// Conjure a new symbol if necessary to recover precision.
if (Result.isUnknown()){
DefinedOrUnknownSVal SymVal =
- svalBuilder.conjureSymbolVal(nullptr, Ex, LCtx,
+ svalBuilder.conjureSymbolVal(nullptr, U, LCtx,
currBldrCtx->blockCount());
Result = SymVal;
resultTy);
case nonloc::ConcreteIntKind: {
// Transform the integer into a location and compare.
+ // FIXME: This only makes sense for comparisons. If we want to, say,
+ // add 1 to a LocAsInteger, we'd better unpack the Loc and add to it,
+ // then pack it back into a LocAsInteger.
llvm::APSInt i = rhs.castAs<nonloc::ConcreteInt>().getValue();
BasicVals.getAPSIntType(Context.VoidPtrTy).apply(i);
return evalBinOpLL(state, op, lhsL, makeLoc(i), resultTy);
rhs = convertToArrayIndex(rhs).castAs<NonLoc>();
SVal index = UnknownVal();
const MemRegion *superR = nullptr;
+ // We need to know the type of the pointer in order to add an integer to it.
+ // Depending on the type, different amount of bytes is added.
QualType elementType;
if (const ElementRegion *elemReg = dyn_cast<ElementRegion>(region)) {
assert(op == BO_Add || op == BO_Sub);
index = (op == BO_Add) ? rhs : evalMinus(rhs);
superR = region;
+ // TODO: Is this actually reliable? Maybe improving our MemRegion
+ // hierarchy to provide typed regions for all non-void pointers would be
+ // better. For instance, we cannot extend this towards LocAsInteger
+ // operations, where result type of the expression is integer.
if (resultTy->isAnyPointerType())
elementType = resultTy->getPointeeType();
}