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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

Case study – designing graphics facilities in Unicon

Unicon's graphics are concrete and non-trivial in size. The design of Unicon's graphics facilities is a real-world example that illustrates some of the trade-offs in programming language design. Most programming languages don't feature built-in graphics (or any built-in input/output), instead relegating all input/output to libraries. The C language certainly performs input/output via libraries, and Unicon's graphics facilities are built on top of C language APIs. When it comes to libraries, many languages emulate the lower-level language they are implemented in (such as C or Java) and attempt to provide an exact 1:1 translation of the APIs of the implementation language. When higher-level languages are implemented on top of lower-level languages, this approach provides full access to the underlying API, at the cost of lowering the language level when using those facilities.

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