.moveDown(); }
if (direction = 3) { do square.moveLeft(); }
if (direction = 4) { do square.moveRight(); }
do Sys.wait(5); // delays the next movement
return;
}
/** Runs the game: handles the user's inputs and moves the square accordingly */
method void run() {
var char key; // the key currently pressed by the user
var boolean exit;
let exit = false;
while (~exit) {
// waits for a key to be pressed
while (key = 0) {
let key = Keyboard.keyPressed();
do moveSquare();
}
if (key = 81) { let exit = true; } // q key
if (key = 90) { do square.decSize(); } // z key
if (key = 88) { do square.incSize(); } // x key
if (key = 131) { let direction = 1; } // up arrow
if (key = 133) { let direction = 2; } // down arrow
if (key = 130) { let direction = 3; } // left arrow
if (key = 132) { let direction = 4; } // right arrow
// waits for the key to be released
while (~(key = 0)) {
let key = Keyboard.keyPressed();
do moveSquare();
}
} // while
return;
}
}
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function SquareGame.new 0
push constant 2
call Memory.alloc 1
pop pointer 0
push constant 0
push constant 0
push constant 30
call Square.new 3
pop this 0
push constant 0
pop this 1
push pointer 0
return
function SquareGame.dispose 0
push argument 0
pop pointer 0
push this 0
call Square.dispose 1
pop temp 0
push pointer 0
call Memory.deAlloc 1
pop temp 0
push constant 0
return
function SquareGame.moveSquare 0
push argument 0
pop pointer 0
push this 1
push constant 1
eq
not
if-goto L0
push this 0
call Square.moveUp 1
pop temp 0
goto L1
label L0
label L1
push this 1
push constant 2
eq
not
if-goto L2
push this 0
call Square.moveDown 1
pop temp 0
goto L3
label L2
label L3
push this 1
push constant 3
eq
not
if-goto L4
push this 0
call Square.moveLeft 1
pop temp 0
goto L5
label L4
label L5
push this 1
push constant 4
eq
not
if-goto L6
push this 0
call Square.moveRight 1
pop temp 0
goto L7
label L6
label L7
push constant 5
call Sys.wait 1
pop temp 0
push constant 0
return
function SquareGame.run 2
push argument 0
pop pointer 0
push constant 0
pop local 1
label L8
push local 1
not
not
if-goto L9
label L10
push local 0
push constant 0
eq
not
if-goto L11
call Keyboard.keyPressed 0
pop local 0
push pointer 0
call SquareGame.moveSquare 1
pop temp 0
goto L10
label L11
push local 0
push constant 81
eq
not
if-goto L12
push constant 1
neg
pop local 1
goto L13
label L12
label L13
push local 0
push constant 90
eq
not
if-goto L14
push this 0
call Square.decSize 1
pop temp 0
goto L15
label L14
label L15
push local 0
push constant 88
eq
not
if-goto L16
push this 0
call Square.incSize 1
pop temp 0
goto L17
label L16
label L17
push local 0
push constant 131
eq
not
if-goto L18
push constant 1
pop this 1
goto L19
label L18
label L19
push local 0
push constant 133
eq
not
if-goto L20
push constant 2
pop this 1
goto L21
label L20
label L21
push local 0
push constant 130
eq
not
if-goto L22
push constant 3
pop this 1
goto L23
label L22
label L23
push local 0
push constant 132
eq
not
if-goto L24
push constant 4
pop this 1
goto L25
label L24
label L25
label L26
push local 0
push constant 0
eq
not
not
if-goto L27
call Keyboard.keyPressed 0
pop local 0
push pointer 0
call SquareGame.moveSquare 1
pop temp 0
goto L26
label L27
goto L8
label L9
push constant 0
return
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python3
debug
+62
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class Symbol:
def __init__(self):
self.s_name = ''
self.s_kind = ''
self.s_type = ''
self.s_index = 0
class SymbolTable:
def __init__(self):
self.sym = []
def define(self, s_name, s_type, s_kind):
self.sym.append(Symbol())
self.sym[-1].s_name = s_name
self.sym[-1].s_type = s_type
self.sym[-1].s_kind = s_kind
self.sym[-1].s_index = self.var_count(s_kind) - 1
def start_subroutine(self, s_name, s_type):
self.sym.append(Symbol())
self.sym[-1].s_name = s_name
self.sym[-1].s_type = s_type
self.sym[-1].s_kind = 'argument'
self.sym[-1].s_index = 0
def start_class(self, s_name, s_type):
self.sym.append(Symbol())
self.sym[-1].s_name = 'this'
self.sym[-1].s_type = s_type
self.sym[-1].s_kind = 'field'
self.sym[-1].s_index = 0
def var_count(self, s_kind):
count = 0 # it is -1 so the first index is 0
for i in self.sym:
if i.s_kind == s_kind:
count += 1
return count
def kind_of(self, s_name):
for i in self.sym:
if i.s_name == s_name:
if i.s_kind == 'var':
return 'local'
elif i.s_kind == 'field':
return 'this'
else:
return i.s_kind
return None
def type_of(self, s_name):
for i in self.sym:
if i.s_name == s_name:
return i.s_type
return None
def index_of(self, s_name):
for i in self.sym:
if i.s_name == s_name:
return i.s_index
return None
+78
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import re
class Tokenizer:
def __init__(self):
self.i = 0
self.file = ''
self.symbols = ('(', ')', '[', ']', '}', '{', '>', '<', '=', '*', '+', '-', '/', '.', ';', ',', '&', '|',
'~')
self.key_word = (
'class', 'method', 'function', 'constructor', 'int', 'boolean', 'char', 'void', 'var', 'static', 'field',
'let', 'do', 'if', 'else', 'while', 'return', 'true', 'false', 'null', 'this')
self.token = ''
def token_type(self, token=None):
if token is None:
token = self.token
if token is None or token == '':
return None
if token in self.key_word:
return 'keyword'
elif token[0] == '"':
return 'stringConstant'
elif re.match(r"\d+", token):
return 'integerConstant'
elif token in self.symbols:
return 'symbol'
else:
return 'identifier'
def advance(self):
token = ''
i = self.i
while i < len(self.file):
if re.match(r'\s', self.file[i]):
i = i + 1
continue
else:
if self.file[i] in self.symbols:
self.token = self.file[i]
self.i = i + 1
return
elif self.file[i] == '"':
i += 1
while self.file[i] != '"':
token += self.file[i]
i += 1
self.i = i + 1
self.token = '"' + token + '"'
return
else:
while re.match(r'\w', self.file[i]):
token += self.file[i]
if i + 1 > len(self.file) - 1:
break
i += 1
self.i = i
self.token = token
return
def clear_file(self, directory):
with open(directory, "r") as my_file:
txt = my_file.read()
txt = re.sub(r"//.*", "", txt)
txt = re.sub(r"/[*][*].*[*]/", "", txt)
i = 0
# TODO this should be a regex
while i < len(txt):
if txt[i] == '/' and txt[i + 1] == '*' and txt[i + 2] == '*':
start = i
while txt[i] != '*' or txt[i + 1] != '/':
i += 1
stop = i + 2
txt = txt[:start] + txt[stop:len(txt)]
i = start - 1
i += 1
self.file = txt
+75
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class VMWriter:
def __init__(self, vm_path):
self.my_vm = open(vm_path, "w+")
self.label_index = 0
def write_push(self, segment, index):
self.my_vm.write(f'push {segment} {index}\n')
print(f'push {segment} {index}')
def write_lable(self, label):
self.my_vm.write(f'label L{label}\n')
print(f'label L{label}')
def write_arithmetic(self, command):
if command == '+':
self.my_vm.write('add\n')
print('add')
elif command == '-':
self.my_vm.write('sub\n')
print('sub')
elif command == 'neg':
self.my_vm.write('neg\n')
print('neg')
elif command == '=':
self.my_vm.write('eq\n')
print('eq')
elif command == '>':
self.my_vm.write('gt\n')
print('gt')
elif command == '<':
self.my_vm.write('lt\n')
print('lt')
elif command == '&':
self.my_vm.write('and\n')
print('and')
elif command == '|':
self.my_vm.write('or\n')
print('or')
elif command == '~':
self.my_vm.write('not\n')
print('not')
elif command == '*':
self.write_call('Math.multiply', 2)
elif command == '/':
self.write_call('Math.divide', 2)
def write_pop(self, segment, index):
print(f'pop {segment} {index}')
self.my_vm.write(f'pop {segment} {index}\n')
def write_goto(self, label):
self.my_vm.write(f'goto L{label}\n')
print(f'goto L{label}')
def write_if(self, label):
self.write_arithmetic('~')
self.my_vm.write(f'if-goto L{label}\n')
print(f'if-goto L{label}')
def write_call(self, label, num_args):
self.my_vm.write(f'call {label} {num_args}\n')
print(f'call {label} {num_args}')
def write_function(self, label, num_locals):
self.my_vm.write(f'function {label} {num_locals}\n')
print(f'function {label} {num_locals}')
def write_return(self, func_type):
if func_type == 'void':
self.write_push('constant', '0')
self.my_vm.write('return\n')
print(f'return')
def close_vm_file(self):
self.my_vm.close()