This patch provides very basic, bare bones implementations of the
INSERT and SELECT statements. They are *very* limited:
- The only variant of the INSERT statement that currently works is
SELECT INTO schema.table (column1, column2, ....) VALUES
(value11, value21, ...), (value12, value22, ...), ...
where the values are literals.
- The SELECT statement is even more limited, and is only provided to
allow verification of the INSERT statement. The only form implemented
is: SELECT * FROM schema.table
These statements required a bit of change in the Statement::execute
API. Originally execute only received a Database object as parameter.
This is not enough; we now pass an ExecutionContext object which
contains the Database, the current result set, and the last Tuple read
from the database. This object will undoubtedly evolve over time.
This API change dragged SQLServer::SQLStatement into the patch.
Another API addition is Expression::evaluate. This method is,
unsurprisingly, used to evaluate expressions, like the values in the
INSERT statement.
Finally, a new test file is added: TestSqlStatementExecution, which
tests the currently implemented statements. As the number and flavour of
implemented statements grows, this test file will probably have to be
restructured.
The implemtation of the Value class was based on lambda member variables
implementing type-dependent behaviour. This was done to ensure that
Values can be used as stack-only objects; the simplest alternative,
virtual methods, forces them onto the heap. The problem with the the
lambda approach is that it bloats the Values (which are supposed to be
lightweight objects) quite considerably, because every object contains
more than a dozen function pointers.
The solution to address both problems (we want Values to be able to live
on the stack and be as lightweight as possible) chosen here is to
encapsulate type-dependent behaviour and state in an implementation
class, and let the Value be an AK::Variant of those implementation
classes. All methods of Value are now basically straight delegates to
the implementation object using the Variant::visit method.
One issue complicating matters is the addition of two aggregate types,
Tuple and Array, which each contain a Vector of Values. At this point
Tuples and Arrays (and potential future aggregate types) can't contain
these aggregate types. This is limiting and needs to be addressed.
Another area that needs attention is the nomenclature of things; it's
a bit of a tangle of 'ValueBlahBlah' and 'ImplBlahBlah'. It makes sense
right now I think but admit we probably can do better.
Other things included here:
- Added the Boolean and Null types (and Tuple and Array, see above).
- to_string now always succeeds and returns a String instead of an
Optional. This had some impact on other sources.
- Added a lot of tests.
- Started moving the serialization mechanism more towards where I want
it to be, i.e. a 'DataSerializer' object which just takes
serialization and deserialization requests and knows for example how
to store long strings out-of-line.
One last remark: There is obviously a naming clash between the Tuple
class and the Tuple Value type. This is intentional; I plan to make the
Tuple class a subclass of Value (and hence Key and Row as well).
This is an interesting quirk that occurs due to us using the x87 FPU
when Serenity is compiled for the i386 target. When we calculate our
depth value to be stored in the buffer, it is an 80-bit x87
floating point number, however, when stored into the DepthBuffer,
this is truncated to 32 bits. This 38 bit loss of precision means
that when x87 `FCOMP` is eventually used here the comparison fails.
This could be solved by using a `long double` for the depth buffer,
however this would take up significantly more space and is completely
overkill for a depth buffer. As such, comparing the first 32-bits of
this depth value is "good enough" that if we get a hit on it being
equal, we can pretty much guarantee that it's actually equal.
For example, consider the following pattern:
new RegExp('\ud834\udf06', 'u')
With this pattern, the regex parser should insert the UTF-8 encoded
bytes 0xf0, 0x9d, 0x8c, and 0x86. However, because these characters are
currently treated as normal char types, they have a negative value since
they are all > 0x7f. Then, due to sign extension, when these characters
are cast to u64, the sign bit is preserved. The result is that these
bytes are inserted as 0xfffffffffffffff0, 0xffffffffffffff9d, etc.
Fortunately, there are only a few places where we insert bytecode with
the raw characters. In these places, be sure to treat the bytes as u8
before they are cast to u64.
RegExp.prototype.compile will require invoking RegExpInitialize on an
already-existing RegExpObject. Break up RegExpCreate into RegExpAlloc
and RegExpInitialize to support this.
Currently just sets the renderer option for what polygon mode we
want the rasterizer to draw in. GLQuake only uses `GL_FRONT_AND_BACK`
with `GL_FILL` )which implies both back and front facing triangles
are to be filled completely by the rasterizer), so keeping this as
a small stub is perfectly fine for now.
With the new parser, we started interpreting the `opacity` property as a
string value, which made it turn into `auto` and so anything with
opacity ended up not visible (e.g the header on google.com)
This patch restores our old behavior for `opacity` by interpreting it
as a numeric value with optional decimals.
Instead of loading every icon, only load the filetype image icon if it
hasn't been already. This icon is used by IconViews that need to lazily
load thumbnails, which don't need any of the other icon types.
Spending the time to load the unneeded images was causing delays to
first paint in BackgroundSettings.
For example, "property.br\u{64}wn" should resolve to "property.brown".
To support this behavior, this commit changes the Token class to hold
both the evaluated identifier name and a view into the original source
for the unevaluated name. There are some contexts in which identifiers
are not allowed to contain Unicode escape sequences; for example, export
statements of the form "export {} from foo.js" forbid escapes in the
identifier "from".
The test file is added to .prettierignore because prettier will replace
all escaped Unicode sequences with their unescaped value.
Unfortunately, this requires a slight divergence in the way the capture
group names are stored. Previously, the generated byte code would simply
store a view into the regex pattern string, so no string copying was
required.
Now, the escape sequences are decoded into a new string, and a vector
of all parsed capture group names are stored in a vector in the parser
result structure. The byte code then stores a view into the
corresponding string in that vector.
This will allow regex::Lexer users to invoke GenericLexer consumption
methods, such as GenericLexer::consume_escaped_codepoint().
This also allows for de-duplicating common methods between the lexers.
This is primarily to be able to remove the GenericLexer include out of
Format.h as well. A subsequent commit will add AK::Result to
GenericLexer, which will cause naming conflicts with other structures
named Result. This can be avoided (for now) by preventing nearly every
file in the system from implicitly including GenericLexer.
Other changes in this commit are to add the GenericLexer include to
files where it is missing.
It can sometimes be difficult to tell from the debug.log and test stdout
which test was the last to run before the test runner hangs or exits the
QEMU instance unexpectedly.
Print out a start message before each test is executed, along with a
progress message indicating which test out of how many tests we're about
to run.
This brings `glGetFloatv` more inline with the other `glGet`
functions. We should prevent crashing in the driver as much as
possible and instead let the application deal with the generated
GL error.
Instead of constructing a String and converting that to a PropertyName
on the fly, we can just leverage CommonPropertyNames, add a couple more
and directly pass ready-to-use PropertyNames with pre-allocated Strings.
Since we operate in screen space where y points down we need to reverse
what is considered clock wise and what is considered counter clockwise.
The rasterizer always expects triangles with a consistent winding order
thus swap 2 vertices if necessary to reverse the winding before passing
the triangle on to the rasterization stage.
The previous clipping implementation was problematic especially when
clipping against the near plane. Triangles are now correctly clipped
using homogenous coordinates against all frustum planes.
Texture coordinates and vertex colors are now correctly interpolated.
The earier implementation was just a placeholder.
GL_VERSION: The spec mandates the following format: x.y or x.y.z
optionally followed by text separated by space.
GL_EXTENSIONS: Return empty string. We do not support any extensions.