577 research outputs found

    Evolving a DSL implementation

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    Domain Specific Languages (DSLs) are small languages designed for use in a specific domain. DSLs typically evolve quite radically throughout their lifetime, but current DSL implementation approaches are often clumsy in the face of such evolution. In this paper I present a case study of an DSL evolving in its syntax, semantics, and robustness, implemented in the Converge language. This shows how real-world DSL implementations can evolve along with changing requirements

    Evolving a DSL implementation

    Get PDF
    Domain Specific Languages (DSLs) are small languages designed for use in a specific domain. DSLs typically evolve quite radically throughout their lifetime, but current DSL implementation approaches are often clumsy in the face of such evolution. In this paper I present a case study of an DSL evolving in its syntax, semantics, and robustness, implemented in the Converge language. This shows how real-world DSL implementations can evolve along with changing requirements

    Semantic mutation testing

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    This is the Pre-print version of the Article. The official published version can be obtained from the link below - Copyright @ 2011 ElsevierMutation testing is a powerful and flexible test technique. Traditional mutation testing makes a small change to the syntax of a description (usually a program) in order to create a mutant. A test suite is considered to be good if it distinguishes between the original description and all of the (functionally non-equivalent) mutants. These mutants can be seen as representing potential small slips and thus mutation testing aims to produce a test suite that is good at finding such slips. It has also been argued that a test suite that finds such small changes is likely to find larger changes. This paper describes a new approach to mutation testing, called semantic mutation testing. Rather than mutate the description, semantic mutation testing mutates the semantics of the language in which the description is written. The mutations of the semantics of the language represent possible misunderstandings of the description language and thus capture a different class of faults. Since the likely misunderstandings are highly context dependent, this context should be used to determine which semantic mutants should be produced. The approach is illustrated through examples with statecharts and C code. The paper also describes a semantic mutation testing tool for C and the results of experiments that investigated the nature of some semantic mutation operators for C

    GAMESPECT: A Composition Framework and Meta-Level Domain Specific Aspect Language for Unreal Engine 4

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    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, weā€™ve come to call these types of concerns ā€œcross cuttingā€. Aspect oriented programming was developed, in part, to solve the problems of cross cutting: employing ā€œadviceā€ 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 DSLā€™s to make them DSAL (domain specific aspect languages). The example cross cutting concern was game balance and tuning since itā€™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

    C to O-O Translation: Beyond the Easy Stuff

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    Can we reuse some of the huge code-base developed in C to take advantage of modern programming language features such as type safety, object-orientation, and contracts? This paper presents a source-to-source translation of C code into Eiffel, a modern object-oriented programming language, and the supporting tool C2Eif. The translation is completely automatic and supports the entire C language (ANSI, as well as many GNU C Compiler extensions, through CIL) as used in practice, including its usage of native system libraries and inlined assembly code. Our experiments show that C2Eif can handle C applications and libraries of significant size (such as vim and libgsl), as well as challenging benchmarks such as the GCC torture tests. The produced Eiffel code is functionally equivalent to the original C code, and takes advantage of some of Eiffel's object-oriented features to produce safe and easy-to-debug translations

    XRound : A reversible template language and its application in model-based security analysis

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    Successful analysis of the models used in Model-Driven Development requires the ability to synthesise the results of analysis and automatically integrate these results with the models themselves. This paper presents a reversible template language called XRound which supports round-trip transformations between models and the logic used to encode system properties. A template processor that supports the language is described, and the use of the template language is illustrated by its application in an analysis workbench, designed to support analysis of security properties of UML and MOF-based models. As a result of using reversible templates, it is possible to seamlessly and automatically integrate the results of a security analysis with a model. (C) 2008 Elsevier B.V. All rights reserved

    Proceedings of the 3rd Workshop on Domain-Specific Language Design and Implementation (DSLDI 2015)

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    The goal of the DSLDI workshop is to bring together researchers and practitioners interested in sharing ideas on how DSLs should be designed, implemented, supported by tools, and applied in realistic application contexts. We are both interested in discovering how already known domains such as graph processing or machine learning can be best supported by DSLs, but also in exploring new domains that could be targeted by DSLs. More generally, we are interested in building a community that can drive forward the development of modern DSLs. These informal post-proceedings contain the submitted talk abstracts to the 3rd DSLDI workshop (DSLDI'15), and a summary of the panel discussion on Language Composition
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