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Build Your Own Programming Language

Build Your Own Programming Language

By : Clinton L. Jeffery
4.4 (17)
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Build Your Own Programming Language

Build Your Own Programming Language

4.4 (17)
By: Clinton L. Jeffery

Overview of this book

The need for different types of computer languages is growing rapidly and developers prefer creating domain-specific languages for solving specific application domain problems. Building your own programming language has its advantages. It can be your antidote to the ever-increasing size and complexity of software. In this book, you’ll start with implementing the frontend of a compiler for your language, including a lexical analyzer and parser. The book covers a series of traversals of syntax trees, culminating with code generation for a bytecode virtual machine. Moving ahead, you’ll learn how domain-specific language features are often best represented by operators and functions that are built into the language, rather than library functions. We’ll conclude with how to implement garbage collection, including reference counting and mark-and-sweep garbage collection. Throughout the book, Dr. Jeffery weaves in his experience of building the Unicon programming language to give better context to the concepts where relevant examples are provided in both Unicon and Java so that you can follow the code of your choice of either a very high-level language with advanced features, or a mainstream language. By the end of this book, you’ll be able to build and deploy your own domain-specific languages, capable of compiling and running programs.
Table of Contents (25 chapters)
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1
Section 1: Programming Language Frontends
7
Section 2: Syntax Tree Traversals
13
Section 3: Code Generation and Runtime Systems
21
Section 4: Appendix

Rendering regions in Unicon

This section describes a control structure called rendering regions, which was added to Unicon while writing this book. Since this feature is new, we will look at it in some detail. The rendering region control structure has been on Unicon's to-do list for a long time but adding a control structure can be a bit difficult, especially if the semantics are non-trivial, so it took writing this chapter to get around to it. First, though, we need to set the scene.

Rendering 3D graphics from a display list

Unicon's 3D graphics facilities specify what is to be drawn via a series of calls to a set of built-in functions, and an underlying runtime system renders code written in C and OpenGL that draws the scene as many times per second as possible. The Unicon functions and C render code communicate using a display list. Mainly, the Unicon functions place primitives on the end of the display list, and the rendering code traverses the display list and...

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