Return alignment of symbol.
Aver if Symbol is not only merely dead, but really most sincerely dead.
Determine if s may be affected if an assignment is done through a pointer.
Determine if symbol needs a 'this' pointer.
Look down baseclass list to find sbase.
Calculate number of baseclasses in list.
Create a new symbol table.
Define symbol in specified symbol table.
Delete current symbol table and back up one.
Search for symbol in symbol table. Input: p . identifier string rover . where to start looking
Free up the symbol table, from symbols n1 through n2, not including n2.
Search for symbol in multiple symbol tables, starting with most recently nested one. Input: p . identifier string
Delete symbol from symbol table, taking care to delete all children of a symbol. Make sure there are no more forward references (labels, tags). Input: pointer to a symbol
Add symbol to current symbol array.
Insert symbol in specified symbol table.
Create a new symbol.
Check integrity of symbol data structure.
Create a copy of a symbol.
Dehydrate a symbol.
Add in the variants for a function symbol.
Create a symbol that is an alias to another function symbol.
Generate an auto symbol, and add it to the symbol table.
Generate symbol into which we can copy the contents of expression e.
Generate symbol into which we can copy the contents of expression e.
Create a symbol, give it a name, storage class and type.
Hydrate a symbol.
Get user name of symbol.
Insert s into symtab at position n.
Keep symbol around until symbol_term().
Create a symbol, given a name and type.
Determine pointer type needed to access a Symbol, essentially what type an OPrelconst should get for that Symbol.
Type out symbol information.
Reset Symbol so that it's now an "extern" to the next obj file being created.
Search for symbol in sequence of symbol tables. Input: glbl !=0 if global symbol table only
Search list for a symbol with an identifier that matches.
Add a field to a struct s. Input: s the struct symbol name field name t the type of the field offset offset of the field
Dehydrate threaded list of symbols.
Hydrate threaded list of symbols. Input: *psx start of threaded list *parent root of symbol table to add symbol into flag !=0 means add onto existing stuff 0 means hydrate in place
Dehydrate a symbol tree.
Hydrate a symbol tree.
Go through symbol table preparing it to be written to a precompiled header. That means removing references to things in the .OBJ file.
Put symbol table s into parent symbol table.
Allocate/free symbol table.
Symbol table search routine for members of structs, given that we don't know which struct it is in. Give error message if it appears more than once.
Compiler implementation of the D programming language.