17 research outputs found
Axiom-Based Transformations: Optimisation and Testing
Programmers typically have knowledge about properties of their programs that aren't explicitly expressed in the code  properties that may be very useful for, e.g., compiler optimisation and automated testing. Although such information is sometimes written down in a formal or informal specification, it is generally not accessible to compilers and other tools. However, using the idea of concepts and axioms in the upcoming C++ standard, we may embed axioms with program code. In this paper, we sketch how such axioms can be interpreted as rewrite rules and test oracles. Rewrite rules together with user-defined transformation strategies allow us to implement program or library-specific optimisations.publishedVersio
When and how to develop domain-specific languages
Domain-specific languages (DSLs) are languages tailored to a specific application domain. They offer substantial gains in expressiveness and ease of use compared with general purpose programming languages in their domain of application. DSL development is hard, requiring both domain knowledge and language development expertise. Few people have both. Not surprisingly, the decision to develop a DSL is often postponed indefinitely, if considered at all, and most DSLs never get beyond the application library stage. While many articles have been written on the development of particular DSLs, there is very limited literature on DSL development methodologies and many questions remain regarding when and how to develop a DSL. To aid the DSL developer, we identify patterns in the decision, analysis, design, and implementation phases of DSL development. Our patterns try to improve on and extend earlier work on DSL design patterns, in particular by Spinellis (2001). We also discuss domain analysis tools and language development systems that may help to speed up DSL development. Finally, we state a number of open problems
Towards Automatic Learning of Heuristics for Mechanical Transformations of Procedural Code
The current trend in next-generation exascale systems goes towards
integrating a wide range of specialized (co-)processors into traditional
supercomputers. However, the integration of different specialized devices
increases the degree of heterogeneity and the complexity in programming such
type of systems. Due to the efficiency of heterogeneous systems in terms of
Watt and FLOPS per surface unit, opening the access of heterogeneous platforms
to a wider range of users is an important problem to be tackled. In order to
bridge the gap between heterogeneous systems and programmers, in this paper we
propose a machine learning-based approach to learn heuristics for defining
transformation strategies of a program transformation system. Our approach
proposes a novel combination of reinforcement learning and classification
methods to efficiently tackle the problems inherent to this type of systems.
Preliminary results demonstrate the suitability of the approach for easing the
programmability of heterogeneous systems.Comment: Part of the Program Transformation for Programmability in
Heterogeneous Architectures (PROHA) workshop, Barcelona, Spain, 12th March
2016, 9 pages, LaTe
Building-Blocks for Performance Oriented DSLs
Domain-specific languages raise the level of abstraction in software
development. While it is evident that programmers can more easily reason about
very high-level programs, the same holds for compilers only if the compiler has
an accurate model of the application domain and the underlying target platform.
Since mapping high-level, general-purpose languages to modern, heterogeneous
hardware is becoming increasingly difficult, DSLs are an attractive way to
capitalize on improved hardware performance, precisely by making the compiler
reason on a higher level. Implementing efficient DSL compilers is a daunting
task however, and support for building performance-oriented DSLs is urgently
needed. To this end, we present the Delite Framework, an extensible toolkit
that drastically simplifies building embedded DSLs and compiling DSL programs
for execution on heterogeneous hardware. We discuss several building blocks in
some detail and present experimental results for the OptiML machine-learning
DSL implemented on top of Delite.Comment: In Proceedings DSL 2011, arXiv:1109.032
Design patterns for library optimizations
Abstract. We apply the notion of design patterns to optimizations performed by designers of software libraries, focusing especially on object-oriented numerical libraries. We formalize three design patterns that we have abstracted from many existing libraries and discuss the role of these formalizations as a tool for guiding compiler optimizers. These optimizers operate at a very high level that would otherwise be left unoptimized by traditional optimizers. Finally, we discuss the implementation of a design pattern-based compiler optimizer for C++ abstract data types
Lifting the Abstraction Level of Compiler Transformations
Production compilers implement optimizing transformation rules for built-in types. What justifies applying these optimizing rules is the axioms that hold for built-in types and the built-in operations supported by these types. Similar axioms also hold for user-defined types and the operations defined on them, and therefore justify a set of optimization rules that may apply to user-defined types. Production compilers, however, do not attempt to construct and apply these optimization rules to user-defined types.
Built-in types together the axioms that apply to them are instances of more general algebraic structures. So are user-defined types and their associated axioms. We use the technique of generic programming, a programming paradigm to design efficient, reusable software libraries, to identify the commonality of classes of types, whether built-in or user-defined, convey the semantics of the classes of types to compilers, design scalable and effective program analysis for them, and eventually apply optimizing rules to the operations on them.
In generic programming, algorithms and data structures are defined in terms of such algebraic structures. The same definitions are reused for many types, both built-in and user-defined. This dissertation applies generic programming to compiler analyses and transformations. Analyses and transformations are specified for general algebraic structures, and they apply to all types, both built-in and primitive types
GAMESPECT: A Composition Framework and Meta-Level Domain Specific Aspect Language for Unreal Engine 4
Game engine programming involves a great number of software components, many of which perform similar tasks; for example, memory allocation must take place in the renderer as well as in the creation routines while other tasks such as error logging must take place everywhere. One area of all games which is critical to the success of the game is that of game balance and tuning. These balancing initiatives cut across all areas of code from the player and AI to the mission manager. In computer science, we’ve come to call these types of concerns “cross cutting”. Aspect oriented programming was developed, in part, to solve the problems of cross cutting: employing “advice” which can be incorporated across different pieces of functionality.
Yet, despite the prevalence of a solution, very little work has been done to bring cross cutting to game engine programming. Additionally, the discipline involves a heavy amount of code rewriting and reuse while simultaneously relying on many common design patterns that are copied from one project to another. In the case of game balance, the code may be wildly different across two different games despite the fact that similar tasks are being done. These two problems are exacerbated by the fact that almost every game engine has its own custom DSL (domain specific language) unique to that situation. If a DSL could showcase the areas of cross cutting concerns while highlighting the ability to capture design patterns that can be used across games, significant productivity savings could be achieved while simultaneously creating a common thread for discussion of shared problems within the domain.
This dissertation sought to do exactly that- create a metalanguage called GAMESPECT which supports multiple styles of DSLs while bringing aspect-oriented programming into the DSL’s to make them DSAL (domain specific aspect languages). The example cross cutting concern was game balance and tuning since it’s so pervasive and important to gaming. We have created GAMESPECT as a language and a composition framework which can assist engine developers and game designers in balancing their games, forming one central place for game balancing concerns even while these concerns may cross different languages and locations inside the source code. Generality was measured by showcasing the composition specifications in multiple contexts and languages.
In addition to evaluating generality and performance metrics, effectiveness was be measured. Specifically, comparisons were made between a balancing initiative when performed with GAMESPECT vs a traditional methodology. In doing so, this work shows a clear advantage to using a Metalanguage such as GAMESPECT for this task. In general, a line of code reduction of 9-40% per task was achieved with negligible effects to performance. The use of a metalanguage in Unreal Engine 4 is a starting point to further discussions concerning other game engines. In addition, this work has implications beyond video game programming. The work described highlights benefits which might be achieved in other disciplines where design pattern implementations and cross-cutting concern usage is high; the real time simulation field and the field of Windows GUI programming are two examples of future domains