<> <> <> DIRECTORY CD, Core, CoreFlat, CoreGeometry, Sinix; ExtractUtilities: CEDAR DEFINITIONS = BEGIN <> <> <> PreExtracted: Sinix.ExtractProc; <> <> <> MatchSourceToExtracted: PROC [sdecoration, edecoration: CoreGeometry.Decoration, slayer, elayer: CD.Layer, source, extracted: Core.CellType, name: Core.ROPE _ NIL, props: Core.Properties _ NIL] RETURNS [new: Core.CellType]; <> <> Search: PROC [rootCT: Core.CellType, name: Core.ROPE] RETURNS [ct: Core.CellType _ NIL, flat: CoreFlat.FlatCellTypeRec _ CoreFlat.rootCellType]; <> <> RefInts: TYPE = LIST OF REF INT; <> <<>> CountInstances: PROC [object: CD.Object] RETURNS [instanceCounts: RefInts]; <> KeepChoice: TYPE = {all, none, one}; CleanUpDecorations: PROC [decoration: CoreGeometry.Decoration, cell: Core.CellType, keepObject: BOOL _ FALSE, keepPins: KeepChoice _ none, keepGeometry: KeepChoice _ one]; FlattenUniques: PROC [decoration: CoreGeometry.Decoration, cell: Core.CellType, flattenNamed: BOOL _ FALSE] RETURNS [Core.CellType]; <<>> END.