pratt chapter 2
TRANSCRIPT
Programming Languages
Marjan Sirjani
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2. Language Design Issues
Design toRun efficiently : early languagesEasy to write correctly : new languages
Data typing features in MLClass of C++Package of Ada
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Major influences on designing a language
The underlying computer which programs execute upon;
The execution model, or virtual computer that supports the language on the actual hardware;
The computational model that the language implements.
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2.1. The Structure And Operation Of A ComputerA computer is an integrated set of algorithms and data structures capable of storing and executing programs.Hardware computer or virtual computer
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Major Components of a Computer (From a Programming
Language Designers View)
DataVarious kinds of elementary and structured
data.
Primitive operations
Sequence controlControlling the sequence of primitive
operations execution.
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Major Components of a Computer (From a Programming
Language Designers View)
Data access Controlling the data supplied to each execution of
an operation.
Storage management Controlling the allocation of storage for programs
and data.
Operating environment Providing mechanisms for communication with an
external environment containing programs and data.
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Data
Main memory
High-speed register
High-speed cache memory
External files
Data and Program
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operations
A set of build-in primitive operations Arithmetic operations on each built-in numeric
data (+,-,*,/) Testing various properties of data items (test for
zero, positive, and negative numbers) Accessing and modifying various parts of a data
item Controlling input-output devices Sequence control (jumps)
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Sequence Control
There is an interpreter :Fetch the instructionDecode instructionFetch designated operandsBranch to designated operationExecute primitive operations 1 to n
Using an address register
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Data Access
Access to operands of the operation
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Storage Management
Keeping all resources of the computer operating as much as possibleMemoryCentral processorExternal data devices
MultiprogrammingCache memory
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Operating Environment
The outside world of computer;
a set of peripherals and input-output devices
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Computer States
We saw the static organization of the computer,
We also must see the dynamic operation of it during program execution.
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Language Implementation
Translation (compilation) Accept programs in some source language as input and produce functionally equivalent programs
in another object language as output.
Assembler : assembly to machine language. Compiler : a high level language to assembly or
machine code. Loader,linker editor : machine code in relocatable form
to machine code really executable. Preprocessor : a high level language to a high level
language in a standard form .
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Language Implementation
Software simulation (interpretation)
the simulator executes the input program directly.
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Differences Between Software ImplementationsTranslation versus Interpretation
Physical input sequence –
Logical flow of control
Process each program statement exactly once –
might process some statements repeatedly
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Differences Between Software Implementations
Faster program execution – slow program execution
Loss of information about program – leaving statements in their original form
Object program much larger then the source program –
no space is needed for object program
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Firmware Computers
A common alternative to the strict hardware realization of a computer is the firmware computer,
simulated by a micro-program running on a special micro-programmable hardware computer.
(emulation)
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2.2. Virtual Computers
Hardware realizationPhysical devices
Firmware realizationmicroprogramming
Software simulationSome other programming language
Combination of these techniques
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Syntax and Semantics
Syntax: what the program looks like.
Semantics: the meaning given to the various syntactic constructs.
Example:
V: array [0..9] of integer;
int V[10];
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Hierarchies of Computers
Virtual computer developed by programmer
The language virtual computer
Operating system virtual computer
Firmware virtual computer
Actual hardware computer
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Binding and Binding Times
Binding of a program element to a particular characteristic or property : the choice of the property from a set of possible properties.
Binding time of the property for that element: the time during program formulation or processing when this choice is made.
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Examples Of Binding
Setting the value of an attributeA variable: name , type, storage areaA routine: name formal parameters of a
certain type, certain parameter-passing conventions,
A statement: associated actions.
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Classes of Binding Times
1. Execution time (run time)
(dynamic binding)
2. Translation time (compile time)
3. Language implementation time
4. Language definition time
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1. Execution time :On entry to subprogram or block.
Binding of formal to actual parameters in C.At arbitrary points during execution .
Binding of variables to values by assignments.
(can be modified repeatedly during execution)
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2. Translation time (compile time)Bindings chosen by the programmer
Variable names and typesBindings chosen by the translator
Relative locations of a data object in the storage allocated for a procedure
Bindings chosen by the loaderActual addresses
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3. Language implementation timeThe details associated with the
representation of numbers and of arithmetic operations.
(integer type memory representation)
4. Language definition timePossible statement forms, data structure
types, program structures. (integer type definition)
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Programming languages differ inThe number of entities with which they can
deal,The number of attributes to be bound to
attributes,The time at which such bindings occur
(binding time),The stability of the binding (fixed or
modifiable)
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Importance of Binding Times
Many of the most important differences among languages involve differences in binding times.
Early binding : efficiency.
(FORTRAN types, arithmetic operations)
Late binding : flexibility.
(ML types, string manipulations)
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Binding Time: An Example
X := X + 10
Set of possible types for variable X.
Type of variable X.
Set of possible values for variable X.
Value of the variable.
Representation of the constant 10.
Properties of the operator +.
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Attributes of a variable:NameScopeTypeL-valueR-value
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Name and Scope
Static scope binding: defines the scope in terms of the lexical structure of a program . (C, Pascal)
Dynamic scope binding: defines the scope of a variable’s name in term of program execution. (same dcl until new dcl)
(APL, LISP, SNOBOL)
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Name and Scope (dynamic binding)
{ /* block A*/ int x; … } { /* block B*/ int x; … } { /* block C*/ … x:= …; … }
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Type
Static typing: bind variables to their type at compile time, and the binding can not be changed during execution. Static type checking
Dynamic typing: run-time binding between variables and their types. (according to the value assigned)
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2.3. Language Paradigms
How does the program execute?
What sort of constructs does the language provide?
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Four basic computational models:
Imperative languages
Applicative language
Rule-based language
Object-oriented programming
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Imperative Languages
Imperative or procedural languages are command-driven or statement-oriented languages.Basic concept : machine state.The syntax has the form like: statement1; statement2; …
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Applicative Languages
Applicative or functional languages look at the function that program represents rather than just to the state changes as the program executes, statement by statement.
The syntax has the form like: functionn(…function2(function1 (data))…)
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Rule-based Languages
Rule-based or logical languages execute by checking for the presence of a certain condition and when it is satisfied, they execute an appropriate action.The syntax has the form like: enabling condition1 action1
enabling condition2 action2
…
enabling conditionn actionn
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Object-Oriented Languages
Object-oriented languages can be viewed as combining imperative and functional paradigms. Abstract data types inheritance
efficiency of imperative languages flexibility and reliability of functional languages.
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Generality of Computational Model
How one uses a programming language depends on the programmer.