rta: use callsites in AFor instead re-resolving stuff
[nit.git] / src / layout_builders.nit
index 105c52c..f7dc388 100644 (file)
 # limitations under the License.
 
 # Table layout builders
+# Tables are used to implement objects mecanisms like:
+#  * message sending
+#  * attribute accessing
+#  * typing
+#  * resolution (for generic types)
+# This module provides various layout for object tables:
+#  * coloring
+#  * binary matrix
+#  * perfect hashing (and & mod operators)
 module layout_builders
 
 import abstract_compiler
 
 # Layouts
 
+# A layout is the result of computation by builders
+# it contains necessary informations for basic table creation
 class Layout[E: Object]
        # Ids or each element
        var ids: Map[E, Int] = new HashMap[E, Int]
@@ -26,6 +37,8 @@ class Layout[E: Object]
        var pos: Map[E, Int] = new HashMap[E, Int]
 end
 
+# A PHLayout is used everywere the builder used perfect hashing
+# it adds masks and hashes informations to std layout
 class PHLayout[HOLDER: Object, E: Object]
        super Layout[E]
        # Masks used by hash function
@@ -34,163 +47,137 @@ class PHLayout[HOLDER: Object, E: Object]
        var hashes: Map[HOLDER, Map[E, Int]] = new HashMap[HOLDER, Map[E, Int]]
 end
 
-class PropertyLayout[E: Object]
-       # Fixed positions of each element in all tables
-       var pos: Map[E, Int] = new HashMap[E, Int]
-end
-
 # Builders
 
-abstract class TypingLayoutBuilder[E: Object]
-
-       type LAYOUT: Layout[E]
-
-       # Compute elements ids and position
-       fun build_layout(elements: Set[E]): LAYOUT is abstract
+# TypingLayoutBuilder is used to build a layout for typing tables (by type or by class)
+interface TypingLayoutBuilder[E: Object]
+       # Build typing table layout
+       # elements: the set of elements (classes or types) used in typing tables
+       fun build_layout(elements: Set[E]): Layout[E] is abstract
+       # Get the poset used for table layout construction
+       # REQUIRE: build_layout
+       fun poset: nullable POSet[E] is abstract
 end
 
-# Typing Layout builder using binary matrix (BM)
-class BMTypingLayoutBuilder[E: Object]
-       super TypingLayoutBuilder[E]
-
-       private var bmizer: TypingBMizer[E]
-
-       init(bmizer: TypingBMizer[E]) do self.bmizer = bmizer
-
-       redef fun build_layout(elements) do return bmizer.build_layout(elements)
+# Layout builder dedicated to vft, attribute & VT tables
+interface PropertyLayoutBuilder[E: PropertyLayoutElement]
+       # Build table layout for attributes, methods and virtual types
+       # elements: the associative map between classes and properties to use in table layout
+       fun build_layout(elements: Map[MClass, Set[E]]): Layout[E] is abstract
 end
 
-# Typing Layout builder using Coloring (CL)
-class CLTypingLayoutBuilder[E: Object]
-       super TypingLayoutBuilder[E]
-
-       private var colorer: TypingColorer[E]
+# Used to create a common ancestors to MProperty and MPropDef
+# Required for polymorphic calls
+# FIXME: there should be a better way
+interface PropertyLayoutElement end
 
-       init(colorer: TypingColorer[E]) do self.colorer = colorer
-
-       redef fun build_layout(elements) do return colorer.build_layout(elements)
+redef class MProperty
+       super PropertyLayoutElement
 end
 
-# Typing Layout builder using Perfect Hashing (PH)
-class PHTypingLayoutBuilder[E: Object]
-       super TypingLayoutBuilder[E]
-
-       private var hasher: TypingHasher[E]
-
-       init(hasher: TypingHasher[E]) do self.hasher = hasher
-
-       redef fun build_layout(elements) do return hasher.build_layout(elements)
+redef class MPropDef
+       super PropertyLayoutElement
 end
 
-abstract class PropertyLayoutBuilder[E: MProperty]
-
-       type LAYOUT: PropertyLayout[E]
-
-       # Compute properties ids and position
-       fun build_layout(mclasses: Set[MClass]): LAYOUT is abstract
+# For resolution tables (generics)
+interface ResolutionLayoutBuilder
+       # Build resolution table layout
+       # elements: association between classes and resolved types
+       fun build_layout(elements: Map[MClassType, Set[MType]]): Layout[MType] is abstract
 end
 
-# Layout builder for MProperty using Coloring (CL)
-class CLPropertyLayoutBuilder[E: MProperty]
-       super PropertyLayoutBuilder[E]
-
-       private var colorer: MPropertyColorer[E]
+# POSet builders
 
-       init(colorer: MPropertyColorer[E]) do
-               self.colorer = colorer
-       end
+# A POSet builder build a poset for a set of MType or MClass
+# the resulting poset is used by the layout builders
+private abstract class POSetBuilder[E: Object]
+       private var mmodule: MModule
+       init(mmodule: MModule) do self.mmodule = mmodule
+       # Build the poset from `elements`
+       private fun build_poset(elements: Set[E]): POSet[E] is abstract
+end
 
-       # Compute mclasses ids and position using BM
-       redef fun build_layout(mclasses) do
-               var result = new PropertyLayout[E]
-               result.pos = self.colorer.colorize(mclasses)
-               return result
+# A TypingLayoutBuilder used for MType based typing
+# such as in separate compilers
+private class MTypePOSetBuilder
+       super POSetBuilder[MType]
+       redef fun build_poset(elements) do
+               var poset = new POSet[MType]
+               for e in elements do
+                       poset.add_node(e)
+                       for o in elements do
+                               if e == o then continue
+                               if e.is_subtype(mmodule, null, o) then
+                                       poset.add_edge(e, o)
+                               end
+                       end
+               end
+               return poset
        end
 end
 
-# Layout builder for MProperty using Perfect Hashing (PH)
-# TODO implement this class without sublcassing CL builder
-class PHPropertyLayoutBuilder[E: MProperty]
-       super CLPropertyLayoutBuilder[E]
+# A TypingLayoutBuilder used for MClass based typing
+# such as in erased compilers or used in property coloring
+private class MClassPOSetBuilder
+       super POSetBuilder[MClass]
+       redef fun build_poset(elements) do return mmodule.flatten_mclass_hierarchy
 end
 
-abstract class ResolutionLayoutBuilder
-
-       type LAYOUT: Layout[MType]
+# Matrice computers
 
-       init do end
+# Abstract layout builder for resolution tables using Binary Matrix (BM)
+abstract class TypingBMizer[E: Object]
+       super TypingLayoutBuilder[E]
 
-       fun build_layout(elements: Map[MClassType, Set[MType]]): LAYOUT is abstract
+       private var mmodule: MModule
+       private var poset_builder: POSetBuilder[E]
+       private var poset_cache: nullable POSet[E]
 
-       fun compute_ids(elements: Map[MClassType, Set[MType]]): Map[MType, Int] do
-               var ids = new HashMap[MType, Int]
-               var color = 0
-               for mclasstype, mclasstypes in elements do
-                       for element in mclasstypes do
-                               if ids.has_key(element) then continue
-                               ids[element] = color
-                               color += 1
-                       end
-               end
-               return ids
+       private init(mmodule: MModule, poset_builder: POSetBuilder[E]) do
+               self.mmodule = mmodule
+               self.poset_builder = poset_builder
        end
-end
-
-# Layout builder for MClass using Binary Matrix (BM)
-class BMResolutionLayoutBuilder
-       super ResolutionLayoutBuilder
 
-       init do super
+       redef fun poset do return poset_cache
 
-       # Compute resolved types position using BM
-       redef fun build_layout(elements) do
-               var result = new Layout[MType]
-               result.ids = self.compute_ids(elements)
-               result.pos = result.ids
+       # Compute mtypes ids and position using BM
+       redef fun build_layout(elements: Set[E]): Layout[E] do
+               var result = new Layout[E]
+               var ids = new HashMap[E, Int]
+               poset_cache = poset_builder.build_poset(elements)
+               var lin = poset.to_a
+               poset.sort(lin)
+               for element in lin do
+                       ids[element] = ids.length
+               end
+               result.ids = ids
+               result.pos = ids
                return result
        end
 end
 
-# Layout builder for resolution tables using Coloring (CL)
-class CLResolutionLayoutBuilder
-       super ResolutionLayoutBuilder
-
-       private var colorer: ResolutionColorer = new ResolutionColorer
-
-       init do super
+# Layout builder for typing tables based on classes using Binary Matrix (BM)
+class MTypeBMizer
+       super TypingBMizer[MType]
+       init(mmodule: MModule) do super(mmodule, new MTypePOSetBuilder(mmodule))
+end
 
-       # Compute resolved types colors
-       redef fun build_layout(elements) do
-               var result = new Layout[MType]
-               result.ids = self.compute_ids(elements)
-               result.pos = self.colorer.colorize(elements)
-               return result
-       end
+# Layout builder for typing tables based on types using Binary Matrix (BM)
+class MClassBMizer
+       super TypingBMizer[MClass]
+       init(mmodule: MModule) do super(mmodule, new MClassPOSetBuilder(mmodule))
 end
 
-# Layout builder for resolution table using Perfect Hashing (PH)
-class PHResolutionLayoutBuilder
+# Layout builder for resolution tables using Binary Matrix (BM)
+class ResolutionBMizer
        super ResolutionLayoutBuilder
 
-       redef type LAYOUT: PHLayout[MClassType, MType]
-
-       private var hasher: PerfectHasher[MClassType, MType]
-
-       init(operator: PHOperator) do self.hasher = new PerfectHasher[MClassType, MType](operator)
+       init do end
 
-       # Compute resolved types masks and hashes
        redef fun build_layout(elements) do
-               var result = new PHLayout[MClassType, MType]
-               result.ids = self.compute_ids(elements)
-               result.pos = result.ids
-               result.masks = self.hasher.compute_masks(elements, result.ids)
-               result.hashes = self.hasher.compute_hashes(elements, result.ids, result.masks)
-               return result
-       end
-
-       redef fun compute_ids(elements) do
+               var result = new Layout[MType]
                var ids = new HashMap[MType, Int]
-               var color = 1
+               var color = 0
                for mclasstype, mclasstypes in elements do
                        for element in mclasstypes do
                                if ids.has_key(element) then continue
@@ -198,70 +185,62 @@ class PHResolutionLayoutBuilder
                                color += 1
                        end
                end
-               return ids
+               result.ids = ids
+               result.pos = ids
+               return result
        end
 end
 
-# Matrice computers
-
-abstract class TypingBMizer[E: Object]
+# Abstract Layout builder for mproperties using Binary Matrix (BM)
+class MPropertyBMizer[E: PropertyLayoutElement]
+       super PropertyLayoutBuilder[E]
 
        var mmodule: MModule
 
-       init(mmodule: MModule) do
-               self.mmodule = mmodule
-       end
+       init(mmodule: MModule) do self.mmodule = mmodule
 
-       # Compute mtypes ids and position using BM
-       fun build_layout(elements: Set[E]): Layout[E] do
+       redef fun build_layout(elements) do
                var result = new Layout[E]
                var ids = new HashMap[E, Int]
-               var lin = self.reverse_linearize(elements)
-               for element in lin do
-                       ids[element] = ids.length
+               var lin = new Array[MClass]
+               lin.add_all(elements.keys)
+               self.mmodule.linearize_mclasses(lin)
+               for mclass in lin do
+                       for mproperty in elements[mclass] do
+                               if ids.has_key(mproperty) then continue
+                               ids[mproperty] = ids.length
+                       end
                end
-               result.ids = ids
                result.pos = ids
                return result
        end
-
-       private fun reverse_linearize(elements: Set[E]): Array[E] is abstract
-end
-
-class MTypeBMizer
-       super TypingBMizer[MType]
-
-       init(mmodule: MModule) do super(mmodule)
-
-       redef fun reverse_linearize(elements) do
-               return self.mmodule.reverse_linearize_mtypes(elements)
-       end
-end
-
-class MClassBMizer
-       super TypingBMizer[MClass]
-
-       init(mmodule: MModule) do super(mmodule)
-
-       redef fun reverse_linearize(elements) do
-               return self.mmodule.reverse_linearize_mclasses(elements)
-       end
 end
 
 # Colorers
 
+# Abstract Layout builder for typing table using coloration (CL)
 abstract class TypingColorer[E: Object]
+       super TypingLayoutBuilder[E]
 
        private var core: Set[E] = new HashSet[E]
        private var crown: Set[E] = new HashSet[E]
        private var border: Set[E] = new HashSet[E]
-
        private var coloration_result: Map[E, Int] = new HashMap[E, Int]
 
-       init do end
+       private var mmodule: MModule
+       private var poset_builder: POSetBuilder[E]
+       private var poset_cache: nullable POSet[E]
+
+       private init(mmodule: MModule, poset_builder: POSetBuilder[E]) do
+               self.mmodule = mmodule
+               self.poset_builder = poset_builder
+       end
+
+       redef fun poset do return poset_cache
 
        # Compute the layout with coloring
-       fun build_layout(elements: Set[E]): Layout[E] do
+       redef fun build_layout(elements: Set[E]): Layout[E] do
+               poset_cache = poset_builder.build_poset(elements)
                var result = new Layout[E]
                result.ids = compute_ids(elements)
                result.pos = colorize(elements)
@@ -270,8 +249,7 @@ abstract class TypingColorer[E: Object]
 
        private fun compute_ids(elements: Set[E]): Map[E, Int] do
                var ids = new HashMap[E, Int]
-               var lin = reverse_linearize(elements)
-               for element in lin do
+               for element in reverse_linearize(elements) do
                        ids[element] = ids.length
                end
                return ids
@@ -279,7 +257,7 @@ abstract class TypingColorer[E: Object]
 
        private fun colorize(elements: Set[E]): Map[E, Int] do
                tag_elements(elements)
-               build_conflicts_graph(elements)
+               build_conflicts_graph
                colorize_elements(core)
                colorize_elements(border)
                colorize_elements(crown)
@@ -308,7 +286,8 @@ abstract class TypingColorer[E: Object]
                                if coloration_result.has_key(st) and coloration_result[st] == color then return false
                        end
                end
-               for st in self.super_elements(element, elements) do
+               for st in self.poset[element].greaters do
+                       if st == element then continue
                        if coloration_result.has_key(st) and coloration_result[st] == color then return false
                end
                return true
@@ -319,23 +298,21 @@ abstract class TypingColorer[E: Object]
                for element in elements do
                        # Check if sub elements are all in single inheritance
                        var all_subelements_si = true
-                       for subelem in self.sub_elements(element, elements) do
-                               if self.is_element_mi(subelem, elements) then
+                       for subelem in self.poset[element].smallers do
+                               if self.poset[subelem].direct_greaters.length > 1 then
                                        all_subelements_si = false
                                        break
                                end
                        end
 
                        # Tag as core, crown or border
-                       if self.is_element_mi(element, elements) then
-                               core.add_all(self.super_elements(element, elements))
-                               core.add(element)
+                       if self.poset[element].direct_greaters.length > 1 then
+                               core.add_all(self.poset[element].greaters)
                                if all_subelements_si then
                                        border.add(element)
                                end
                        else if not all_subelements_si then
-                               core.add_all(self.super_elements(element, elements))
-                               core.add(element)
+                               core.add_all(self.poset[element].greaters)
                        else
                                crown.add(element)
                        end
@@ -343,18 +320,18 @@ abstract class TypingColorer[E: Object]
        end
 
        # Conflicts graph of elements hierarchy (two types are in conflict if they have common subelements)
-       private fun build_conflicts_graph(elements: Set[E]) do
+       private fun build_conflicts_graph do
                self.conflicts_graph = new HashMap[E, HashSet[E]]
                var core = reverse_linearize(self.core)
                for t in core do
-                       for i in self.linear_extension(t, elements) do
+                       for i in self.linear_extension(t) do
                                if t == i then continue
 
-                               var lin_i = self.linear_extension(i, elements)
+                               var lin_i = self.linear_extension(i)
 
-                               for j in self.linear_extension(t, elements) do
+                               for j in self.linear_extension(t) do
                                        if i == j or j == t then continue
-                                       var lin_j = self.linear_extension(j, elements)
+                                       var lin_j = self.linear_extension(j)
 
                                        var d_ij = lin_i - lin_j
                                        var d_ji = lin_j - lin_i
@@ -380,99 +357,85 @@ abstract class TypingColorer[E: Object]
        private var linear_extensions_cache: Map[E, Array[E]] = new HashMap[E, Array[E]]
 
        # Return a linear_extension of super_elements of the element
-       private fun linear_extension(element: E, elements: Set[E]): Array[E] do
+       private fun linear_extension(element: E): Array[E] do
                if not self.linear_extensions_cache.has_key(element) then
                        var supers = new HashSet[E]
-                       supers.add(element)
-                       supers.add_all(self.super_elements(element, elements))
+                       supers.add_all(self.poset[element].greaters)
                        self.linear_extensions_cache[element] = self.linearize(supers)
                end
                return self.linear_extensions_cache[element]
        end
 
-       private fun super_elements(element: E, elements: Set[E]): Set[E] is abstract
-       private fun sub_elements(element: E, elements: Set[E]): Set[E] is abstract
-       private fun is_element_mi(element: E, elements: Set[E]): Bool is abstract
-       private fun linearize(elements: Set[E]): Array[E] is abstract
-       private fun reverse_linearize(elements: Set[E]): Array[E] is abstract
+       private fun reverse_linearize(elements: Set[E]): Array[E] do
+               var lin = new Array[E]
+               lin.add_all(elements)
+               poset.sort(lin)
+               return lin
+       end
+       private fun linearize(elements: Set[E]): Array[E] do return reverse_linearize(elements).reversed
 end
 
-# MType coloring
+# Layout builder for typing tables based on types using coloration (CL)
 class MTypeColorer
        super TypingColorer[MType]
-
-       var mmodule: MModule
-
-       init(mmodule: MModule) do self.mmodule = mmodule
-
-       redef fun super_elements(element, elements) do return self.mmodule.super_mtypes(element, elements)
-       redef fun is_element_mi(element, elements) do return self.super_elements(element, elements).length > 1
-       redef fun sub_elements(element, elements) do do return self.mmodule.sub_mtypes(element, elements)
-       redef fun linearize(elements) do return self.mmodule.linearize_mtypes(elements)
-       redef fun reverse_linearize(elements) do return self.mmodule.reverse_linearize_mtypes(elements)
+       init(mmodule: MModule) do super(mmodule, new MTypePOSetBuilder(mmodule))
 end
 
-# MClass coloring
+# Layout builder for typing tables based on classes using coloration (CL)
 class MClassColorer
        super TypingColorer[MClass]
-
-       private var mmodule: MModule
-
-       init(mmodule: MModule) do self.mmodule = mmodule
-
-       redef fun super_elements(element, elements) do return self.mmodule.super_mclasses(element)
-       fun parent_elements(element: MClass): Set[MClass] do return self.mmodule.parent_mclasses(element)
-       redef fun is_element_mi(element, elements) do return self.parent_elements(element).length > 1
-       redef fun sub_elements(element, elements) do do return self.mmodule.sub_mclasses(element)
-       redef fun linearize(elements) do return self.mmodule.linearize_mclasses(elements)
-       redef fun reverse_linearize(elements) do return self.mmodule.reverse_linearize_mclasses(elements)
+       init(mmodule: MModule) do super(mmodule, new MClassPOSetBuilder(mmodule))
 end
 
-# MProperty coloring
-abstract class MPropertyColorer[E: MProperty]
+# Abstract Layout builder for properties tables using coloration (CL)
+class MPropertyColorer[E: PropertyLayoutElement]
+       super PropertyLayoutBuilder[E]
 
        private var mmodule: MModule
        private var class_colorer: MClassColorer
        private var coloration_result: Map[E, Int] = new HashMap[E, Int]
 
-       init(mmodule: MModule) do
+       init(mmodule: MModule, class_colorer: MClassColorer) do
                self.mmodule = mmodule
-               self.class_colorer = new MClassColorer(mmodule)
+               self.class_colorer = class_colorer
        end
 
-       fun colorize(mclasses: Set[MClass]): Map[E, Int] do
-               self.class_colorer.tag_elements(mclasses)
-               self.class_colorer.build_conflicts_graph(mclasses)
-               self.colorize_core(self.class_colorer.core)
-               self.colorize_crown(self.class_colorer.crown)
+       # Compute mclasses ids and position using BM
+       redef fun build_layout(elements: Map[MClass, Set[E]]): Layout[E] do
+               var result = new Layout[E]
+               result.pos = self.colorize(elements)
+               return result
+       end
+
+       private fun colorize(elements: Map[MClass, Set[E]]): Map[E, Int] do
+               self.colorize_core(elements)
+               self.colorize_crown(elements)
                return self.coloration_result
        end
 
        # Colorize properties of the core hierarchy
-       private fun colorize_core(mclasses: Set[MClass]) do
+       private fun colorize_core(elements: Map[MClass, Set[E]]) do
                var min_color = 0
-               for mclass in mclasses do
+               for mclass in self.class_colorer.core do
                        var color = min_color
-
-                       # if the class is root, get the minimal color
-                       if self.mmodule.parent_mclasses(mclass).length == 0 then
-                               colorize_elements(self.properties(mclass), color)
-                       else
-                               # check last color used by parents
-                               color = max_color(color, self.mmodule.parent_mclasses(mclass))
-                               # check max color used in conflicts
-                               if self.class_colorer.conflicts_graph.has_key(mclass) then
-                                       color = max_color(color, self.class_colorer.conflicts_graph[mclass])
-                               end
-                               colorize_elements(self.properties(mclass), color)
+                       # check last color used by parents
+                       color = max_color(color, mclass.in_hierarchy(mmodule).direct_greaters, elements)
+                       # check max color used in conflicts
+                       if self.class_colorer.conflicts_graph.has_key(mclass) then
+                               color = max_color(color, self.class_colorer.conflicts_graph[mclass], elements)
                        end
+                       colorize_elements(elements[mclass], color)
                end
        end
 
        # Colorize properties of the crown hierarchy
-       private fun colorize_crown(mclasses: Set[MClass]) do
-               for mclass in mclasses do
-                       colorize_elements(self.properties(mclass), max_color(0, self.mmodule.parent_mclasses(mclass)))
+       private fun colorize_crown(elements: Map[MClass, Set[E]]) do
+               for mclass in self.class_colorer.crown do
+                       var parents = new HashSet[MClass]
+                       if mmodule.flatten_mclass_hierarchy.has(mclass) then
+                               parents.add_all(mclass.in_hierarchy(mmodule).direct_greaters)
+                       end
+                       colorize_elements(elements[mclass], max_color(0, parents, elements))
                end
        end
 
@@ -485,11 +448,11 @@ abstract class MPropertyColorer[E: MProperty]
                end
        end
 
-       private fun max_color(min_color: Int, mclasses: Collection[MClass]): Int do
+       private fun max_color(min_color: Int, mclasses: Collection[MClass], elements: Map[MClass, Set[E]]): Int do
                var max_color = min_color
 
                for mclass in mclasses do
-                       for mproperty in self.properties(mclass) do
+                       for mproperty in elements[mclass] do
                                var color = min_color
                                if self.coloration_result.has_key(mproperty) then
                                        color = self.coloration_result[mproperty]
@@ -499,71 +462,40 @@ abstract class MPropertyColorer[E: MProperty]
                end
                return max_color
        end
-
-       # Filter properties
-       private fun properties(mclass: MClass): Set[E] is abstract
-end
-
-# Coloring for MMethods
-class MMethodColorer
-       super MPropertyColorer[MMethod]
-
-       init(mmodule: MModule) do super
-
-       redef fun properties(mclass) do
-               var properties = new HashSet[MMethod]
-               for mprop in self.mmodule.properties(mclass) do
-                       if mprop isa MMethod then properties.add(mprop)
-               end
-               return properties
-       end
-end
-
-# Coloring for MMAttributes
-class MAttributeColorer
-       super MPropertyColorer[MAttribute]
-
-       init(mmodule: MModule) do super
-
-       redef fun properties(mclass) do
-               var properties = new HashSet[MAttribute]
-               for mprop in self.mmodule.properties(mclass) do
-                       if mprop isa MAttribute then properties.add(mprop)
-               end
-               return properties
-       end
-end
-
-# Coloring for MVirtualTypeProps
-class MVirtualTypePropColorer
-       super MPropertyColorer[MVirtualTypeProp]
-
-       init(mmodule: MModule) do super
-
-       redef fun properties(mclass) do
-               var properties = new HashSet[MVirtualTypeProp]
-               for mprop in self.mmodule.properties(mclass) do
-                       if mprop isa MVirtualTypeProp then properties.add(mprop)
-               end
-               return properties
-       end
 end
 
-# Colorer for type resolution table
+# Layout builder for resolution tables using coloration (CL)
 class ResolutionColorer
+       super ResolutionLayoutBuilder
 
        private var coloration_result: Map[MType, Int] = new HashMap[MType, Int]
 
        init do end
 
-       fun colorize(elements: Map[MClassType, Set[MType]]): Map[MType, Int] do
+       # Compute resolved types colors
+       redef fun build_layout(elements) do
                self.build_conflicts_graph(elements)
-               self.colorize_elements(elements)
-               return coloration_result
+               var result = new Layout[MType]
+               result.ids = self.compute_ids(elements)
+               result.pos = self.colorize_elements(elements)
+               return result
+       end
+
+       private fun compute_ids(elements: Map[MClassType, Set[MType]]): Map[MType, Int] do
+               var ids = new HashMap[MType, Int]
+               var color = 0
+               for mclasstype, mclasstypes in elements do
+                       for element in mclasstypes do
+                               if ids.has_key(element) then continue
+                               ids[element] = color
+                               color += 1
+                       end
+               end
+               return ids
        end
 
        # Colorize a collection of elements
-       fun colorize_elements(elements: Map[MClassType, Set[MType]]) do
+       private fun colorize_elements(elements: Map[MClassType, Set[MType]]): Map[MType, Int] do
                var min_color = 0
                for mclasstype, mclasstypes in elements do
                        for element in mclasstypes do
@@ -576,6 +508,7 @@ class ResolutionColorer
                                color = min_color
                        end
                end
+               return self.coloration_result
        end
 
        # Check if a related element to the element already use the color
@@ -618,8 +551,9 @@ private class PerfectHasher[T: Object, U: Object]
 
        var operator: PHOperator
 
-       init(operator: PHOperator) do self.operator = operator
+       init do end
 
+       # Compute mask for each holders
        fun compute_masks(conflicts: Map[T, Set[U]], ids: Map[U, Int]): Map[T, Int] do
                var masks = new HashMap[T, Int]
                for mclasstype, mtypes in conflicts do
@@ -646,6 +580,7 @@ private class PerfectHasher[T: Object, U: Object]
                return mask
        end
 
+       # Compute hash for each element in each holder
        fun compute_hashes(elements: Map[T, Set[U]], ids: Map[U, Int], masks: Map[T, Int]): Map[T, Map[U, Int]] do
                var hashes = new HashMap[T, Map[U, Int]]
                for mclasstype, mtypes in elements do
@@ -662,6 +597,7 @@ end
 
 # Abstract operator used for perfect hashing
 abstract class PHOperator
+       # hash `id` using `mask`
        fun op(mask: Int, id:Int): Int is abstract
 end
 
@@ -681,29 +617,36 @@ class PHAndOperator
        redef fun op(mask, id) do return mask.bin_and(id)
 end
 
+# Layout builder for typing tables using perfect hashing (PH)
 class TypingHasher[E: Object]
        super PerfectHasher[E, E]
+       super TypingLayoutBuilder[E]
 
-       var mmodule: MModule
+       private var mmodule: MModule
+       private var poset_builder: POSetBuilder[E]
+       private var poset_cache: nullable POSet[E]
 
-       init(operator: PHOperator, mmodule: MModule) do
-               super(operator)
+       private init(mmodule: MModule, poset_builder: POSetBuilder[E], operator: PHOperator) do
+               self.operator = operator
                self.mmodule = mmodule
+               self.poset_builder = poset_builder
        end
 
-       fun build_layout(elements: Set[E]): PHLayout[E, E] do
+       redef fun build_layout(elements: Set[E]): PHLayout[E, E] do
+               poset_cache = poset_builder.build_poset(elements)
                var result = new PHLayout[E, E]
                var conflicts = self.build_conflicts(elements)
-               result.ids = self.compute_ids(elements)
+               result.ids = self.compute_ids
                result.masks = self.compute_masks(conflicts, result.ids)
                result.hashes = self.compute_hashes(conflicts, result.ids, result.masks)
                return result
        end
 
        # Ids start from 1 instead of 0
-       private fun compute_ids(elements: Set[E]): Map[E, Int] do
+       private fun compute_ids: Map[E, Int] do
                var ids = new HashMap[E, Int]
-               var lin = self.reverse_linearize(elements)
+               var lin = poset.to_a
+               poset.sort(lin)
                for e in lin do
                        ids[e] = ids.length + 1
                end
@@ -713,41 +656,96 @@ class TypingHasher[E: Object]
        private fun build_conflicts(elements: Set[E]): Map[E, Set[E]] do
                var conflicts = new HashMap[E, Set[E]]
                for e in elements do
-                       var supers = self.super_elements(e, elements)
+                       var supers = new HashSet[E]
+                       supers.add_all(self.poset[e].greaters)
                        supers.add(e)
                        conflicts[e] = supers
                end
                return conflicts
        end
-
-       private fun super_elements(element: E, elements: Set[E]): Set[E] is abstract
-       private fun reverse_linearize(elements: Set[E]): Array[E] is abstract
 end
 
+# Layout builder for typing tables with types using perfect hashing (PH)
 class MTypeHasher
        super TypingHasher[MType]
+       init(operator: PHOperator, mmodule: MModule) do super(mmodule, new MTypePOSetBuilder(mmodule), operator)
+end
 
-       init(operator: PHOperator, mmodule: MModule) do super(operator, mmodule)
+# Layout builder for typing tables with classes using perfect hashing (PH)
+class MClassHasher
+       super TypingHasher[MClass]
+       init(operator: PHOperator, mmodule: MModule) do super(mmodule, new MClassPOSetBuilder(mmodule), operator)
+end
 
-       redef fun super_elements(element, elements) do
-               return self.mmodule.super_mtypes(element, elements)
+# Abstract layout builder for properties tables using perfect hashing (PH)
+class MPropertyHasher[E: PropertyLayoutElement]
+       super PerfectHasher[MClass, E]
+       super PropertyLayoutBuilder[E]
+
+       var mmodule: MModule
+
+       init(operator: PHOperator, mmodule: MModule) do
+               self.operator = operator
+               self.mmodule = mmodule
        end
 
-       redef fun reverse_linearize(elements) do
-               return self.mmodule.reverse_linearize_mtypes(elements)
+       fun build_poset(mclasses: Set[MClass]): POSet[MClass] do
+               var poset = new POSet[MClass]
+               for e in mclasses do
+                       poset.add_node(e)
+                       for o in mclasses do
+                               if e == o or not mmodule.flatten_mclass_hierarchy.has(e) then continue
+                               if e.in_hierarchy(mmodule) < o then poset.add_edge(e, o)
+                       end
+               end
+               return poset
        end
-end
 
-class MClassHasher
-       super TypingHasher[MClass]
+       redef fun build_layout(elements) do
+               var result = new PHLayout[MClass, E]
+               var ids = new HashMap[E, Int]
+               var mclasses = new HashSet[MClass]
+               mclasses.add_all(elements.keys)
+               var poset = build_poset(mclasses)
+               var lin = poset.to_a
+               poset.sort(lin)
+               for mclass in lin.reversed do
+                       for mproperty in elements[mclass] do
+                               if ids.has_key(mproperty) then continue
+                               ids[mproperty] = ids.length + 1
+                       end
+               end
+               result.ids = ids
+               result.pos = ids
+               result.masks = self.compute_masks(elements, ids)
+               result.hashes = self.compute_hashes(elements, ids, result.masks)
+               return result
+       end
+end
 
-       init(operator: PHOperator, mmodule: MModule) do super(operator, mmodule)
+# Layout builder for resolution tables using perfect hashing (PH)
+class ResolutionHasher
+       super PerfectHasher[MClassType, MType]
+       super ResolutionLayoutBuilder
 
-       redef fun super_elements(element, elements) do
-               return self.mmodule.super_mclasses(element)
-       end
+       init(operator: PHOperator) do self.operator = operator
 
-       redef fun reverse_linearize(elements) do
-               return self.mmodule.reverse_linearize_mclasses(elements)
+       # Compute resolved types masks and hashes
+       redef fun build_layout(elements) do
+               var result = new PHLayout[MClassType, MType]
+               var ids = new HashMap[MType, Int]
+               var color = 1
+               for mclasstype, mclasstypes in elements do
+                       for element in mclasstypes do
+                               if ids.has_key(element) then continue
+                               ids[element] = color
+                               color += 1
+                       end
+               end
+               result.ids = ids
+               result.pos = ids
+               result.masks = self.compute_masks(elements, ids)
+               result.hashes = self.compute_hashes(elements, ids, result.masks)
+               return result
        end
 end