1,099 research outputs found

    Fifty years of Hoare's Logic

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    We present a history of Hoare's logic.Comment: 79 pages. To appear in Formal Aspects of Computin

    A Rational Deconstruction of Landin's SECD Machine with the J Operator

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    Landin's SECD machine was the first abstract machine for applicative expressions, i.e., functional programs. Landin's J operator was the first control operator for functional languages, and was specified by an extension of the SECD machine. We present a family of evaluation functions corresponding to this extension of the SECD machine, using a series of elementary transformations (transformation into continu-ation-passing style (CPS) and defunctionalization, chiefly) and their left inverses (transformation into direct style and refunctionalization). To this end, we modernize the SECD machine into a bisimilar one that operates in lockstep with the original one but that (1) does not use a data stack and (2) uses the caller-save rather than the callee-save convention for environments. We also identify that the dump component of the SECD machine is managed in a callee-save way. The caller-save counterpart of the modernized SECD machine precisely corresponds to Thielecke's double-barrelled continuations and to Felleisen's encoding of J in terms of call/cc. We then variously characterize the J operator in terms of CPS and in terms of delimited-control operators in the CPS hierarchy. As a byproduct, we also present several reduction semantics for applicative expressions with the J operator, based on Curien's original calculus of explicit substitutions. These reduction semantics mechanically correspond to the modernized versions of the SECD machine and to the best of our knowledge, they provide the first syntactic theories of applicative expressions with the J operator

    Data types

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    A Mathematical interpretation is given to the notion of a data type. The main novelty is in the generality of the mathematical treatment which allows procedural data types and circularly defined data types. What is meant by data type is pretty close to what any computer scientist would understand by this term or by data structure, type, mode, cluster, class. The mathematical treatment is the conjunction of the ideas of D. Scott on the solution of domain equations (Scott (71), (72) and (76)) and the initiality property noticed by the ADJ group (ADJ (75), ADJ (77)). The present work adds operations to the data types proposed by Scott and generalizes the data types of ADJ to procedural types and arbitrary circular type definitions. The advantages of a mathematical interpretation of data types are those of mathematical semantics in general : throwing light on some ill-understood constructs in high-level programming languages, easing the task of writing correct programs and making possible proofs of correctness for programs or implementations"

    Thin Games with Symmetry and Concurrent Hyland-Ong Games

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    We build a cartesian closed category, called Cho, based on event structures. It allows an interpretation of higher-order stateful concurrent programs that is refined and precise: on the one hand it is conservative with respect to standard Hyland-Ong games when interpreting purely functional programs as innocent strategies, while on the other hand it is much more expressive. The interpretation of programs constructs compositionally a representation of their execution that exhibits causal dependencies and remembers the points of non-deterministic branching.The construction is in two stages. First, we build a compact closed category Tcg. It is a variant of Rideau and Winskel's category CG, with the difference that games and strategies in Tcg are equipped with symmetry to express that certain events are essentially the same. This is analogous to the underlying category of AJM games enriching simple games with an equivalence relations on plays. Building on this category, we construct the cartesian closed category Cho as having as objects the standard arenas of Hyland-Ong games, with strategies, represented by certain events structures, playing on games with symmetry obtained as expanded forms of these arenas.To illustrate and give an operational light on these constructions, we interpret (a close variant of) Idealized Parallel Algol in Cho

    Memoized zipper-based attribute grammars and their higher order extension

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    Attribute grammars are a powerfull, well-known formalism to implement and reason about programs which, by design, are conveniently modular. In this work we focus on a state of the art zipper-based embedding of classic attribute grammars and higher-order attribute grammars. We improve their execution performance through controlling attribute (re)evaluation by means of memoization techniques. We present the results of our optimizations by comparing their impact in various implementations of different, well-studied, attribute grammars and their Higher-Order extensions. (C) 2018 Elsevier B.V. All rights reserved.- (undefined

    Specifying Software Languages: Grammars, Projectional Editors, and Unconventional Approaches

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    We discuss several approaches for defining software languages, together with Integrated Development Environments for them. Theoretical foundation is grammar-based models: they can be used where proven correctness of specifications is required. From a practical point of view, we discuss how language specification can be made more accessible by focusing on language workbenches and projectional editing, and discuss how it can be formalized. We also give a brief overview of unconventional ideas to language definition, and outline three open problems connected to the approaches we discuss

    The pragmatic formalization of computing systems relative to a given high-level language

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    Symbolic Game Semantics for Model Checking Program Families

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    On the Learnability of Programming Language Semantics

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    This is the final version of the article. Available from ICE via the DOI in this record.Game semantics is a powerful method of semantic analysis for programming languages. It gives mathematically accurate models ("fully abstract") for a wide variety of programming languages. Game semantic models are combinatorial characterisations of all possible interactions between a term and its syntactic context. Because such interactions can be concretely represented as sets of sequences, it is possible to ask whether they can be learned from examples. Concretely, we are using long short-term memory neural nets (LSTM), a technique which proved effective in learning natural languages for automatic translation and text synthesis, to learn game-semantic models of sequential and concurrent versions of Idealised Algol (IA), which are algorithmically complex yet can be concisely described. We will measure how accurate the learned models are as a function of the degree of the term and the number of free variables involved. Finally, we will show how to use the learned model to perform latent semantic analysis between concurrent and sequential Idealised Algol
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