How to improve my programming language? - testing

Hello everybody I have been making a programming language for some time now as a good learning experience etc and improving my programming skills.
It can use a lot of improvements and I'm sure somebody might be willing to find things that I can improve or help make it better.
My programming language has syntax, arrays etc very similar to PHP but with macro features like AutoIt and RegEx syntax of Perl etc. It is a bit of a mix and match of many features I liked most about other languages.
It includes a vast number of functions as shown here
Function Reference
With a pretty largely documented language features and syntax here
Language Reference
I'm looking to improve my language in every way possible which includes but not limited to finding bugs, creating test cases (to test all features and report success) etc.
I'm looking for people willing to help out or test or try make things and see how well it goes or perhaps find it useful and enjoy it.
If you can or know somebody who will be willing to help improve my language let me know.
Project Goals:
Get everything tested and make sure it all works (I can estimate at least 90+% works correctly)
Create a test script for every function where all tests get run from a single script (partially started)
Create a new GUI system (the current one works fine and can produce good applications but needs a remake)
Add another 1000 functions (Specifically all the stuff that's lacking such as Date/XML etc)
Create a series of games in Sputnik (So far I have completed one game which is a full Pengo remake of the original Amiga game it looks/works/runs exactly same as original)
Create a proper IDE (Even if that means using Eclipse or something) for Sputnik the current IDE is made in Sputnik and although its not bad it is lacking a ton of stuff that more advanced IDE's have
Complete the XNA library for Sputnik or drop it in favor of SDL/OpenGL
Support all .NET types natively (Currently this is only partial but yet surprisingly good seeing DotNet on wiki will show what's done so far on that)
Need a Linux+Mac DLL creating to provide all additional features to Sputnik specific for them platforms (Sputnik runs on Mono) currently only Windows gets a beefy dll and provides around 200 extra functions to Sputnik.
Finalize the grammar so it never changes to do this it will need to be perfect
Fix the wiki so all functions have correct argument names (instead of expression, expression2) and also fix all Return 1,0 to true/false (Boolean was added later to Sputnik after hundreds of functions were documented...)
Need to make a very extensive Win32 include scripts for Sputnik (Sputnik supports calling DLL files and creating C++ style structures for use in such DLL calls) so it can use all windows APIs directly
I want something similar to LPEG for Sputnik of course Sputniks build in parser is very powerful but it does require an IDE to generate it's grammar sheets where as something like LPEG could be done in user code
I want to complete LINQ in Sputnik so far only Where() is complete and that is just a prototype it wants a complete LINQ implementation (I like LINQ)
Design philosophy
Sputnik supports the Perl idea of "There is an insane number of ways to do one thing" (as demonstrated by having an Unless to go with the If and so on) that said Sputnik code can be very clear and easy to understand and very simplified.
I believe in strongly shortened code and will always seek to use the lowest amount of code possible to get the job done (As long as it's the fastest)
Sputnik includes the "my" keyword to make a value be local scope only same a Perl this helps with a good design

Operator lgi
Test if first value is lower or higher than the second (both treated as strings, case insensitive).
Who asked for that feature?

Related

interpreting a script through F#

I really like F# but I feel like it's not succint and short enough. I want to go further. I do have an idea of how I'd like to improve it but I have no experience in making compilers so I thought I'd make it a scripting language. Then I realized that I could make it a scripting language and interpret it using F# but still get pretty much 100% performance thanks to F# having the inline option. Am I right? Is it really possible to make a script interpreter in F# that would go through my script and turn it into lots of functors and stuff and so get really good performance?
I really like F# but I feel like it's not succinct and short enough. I want to go further. I do have an idea of how I'd like to improve it but I have no experience in making compilers so I thought I'd make it a scripting language.
F# supports scripting scenarios via F# Interactive, so I'd recommend considering an internal DSL first, or suggesting features on the F# Language UserVoice page.
Then I realized that I could make it a scripting language and interpret it using F# but still get pretty much 100% performance thanks to F# having the inline option. Am I right?
Depending on the scenario, interpreted code may be fast enough, for example if 99% of your application's time is spent waiting on network, database or graphics rendering, the overall cost of interpreting the code may be negligible. This is less true for compute based operations. F#'s inline functions can help with performance tuning but are unlikely to provide a global panacea.
Is it really possible to make a script interpreter in F#
As a starting point, it is possible to write an interpreter for vanilla F# code. You could for example use F#'s quotation mechanism to get an abstract syntax tree (AST) for a code fragment or entire module and then evaluate it. Here's a small F# snippet that evaluates a small subset of F# code quotations: http://fssnip.net/h1
Alternatively you could design your own language from scratch...
Is it really possible to make a script interpreter in F# that would go through my script and turn it into lots of functors and stuff and so get really good performance?
Yes, you could design your own scripting language, defining an AST using the F# type system, then writing a parser that transforms script code into the AST representation, and finally interpreting the AST.
Parser
There are a number of options for parsing including:
active patterns & regex, for example evaluating cells in a spreadsheet
FsLex & FsYacc, for example to parse SQL
FParsec, a parser combinator library, for example to parse Small Basic
I'd recommend starting with FParsec, it's got a good tutorial, plenty of samples and gives basic error messages for free based on your code.
Small Examples
Here's a few simple example interpreters using FParsec to get you started:
Turtle - http://fssnip.net/nM
Minimal Logo language - http://fssnip.net/nN
Small Basic - http://fssnip.net/le
Fun Basic
A while back I wrote my own simple programming language with F#, based on Microsoft's Small Basic with interesting extensions like support for tuples and pattern matching. It's called Fun Basic, has an IDE with code completion and is available free on the Windows Store. The Windows Store version is interpreted (due to restrictions on emitting code) and the performance is adequate. There is also a compiler version for the desktop which runs on Windows, Mac and Linux.
Is it really possible to make a script interpreter in F#
So I guess, the answer is YES, if you'd like to learn more there's a free recording of a talk I did at NDC London last year on how to Write Your Own Compiler in 24 Hours
I'd also recommend picking up Peter Sestoft's Programming Language Concepts book which has a chapter on building your own functional language.

When is it good to use embedded script language like Lua

I'm playing WoW for about 2 years and I was quite curious about Lua which is used to write addons. Since what I've read so far about Lua was "fast", "light" and "this is great", I was wondering how and when to use it.
What is the typical situation where you will need to embed a script language like Lua in a system ?
When you need end users to be able to define/change the system without requiring the system to rewritten. It's used in games to allow extensions or to allow the main game engine to remain unchanged, while allow content to be changed.
Embedded scripting languages work well for storing configuration information as well. Last I checked, the Mozilla family all use JavaScript for their config information.
Next up, they are great for developing plugins. You can create a custom API to expose to the plugin developers, and the plugin developers gain a lot of freedom from having an entire language to work with.
Another is when flat files aren't expressive enough. If you want to write data driven apps where behavior is parameterized, you'll get really tired of long strings of conditionals testing for config combinations. When this happens, you're better off writing the rules AND their evaluation into your config.
This topic gets some coverage in the book Pragramtic Programmer.
Lua is:
Lightweight
Easy to integrate, even in an asynchronized environment such as a game
Easy to learn for non-programmer staff such as integrators, designers and artists
Since games usually require all those qualities, Lua is mostly used there. Other sitation could be any application that needs some scripting functionality, but developers often opt for a little more heavy weight solution such as .Net or python.
In addition to the scripting and configurability cases mentioned, I would simply state that Lua+C (or Lua+C++) is a perfect match for any software development. It allows one to make an engine/usage interface where engine is done in C/C++ and the behaviour or customization done in Lua.
OS X Cocoa has Objective-C (C and Smalltalk amalgam, where language changes by the line). I find Lua+C similar, only the language changes by a source file, which to me is a better abstraction.
The reasons why you would not want to use Lua are also noteworthy. Because it hardly has a good debugger. Then again, people hardly seem to need one either. :)
a scripting language like Lua can also be used if you have to change code (with immediate effect) while the application is running. one may not see this in wow, because as far as i remember the code is loaded at the start (and not rechecked and reloaded while running).
but think of another example: webserver and scripting language - (thankfully) you can change your php code without having to recompile apache or restart apache.
steve yegge did that thing for his own mmorpg engine powering wyvern, using jython or rhino and javascript (can't remember). he wrote the core engine in java, but the program logic in python/javascript.
the effect of this is:
he doesn't have to restart the core engine when changing the scripts, because that would disconnect all the players
he can let others do the simpler programming like defining new items and monsters without exposing all the critical code to them
sandboxing: if an error happens inside the script, you may be able to handle it gracefully without endangering the surrounding application
Rapid development for application with real-time constraints. Computer games are one of these ;-)
It's a valid solution if you want to allow third parties to develop plug-ins or mods for your software.
You could implement an API in whatever language you are using, but a script language like LUA tends to be more simple and accessible for casual developers.
In addition to all the excellent reasons mentioned by others, Embedding Lua in C is very helpful when you need to manipulate text, work with files, or just need a higher level language. Lua has lots of nifty feature (Tables, functions are first class values, lots of other good stuff). Also, while lua isn't as fast as C or C++, it's pretty quick for an interpreted language.

Real time scripting language + MS DLR?

For starters I should let you guys know what I'm trying to do. The project I'm working on has a requirement that requires a custom scripting system to be built. This will be used by non-programmers who are using the application and should be as close to natural language as possible. An example would be if the user needs to run a custom simulation and plot the output, the code they would write would need to look like
variable input1 is 10;
variable input2 is 20;
variable value1 is AVERAGE(input1, input2);
variable condition1 is true;
if condition1 then PLOT(value1);
Might not make a lot of sense, but its just an example. AVERAGE and PLOT are functions we'd like to define, they shouldn't be allowed to change them or really even see how they work. Is something like this possible with DLR? If not what other options would we have(start with ANTRL to define the grammar and then move on?)? In the future this may need to run using XBAP and WPF too, so this is also something we need to consider, but haven't seen much if anything on dlr & xbap. Thanks, and hopefully this all makes sense.
Lua is not an option as it is to different from what they are already accustomed to.
Ralf, its going to reactive, and to be honest the timeframe for when the results should get back to the user may be 1/100 of a second all the way up to 2 weeks or a month(very complex mathematical functions).
Basically they already have a system they purchased that does some of what they need, and included a custom scripting language that does what I mentioned above and they don't want to have to learn a new one, they basically just want us to copy it and add functionality. I think I'll just start with ANTRL and go from there.
Lua
it's small, fast, easy to embed, portable, extensible, and fun!
Lua is definitly the best choice for soft real-time system (like computer games).
See http://shootout.alioth.debian.org/ for detailed benchmarks.
However, last time I checked, Lua used a mark-and-sweep garbage collector which can lead to deadline-violation and non-deterministic jitter in real-time systems.
I believe that you could use theoretically use the DLR, but I'm unsure about support in an XBAP (partially trusted?) scenario.
If you host the DLR you would quickly be able to take advantage of IronRuby or IronPython scripting. You would want to look at these implementations when creating your own language implementation. If you post your question to the IronPython mailing list I'm sure you would get a better reply around the XBAP scenario, and some of the developers there created ToyScript.
What kind of real-time requirement are you trying to fulfill? Is the simulation a hard real-time simulation (some kind of hardware-in-the-loop simulation ==> deadline is less than 1/1000 second)?
Or do you want the scripting-system to be "reactive" to user-input ==> 1/10 should be sufficient.
I am no expert regarding MS DLR, but as far as I know, it does not support hard real-time systems. You may want to take a look at the real-time specification for Java (RTSJ)
Firstly I think that defining your own language is not the way to go.
Primarily because the biggest productivity gains you can get for programmers or non-programmers are the development tools. You (and 99.9% of the rest of us) are not going to write tools as good as what is out their.
Language design is hard.
Language support and documentation, also hard
I would recommend looking for a pre-built solution. If you could find a language that can lock down some functionality, that would be a good starting point. MatLab would be the first that comes to my mind.
Lastly, ditch the natural language part, BASIC, COBOL and YA-TDWTF-Lang all tried and failed at it.
Full disclosure: I work for a company that is developing a generalized domain specific language "system". It's targeted at data-in/text-out applications so it's not apropos and it's not yet to beta. The result is I'm somewhat knowledgeable and biased.

Moving from static language to dynamic

There are a lot of discussions all over the internet and on SO, i.e. here and here, about static vs dynamic languages.
I'm not going to ask again about one vs another. Instead, my question is for those who moved (or at least tried to move) from static typed language to dynamic.
I'm not talking about moderate usage of JS on your web page or other scripting language embedded into statically typed software or small personal scripts. I mean moving to dynamic language as your primary general purpose language for developing production quality software in team.
Was that easy? What was the biggest advantage and the biggest challenge? Was it fun? :)
UPD: Did you find IDE support good enough? Did you find that you need less IDE support?
Was that easy?
Moderately. Some Java-isms are hard habits to break. My first six months, I wrote Python with ;'s. Icky. Once I was over it, though, I haven't looked back.
What was the biggest advantage?
Moving from the "write -> compile -> build -> run -> break -> debug -> write" cycle to a "write -> run -> break -> write" cycle. It takes time to get used to immediate gratification from the Python command-line interpreter. I was soooo used to endless design and planning before attempting to write (much less compile) any code.
At first I considered the python command line to be a kind of "education-only" interface. Then reading docstrings, doctests, and user guides where the application is being typed at the >>> prompt, I started to realize that the truly great Python software boils complexity and nuance down to stuff you can type interactively.
[I wish I could design stuff that worked that cleanly.]
What was the biggest challenge?
Multiple inheritance. I use it very rarely.
Was it fun?
So far.
It's also amazingly productive. More time with user requirements and real data. Less time planning an inheritance hierarchy with proper interfaces to capture meaning and compile correctly and be extensible enough to last at least to the next revision.
If I were you, I would try Scala!!!.
Scala has some aspects really interesting that lets you feel like doing dynamic, while doing static.
Scala is a statically typed language
with dynamic typed smell, because the
compiler makes you less repetitive
inferring your assignments.
A compiled language with a warm and
wonderful script flavor.Cause you can use the scala console, or even write scripts just like ruby or python. So you can choose between "write -> compile -> build -> run -> break -> debug -> write" or "write -> run -> break -> write" as S.Lott said.
Scala is a complete Functional
language with full support for OO. So you don't lose many important OO aspects like inheritance, encapsulation, polymorphism, etc.
Why answering you questions suggesting Scala? Because I tryed script languages before, and the main was Ruby. And it was just like S.Lott said. But not so easy for me and my team. Most of time static is safe, less error prone, and even faster if you have the right language.
Answering you three questions putting Scala inside we have:
Was that easy?
Yes. Sometimes you need to concentrate to leave you old concepts aside and go deep.
What was the biggest advantage?
You feel in home cause you don't need to change you environment or rewrite existing applications to migrate to Scala (talking about Java). If you come from Java, you can start playing with Scala after reading some articles. Not too much effort. Another important advantage is the use of a functional language en its embedded power.
Was it fun?
Sure! Changing your mind, changing your way to solve problems to the best is for sure funny.
This is my vision. You don't exactly need to leave off static to grab the advantage of dynamic.
Nice question.
I am now working in Ruby, PHP and ActionScript (the least dynamic of the three) instead of languages that I would prefer, like Java and C#. But beggars, I mean, workers in this economy, can't be choosers. Or rather, you have to choose your battles and your master.
It's hard to compare Ruby and Java because they've got more than one difference, and you only asked about the dynamic/static thing (and not even about the strongly vs. weakly-typed thing!). But on that front, what affects me most is always the IDE. I was always horrified when other Java programmers used Notepad or Textpad to write code, and nowadays there are just too many advantages of a good IDE for that madness. Not true with Ruby! I use Netbeans and it does really well, but one of the main differences is that I have to actually type code. Autocomplete, for me, was/is a way of life (I write SMS messages in full English/Spanish with the predictive dictionary, for instance, and never use abbreviations) and writing Ruby code does require more work.
So at first it was painful and I was constantly looking at, for instance, function names of classes that I had written (or that are part of Ruby) just to get the spelling right! So that sucked, I thought, and I continued to think that until...
I moved back to ActionScript the other day, and to get my IDE autocompleting (FlashDevelop or FlexBuilder) I declare all variables with types (strongly-typed by choice, if you will)... and suddenly I thought what a friggin' hassle!
And then today I had to do some feature additions on a Ruby project and it felt free and cool. The code is clean, and why would I be informing the IDE of what I'm trying to write anyway?
So I would say that 1) the biggest challenges are learning the language and the framework you're working in, like always 2) it's been amazingly fun and deeply eye-opening. New languages always carry new things with them, but dynamic languages just feel different. And that's just the kind of thing that gets you to wake up at 7am and do some coding on a Sunday morning before falling asleep again.
I like programming and like most of you, I've spent some time with stored procedures, XSL, static, dynamic, whatever... it's all fun, and they all feel totally different. In the end, the framework you are working in will be the thing that will convince you too stay or not (if you have a choice), I think, but languages are to learned, studied and experienced, not compared.
I can't qualify myself fully under that handle but I did spend a while writing some an interesting Python mini-game after having spent many years writing Java. So, I might be mixing a little bit of moving from compiled to interpreted along with it.
I found myself using notation to mimic static typing. :)
However, I did find myself cranking code out at a slightly better clip. Having an interpreter is a godsend as far as learning new language/writing new code. The shorter the time between finishing a line of code and seeing it work, the faster you can write, and I think that is probably the best thing most dynamic and interpreted languages.
My code didn't look too different, all things considered. Though, Python has a lot of fun data structures. :)
I'm also interested in this topic.
Tried do dive into Ruby and Rails a while ago, and it really helped me to grasp the ASP.Net MVC stuff, which i think is a bit too chalenging at first for average .net developer.
If you're interested more on moving in this direction, or curious about how some developers moved from static to dynamic languages as their full time jobs, i highly recommend this Alt.Net podcast.

Which scripting language to support in an existing codebase?

I'm looking at adding scripting functionality to an existing codebase and am weighing up the pros/cons of various packages. Lua is probably the most obvious choice, but I was wondering if people have any other suggestions based on their experience.
Scripts will be triggered upon certain events and may stay resident for a period of time. For example upon startup a script may define several options which the program presents to the user as a number of buttons. Upon selecting one of these buttons the program will notify the script where further events may occur.
These are the only real requirements;
Must be a cross-platform library that is compilable from source
Scripts must be able to call registered code-side functions
Code must be able to call script-side functions
Be used within a C/C++ codebase.
Based on my own experience:
Python. IMHO this is a good choice. We have a pretty big code base with a lot of users and they like it a lot.
Ruby. There are some really nice apps such as Google Sketchup that use this. I wrote a Sketchup plugin and thought it was pretty nice.
Tcl. This is the old-school embeddable scripting language of choice, but it doesn't have a lot of momentum these days. It's high quality though, they use it on the Hubble Space Telescope!
Lua. I've only done baby stuff with it but IIRC it only has a floating point numeric type, so make sure that's not a problem for the data you will be working with.
We're lucky to be living in the golden age of scripting, so it's hard to make a bad choice if you choose from any of the popular ones.
I have played around a little bit with Spidermonkey. It seems like it would at least be worth a look at in your situation. I have heard good things about Lua as well. The big argument for using a javascript scripting language is that a lot of developers know it already and would probably be more comfortable from the get go, whereas Lua most likely would have a bit of a learning curve.
I'm not completely positive but I think that spidermonkey your 4 requirements.
I've used Python extensively for this purpose and have never regretted it.
Lua is has the most straight-forward C API for binding into a code base that I've ever used. In fact, I usually quickly roll bindings for it by hand. Whereas, you often wouldn't consider doing so without a generator like swig for others. Also, it's typically faster and more light weight than the alternatives, and coroutines are a very useful feature that few other languages provide.
AngelScript
lets you call standard C functions and C++ methods with no need for proxy functions. The application simply registers the functions, objects, and methods that the scripts should be able to work with and nothing more has to be done with your code. The same functions used by the application internally can also be used by the scripting engine, which eliminates the need to duplicate functionality.
For the script writer the scripting language follows the widely known syntax of C/C++ (with minor changes), but without the need to worry about pointers and memory leaks.
The original question described Tcl to a "T".
Tcl was designed from the beginning to be an embedded scripting language. It has evolved to be a first class dynamic language in its own right but still is used all over the world as an embeded language. It is available under the BSD license so it is just about as free as it gets. It also compiles on pretty much any moden platform, and many not-so-modern. And not only does it work on desktop systems, there are variations available for mobile platforms.
Tcl excels as a "glue" language, where you can write performance-intensive functions in C while still benefiting from the advantages of a scripting language for less performance critical parts of the application.
Tcl also comes with a first class GUI toolkit (Tk) that is arguably one of the easiest cross platform GUI toolkits available. It also interfaces very nicely with SQLite and other databases, and has had built-in support for unicode for quite some time.
If the scripting interface will be made available to your customers (as opposed to simply enabling your own engineers to work at the scripting level), Tcl is extremely easy to learn as there are a total of only 12 rules that govern the entire language (as of tcl 8.6). In fact, Tcl shines as a way to invent domain specific languages which is often how it is used as an end-user scripting solution.
There were some excellent suggestions already, but I just wanted to mention that Perl can also be called / can call to C/C++.
You probably could use any modern scripting / bytecode language.
If you're willing to put up with the growing pains of a new product, you could use the Parrot VM. Which has support for many, if not all of the languages listed on this page. Unfortunately it's not done yet, but that hasn't stopped some people from using it in a production environment.
I think most people are probably mentioning the scripting language that they are most familiar with. From my perspective, Tcl was designed specifically to interface with C, so your problem domain is tailor-made for the language. However, I'm sure Python, Perl, or Lua would be fine. You should probably choose the language that is most familiar to your current team, since that will reduce the learning time.