signature TACTICAL = sig type tactic = thm -> thm Seq.seq valTHEN: tactic * tactic -> tactic val ORELSE: tactic * tactic -> tactic val APPEND: tactic * tactic -> tactic val THEN_ELSE: tactic * (tactic*tactic) -> tactic valTHEN': ('a -> tactic) * ('a -> tactic) -> 'a -> tactic val ORELSE': ('a -> tactic) * ('a -> tactic) -> 'a -> tactic val APPEND': ('a -> tactic) * ('a -> tactic) -> 'a -> tactic val all_tac: tactic val no_tac: tactic val DETERM: tactic -> tactic val COND: (thm -> bool) -> tactic -> tactic -> tactic valTRY: tactic -> tactic val EVERY: tactic list -> tactic val EVERY': ('a -> tactic) list -> 'a -> tactic val EVERY1: (int -> tactic) list -> tactic val FIRST: tactic list -> tactic val FIRST': ('a -> tactic) list -> 'a -> tactic val FIRST1: (int -> tactic) list -> tactic val RANGE: (int -> tactic) list -> int -> tactic val print_tac: Proof.context -> string -> tactic val REPEAT_DETERM_N: int -> tactic -> tactic val REPEAT_DETERM: tactic -> tactic val REPEAT: tactic -> tactic val REPEAT_DETERM1: tactic -> tactic val REPEAT1: tactic -> tactic valFILTER: (thm -> bool) -> tactic -> tactic val CHANGED: tactic -> tactic val CHANGED_PROP: tactic -> tactic val ALLGOALS: (int -> tactic) -> tactic val SOMEGOAL: (int -> tactic) -> tactic val FIRSTGOAL: (int -> tactic) -> tactic val HEADGOAL: (int -> tactic) -> tactic val REPEAT_SOME: (int -> tactic) -> tactic val REPEAT_DETERM_SOME: (int -> tactic) -> tactic val REPEAT_FIRST: (int -> tactic) -> tactic val REPEAT_DETERM_FIRST: (int -> tactic) -> tactic val TRYALL: (int -> tactic) -> tactic val CSUBGOAL: ((cterm * int) -> tactic) -> int -> tactic val SUBGOAL: ((term * int) -> tactic) -> int -> tactic val ASSERT_SUBGOAL: (int -> tactic) -> int -> tactic val CHANGED_GOAL: (int -> tactic) -> int -> tactic val SOLVED': (int -> tactic) -> int -> tactic val THEN_ALL_NEW: (int -> tactic) * (int -> tactic) -> int -> tactic val REPEAT_ALL_NEW: (int -> tactic) -> int -> tactic val PRIMSEQ: (thm -> thm Seq.seq) -> tactic val PRIMITIVE: (thm -> thm) -> tactic val SINGLE: tactic -> thm -> thm option val CONVERSION: conv -> int -> tactic end;
structure Tactical : TACTICAL = struct
(**** Tactics ****)
(*A tactic maps a proof tree to a sequence of proof trees: if length of sequence = 0 then the tactic does not apply;
if length > 1 then backtracking on the alternatives can occur.*)
type tactic = thm -> thm Seq.seq;
(*** LCF-style tacticals ***)
(*the tactical THEN performs one tactic followed by another*) fun (tac1 THEN tac2) st = Seq.maps tac2 (tac1 st);
(*The tactical ORELSE uses the first tactic that returns a nonempty sequence. Like in LCF, ORELSE commits to either tac1 or tac2 immediately.
Does not backtrack to tac2 if tac1 was initially chosen. *) fun (tac1 ORELSE tac2) st =
(case Seq.pull (tac1 st) of
NONE => tac2 st
| some => Seq.make (fn () => some));
(*The tactical APPEND combines the results of two tactics. Like ORELSE, but allows backtracking on both tac1 and tac2.
The tactic tac2 is not applied until needed.*) fun (tac1 APPEND tac2) st =
Seq.append (tac1 st) (Seq.make(fn()=> Seq.pull (tac2 st)));
(*Conditional tactic. tac1 ORELSE tac2 = tac1 THEN_ELSE (all_tac, tac2) tac1 THEN tac2 = tac1 THEN_ELSE (tac2, no_tac)
*) fun (tac THEN_ELSE (tac1, tac2)) st =
(case Seq.pull (tac st) of
NONE => tac2 st (*failed; try tactic 2*)
| some => Seq.maps tac1 (Seq.make (fn () => some))); (*succeeded; use tactic 1*)
(*Versions for combining tactic-valued functions, as in
SOMEGOAL (resolve_tac rls THEN' assume_tac) *) fun (tac1 THEN' tac2) x = tac1 x THEN tac2 x; fun (tac1 ORELSE' tac2) x = tac1 x ORELSE tac2 x; fun (tac1 APPEND' tac2) x = tac1 x APPEND tac2 x;
(*passes all proofs through unchanged; identity of THEN*) fun all_tac st = Seq.single st;
(*passes no proofs through; identity of ORELSE and APPEND*) fun no_tac st = Seq.empty;
(*Make a tactic deterministic by chopping the tail of the proof sequence*) fun DETERM tac = Seq.DETERM tac;
(*Conditional tactical: testfun controls which tactic to use next.
Beware: due to eager evaluation, both thentac and elsetac are evaluated.*) fun COND testfun thenf elsef =
(fn st => if testfun st then thenf st else elsef st);
(*Do the tactic or else do nothing*) funTRY tac = tac ORELSE all_tac;
(*** List-oriented tactics ***)
local (*This version of EVERY avoids backtracking over repeated states*)
fun EVY (trail, []) st =
Seq.make (fn () => SOME (st, Seq.make (fn () => Seq.pull (evyBack trail))))
| EVY (trail, tac :: tacs) st =
(case Seq.pull (tac st) of
NONE => evyBack trail (*failed: backtrack*)
| SOME (st', q) => EVY ((st', q, tacs) :: trail, tacs) st') and evyBack [] = Seq.empty (*no alternatives*)
| evyBack ((st', q, tacs) :: trail) =
(case Seq.pull q of
NONE => evyBack trail
| SOME (st, q') => if Thm.eq_thm (st', st) then evyBack ((st', q', tacs) :: trail) else EVY ((st, q', tacs) :: trail, tacs) st); in (* EVERY [tac1,...,tacn] equals tac1 THEN ... THEN tacn *) fun EVERY tacs = EVY ([], tacs); end;
(* EVERY' [tac1,...,tacn] i equals tac1 i THEN ... THEN tacn i *) fun EVERY' tacs i = EVERY (map (fn f => f i) tacs);
(*Apply every tactic to 1*) fun EVERY1 tacs = EVERY' tacs 1;
(* FIRST [tac1,...,tacn] equals tac1 ORELSE ... ORELSE tacn *) fun FIRST tacs = fold_rev (curry op ORELSE) tacs no_tac;
(* FIRST' [tac1,...,tacn] i equals tac1 i ORELSE ... ORELSE tacn i *) fun FIRST' tacs = fold_rev (curry op ORELSE') tacs (K no_tac);
(*Apply first tactic to 1*) fun FIRST1 tacs = FIRST' tacs 1;
(*Apply tactics on consecutive subgoals*) fun RANGE [] _ = all_tac
| RANGE (tac :: tacs) i = RANGE tacs (i + 1) THEN tac i;
(*Print the current proof state and pass it on.*) fun print_tac ctxt msg st =
(tracing (Goal_Display.print_goal ctxt msg st); Seq.single st);
(*Deterministic REPEAT: only retains the first outcome; uses less space than REPEAT; tail recursive.
If non-negative, n bounds the number of repetitions.*) fun REPEAT_DETERM_N n tac = let fun drep 0 st = SOME (st, Seq.empty)
| drep n st =
(case Seq.pull (tac st) of
NONE => SOME(st, Seq.empty)
| SOME (st', _) => drep (n - 1) st'); in fn st => Seq.make (fn () => drep n st) end;
(*Allows any number of repetitions*) val REPEAT_DETERM = REPEAT_DETERM_N ~1;
(*General REPEAT: maintains a stack of alternatives; tail recursive*) fun REPEAT tac = let fun rep qs st =
(case Seq.pull (tac st) of
NONE => SOME (st, Seq.make (fn () => repq qs))
| SOME (st', q) => rep (q :: qs) st') and repq [] = NONE
| repq (q :: qs) =
(case Seq.pull q of
NONE => repq qs
| SOME (st, q) => rep (q :: qs) st); in fn st => Seq.make (fn () => rep [] st) end;
(*Repeat 1 or more times*) fun REPEAT_DETERM1 tac = DETERM tac THEN REPEAT_DETERM tac; fun REPEAT1 tac = tac THEN REPEAT tac;
(** Filtering tacticals **)
funFILTER pred tac st = Seq.filter pred (tac st);
(*Accept only next states that change the theorem somehow*) fun CHANGED tac st = letfun diff st' = not (Thm.eq_thm (st, st')); in Seq.filter diff (tac st) end;
(*Accept only next states that change the theorem's prop field
(changes to signature, hyps, etc. don't count)*) fun CHANGED_PROP tac st = letfun diff st' = not (Thm.eq_thm_prop (st, st')); in Seq.filter diff (tac st) end;
(*** Tacticals based on subgoal numbering ***)
(*For n subgoals, performs tac(n) THEN ... THEN tac(1)
Essential to work backwards since tac(i) may add/delete subgoals at i. *) fun ALLGOALS tac st = let fun doall 0 = all_tac
| doall n = tac n THEN doall (n - 1); in doall (Thm.nprems_of st) st end;
(*For n subgoals, performs tac(n) ORELSE ... ORELSE tac(1) *) fun SOMEGOAL tac st = let funfind 0 = no_tac
| find n = tac n ORELSE find (n - 1); infind (Thm.nprems_of st) st end;
(*For n subgoals, performs tac(1) ORELSE ... ORELSE tac(n).
More appropriate than SOMEGOAL in some cases.*) fun FIRSTGOAL tac st = letfunfind (i, n) = if i > n then no_tac else tac i ORELSE find (i + 1, n) infind (1, Thm.nprems_of st) st end;
(*First subgoal only.*) fun HEADGOAL tac = tac 1;
(*Repeatedly solve some using tac. *) fun REPEAT_SOME tac = REPEAT1 (SOMEGOAL (REPEAT1 o tac)); fun REPEAT_DETERM_SOME tac = REPEAT_DETERM1 (SOMEGOAL (REPEAT_DETERM1 o tac));
(*Repeatedly solve the first possible subgoal using tac. *) fun REPEAT_FIRST tac = REPEAT1 (FIRSTGOAL (REPEAT1 o tac)); fun REPEAT_DETERM_FIRST tac = REPEAT_DETERM1 (FIRSTGOAL (REPEAT_DETERM1 o tac));
(*For n subgoals, tries to apply tac to n,...1 *) fun TRYALL tac = ALLGOALS (TRY o tac);
(*Make a tactic for subgoal i, if there is one. *) fun CSUBGOAL goalfun i st =
(case SOME (Thm.cprem_of st i) handle THM _ => NONE of
SOME goal => goalfun (goal, i) st
| NONE => Seq.empty);
fun ASSERT_SUBGOAL (tac: int -> tactic) i st =
(Logic.get_goal (Thm.prop_of st) i; tac i st);
(*Returns all states that have changed in subgoal i, counted from the LAST
subgoal. For stac, for example.*) fun CHANGED_GOAL tac i st =
SUBGOAL (fn (t, _) => let val np = Thm.nprems_of st; val d = np - i; (*distance from END*) fun diff st' =
Thm.nprems_of st' - d <= 0 orelse (*the subgoal no longer exists*) not (Envir.aeconv (t, Thm.term_of (Thm.cprem_of st' (Thm.nprems_of st' - d)))); in Seq.filter diff o tac i end) i st;
(*Returns all states where some subgoals have been solved. For subgoal-based tactics this means subgoal i has been solved
altogether -- no new subgoals have emerged.*) fun SOLVED' tac i st =
tac i st |> Seq.filter (fn st' => Thm.nprems_of st' < Thm.nprems_of st);
(*Apply second tactic to all subgoals emerging from the first --
following usual convention for subgoal-based tactics.*) fun (tac1 THEN_ALL_NEW tac2) i st =
st |> (tac1 i THEN (fn st' =>
st' |> Seq.INTERVAL tac2 i (i + Thm.nprems_of st' - Thm.nprems_of st)));
(*Repeatedly dig into any emerging subgoals.*) fun REPEAT_ALL_NEW tac =
tac THEN_ALL_NEW (TRY o (fn i => REPEAT_ALL_NEW tac i));
(*Makes a tactic whose effect on a state is given by thmfun: thm->thm seq.*) fun PRIMSEQ thmfun st = thmfun st handle THM _ => Seq.empty;
(*Makes a tactic whose effect on a state is given by thmfun: thm->thm.*) fun PRIMITIVE thmfun = PRIMSEQ (Seq.single o thmfun);
(*Inverse (more or less) of PRIMITIVE*) fun SINGLE tacf = Option.map fst o Seq.pull o tacf
(*Conversions as tactics*) fun CONVERSION cv i st = Seq.single (Conv.gconv_rule cv i st) handle THM _ => Seq.empty
| CTERM _ => Seq.empty
| TERM _ => Seq.empty
| TYPE _ => Seq.empty;
end;
open Tactical;
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