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Groovy for Domain-Specific Languages, Second Edition

Groovy for Domain-Specific Languages, Second Edition

By : Dearle
4.7 (3)
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Groovy for Domain-Specific Languages, Second Edition

Groovy for Domain-Specific Languages, Second Edition

4.7 (3)
By: Dearle

Overview of this book

The times when developing on the JVM meant you were a Java programmer have long passed. The JVM is now firmly established as a polyglot development environment with many projects opting for alternative development languages to Java such as Groovy, Scala, Clojure, and JRuby. In this pantheon of development languages, Groovy stands out for its excellent DSL enabling features which allows it to be manipulated to produce mini languages that are tailored to a project’s needs. A comprehensive tutorial on designing and developing mini Groovy based Domain Specific Languages, this book will guide you through the development of several mini DSLs that will help you gain all the skills needed to develop your own Groovy based DSLs with confidence and ease. Starting with the bare basics, this book will focus on how Groovy can be used to construct domain specific mini languages, and will go through the more complex meta-programming features of Groovy, including using the Abstract Syntax Tree (AST). Practical examples are used throughout this book to de-mystify these seemingly complex language features and to show how they can be used to create simple and elegant DSLs. Packed with examples, including several fully worked DSLs, this book will serve as a springboard for developing your own DSLs.
Table of Contents (14 chapters)
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1
1. Introduction to DSLs and Groovy
13
Index

A game DSL – goals

  • The first goal for this DSL was to get beyond the console-bound apps that we had been building. Something that could work in conjunction with a web-based UI would be good but ideally something that would allow a mobile app as the UI would be best.
  • We needed to build on the existing skills that the kids had acquired.
  • There would need to be a very simple interaction between the game logic on the one hand and the user interface on the other. The kids would need to be able, in time, to work on both aspects.
  • We used the Cloud9 online web-based IDE https://c9.io/. So we needed a solution that would run on a remote workspace. The mentors typically used a premium workspace account but the students worked on free accounts, which limited their VMs to 512 MB RAM and 1 GB disk. Ideally, we wanted to be able to run the environment and compile the DSL code on the student's free accounts.

Architecture and technology choices

We needed a user interface technology that would be...

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