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Re: A weird NopStmt
> This looks like naive Jimple code. The nops are, I think, caused by the
> redundant pop instructions (of the return values of the virtualinvokes).
> I think they're eliminated by one of the optimizations; in particular, the
> DeadAssignmentEliminator should get them. However, these scalar
> optimizations are disabled by default in the beta release, because they
> have not yet been fully tested.
DAE has been fully tested but it's not invoked when a JimpleBody is
constructed.
> You can change the soot.jimple.JimpleOptimizationPack and uncomment the
> DAE. This should make the NopStmt's go away. It might be worthwhile,
> though, to make your PDG code handle NopStmt's.
We fixed it so that JimpleBody's will no longer be created with Nops, so
doing a DAE pass will not be necessary to get rid of them in the future.
Raja