1,257 research outputs found

    Linguistic Reflection in Java

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    Reflective systems allow their own structures to be altered from within. Here we are concerned with a style of reflection, called linguistic reflection, which is the ability of a running program to generate new program fragments and to integrate these into its own execution. In particular we describe how this kind of reflection may be provided in the compiler-based, strongly typed object-oriented programming language Java. The advantages of the programming technique include attaining high levels of genericity and accommodating system evolution. These advantages are illustrated by an example taken from persistent programming which shows how linguistic reflection allows functionality (program code) to be generated on demand (Just-In-Time) from a generic specification and integrated into the evolving running program. The technique is evaluated against alternative implementation approaches with respect to efficiency, safety and ease of use.Comment: 25 pages. Source code for examples at http://www-ppg.dcs.st-and.ac.uk/Java/ReflectionExample/ Dynamic compilation package at http://www-ppg.dcs.st-and.ac.uk/Java/DynamicCompilation

    A general framework for positioning, evaluating and selecting the new generation of development tools.

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    This paper focuses on the evaluation and positioning of a new generation of development tools containing subtools (report generators, browsers, debuggers, GUI-builders, ...) and programming languages that are designed to work together and have a common graphical user interface and are therefore called environments. Several trends in IT have led to a pluriform range of developments tools that can be classified in numerous categories. Examples are: object-oriented tools, GUI-tools, upper- and lower CASE-tools, client/server tools and 4GL environments. This classification does not sufficiently cover the tools subject in this paper for the simple reason that only one criterion is used to distinguish them. Modern visual development environments often fit in several categories because to a certain extent, several criteria can be applied to evaluate them. In this study, we will offer a broad classification scheme with which tools can be positioned and which can be refined through further research.

    An overview of the ciao multiparadigm language and program development environment and its design philosophy

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    We describe some of the novel aspects and motivations behind the design and implementation of the Ciao multiparadigm programming system. An important aspect of Ciao is that it provides the programmer with a large number of useful features from different programming paradigms and styles, and that the use of each of these features can be turned on and off at will for each program module. Thus, a given module may be using e.g. higher order functions and constraints, while another module may be using objects, predicates, and concurrency. Furthermore, the language is designed to be extensible in a simple and modular way. Another important aspect of Ciao is its programming environment, which provides a powerful preprocessor (with an associated assertion language) capable of statically finding non-trivial bugs, verifying that programs comply with specifications, and performing many types of program optimizations. Such optimizations produce code that is highly competitive with other dynamic languages or, when the highest levéis of optimization are used, even that of static languages, all while retaining the interactive development environment of a dynamic language. The environment also includes a powerful auto-documenter. The paper provides an informal overview of the language and program development environment. It aims at illustrating the design philosophy rather than at being exhaustive, which would be impossible in the format of a paper, pointing instead to the existing literature on the system

    A component-based model and language for wireless sensor network applications

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    Wireless sensor networks are often used by experts in many different fields to gather data pertinent to their work. Although their expertise may not include software engineering, these users are expected to produce low-level software for a concurrent, real-time and resource-constrained computing environment. In this paper, we introduce a component-based model for wireless sensor network applications and a language, Insense, for supporting the model. An application is modelled as a composition of interacting components and the application model is preserved in the Insense implementation where active components communicate via typed channels. The primary design criteria for Insense include: to abstract over low-level concerns for ease of programming; to permit worst-case space and time usage of programs to be determinable; to support the fractal composition of components whilst eliminating implicit dependencies between them; and, to facilitate the construction of low footprint programs suitable for resource-constrained devices. This paper presents an overview of the component model and Insense, and demonstrates how they meet the above criteria.Preprin

    MetaBETA: Model and Implementation

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    Object-oriented programming languages are excellent for expressing abstractions in many application domains. The object-oriented programming methodology allows real-world concepts to modelled in an easy and direct fashion and it supports refinement of concepts. However, many object-oriented languages and their implementations fall short in two areas: dynamic extensibility and reflection.Dynamic extensibility is the ability to incorporate new classes into an application at runtime. Reflection makes it possible for a language to extend its own domain, e.g., to build type-orthogonal functionality. MetaBETA is an extension of the BETA language that supports dynamic extensibility and reflection. MetaBETA has a metalevel interface that provides access to the state of a running application and to the default implementation of language primities.This report presents the model behind MetaBETA. In particular, we discuss the execution model of a MetaBETA program and how type- orthogonal abstractions can be built. This includes precentation of dynamic slots, a mechanism that makes is possible ectend objects at runtime. The other main area covered in this report is the implementation of MetaBETA. The central component of the architecture is a runtime system, which is viewed as a virtual machine whose baselevel interface implements the functionality needed by the programming language

    C++ Templates as Partial Evaluation

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    This paper explores the relationship between C++ templates and partial evaluation. Templates were designed to support generic programming, but unintentionally provided the ability to perform compile-time computations and code generation. These features are completely accidental, and as a result their syntax is awkward. By recasting these features in terms of partial evaluation, a much simpler syntax can be achieved. C++ may be regarded as a two-level language in which types are first-class values. Template instantiation resembles an offline partial evaluator. This paper describes preliminary work toward a single mechanism based on Partial Evaluation which unifies generic programming, compile-time computation and code generation. The language Catat is introduced to illustrate these ideas.Comment: 13 page

    Revisiting Actor Programming in C++

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    The actor model of computation has gained significant popularity over the last decade. Its high level of abstraction makes it appealing for concurrent applications in parallel and distributed systems. However, designing a real-world actor framework that subsumes full scalability, strong reliability, and high resource efficiency requires many conceptual and algorithmic additives to the original model. In this paper, we report on designing and building CAF, the "C++ Actor Framework". CAF targets at providing a concurrent and distributed native environment for scaling up to very large, high-performance applications, and equally well down to small constrained systems. We present the key specifications and design concepts---in particular a message-transparent architecture, type-safe message interfaces, and pattern matching facilities---that make native actors a viable approach for many robust, elastic, and highly distributed developments. We demonstrate the feasibility of CAF in three scenarios: first for elastic, upscaling environments, second for including heterogeneous hardware like GPGPUs, and third for distributed runtime systems. Extensive performance evaluations indicate ideal runtime behaviour for up to 64 cores at very low memory footprint, or in the presence of GPUs. In these tests, CAF continuously outperforms the competing actor environments Erlang, Charm++, SalsaLite, Scala, ActorFoundry, and even the OpenMPI.Comment: 33 page
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