(* Title: Pure/tactical.ML
Author: Lawrence C Paulson, Cambridge University Computer Laboratory
Tacticals.
*)
infix 1 THEN THEN' THEN_ALL_NEW;
infix 0 ORELSE APPEND ORELSE' APPEND';
infix 0 THEN_ELSE;
signature TACTICAL =
sig
type tactic = thm -> thm Seq.seq
val THEN: tactic * tactic -> tactic
val ORELSE: tactic * tactic -> tactic
val APPEND: tactic * tactic -> tactic
val THEN_ELSE: tactic * (tactic*tactic) -> tactic
val THEN': ('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
val TRY: 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
val FILTER: (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*)
fun TRY 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 (msg ^ "\n" ^ Pretty.string_of (Pretty.chunks (Goal_Display.pretty_goals ctxt 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 **)
fun FILTER pred tac st = Seq.filter pred (tac st);
(*Accept only next states that change the theorem somehow*)
fun CHANGED tac st =
let fun 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 =
let fun 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
fun find 0 = no_tac
| find n = tac n ORELSE find (n - 1);
in find (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 =
let fun find (i, n) = if i > n then no_tac else tac i ORELSE find (i + 1, n)
in find (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 SUBGOAL goalfun =
CSUBGOAL (fn (goal, i) => goalfun (Thm.term_of goal, i));
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;