Chapter IV ULTRAMAN ARCHITECTURE

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Chapter IV ULTRAMAN ARCHITECTURE 54 Chapter IV ULTRAMAN ARCHITECTURE Introduction In previous chapters, we have introduced and motivated the ideas of a transformational approach to generating user interfaces. Throughout this dissertation we will discuss interfaces as views. For us, a view is an interface which is either the source or result of a transformation. In terms of granularity, we expect a view to be roughly equivalent to a window in a traditional desktop-metaphor window system. This chapter will introduce the mechanisms that this research has developed to perform these view transformations and give the reader a broad overview of the architecture of our technology. Future chapters will take up the details of the various subsystems. FIGURE 4-1 Television Character Ultraman 55 The system we have constructed is called Ultraman. This name was chosen for two reasons. First, Ultraman was the favorite television show of the author as a child. Second, the main character in the television show underwent a transformation from a normal person to the superhero, Ultraman. (It has been subsequently revealed that the intent of the show’s creators was that the normal person conjured Ultraman, but this was never adequately revealed to the author as eight year-old. This confusion was widely shared by others.) As has been explained previously and will be explained in more detail in the future, the notion of transformation is a crucial one to our system. A picture of the television character Ultraman can be found in Figure 4-1. We will refer to the overall system of technology as Ultraman and specify its parts, such as the Ultraman Tool, when necessary to avoid confusion. FIGURE 4-2 Timeline Of Events When Using Ultraman In thinking about Ultraman’s internal architecture, there are two distinct “times” that are important. These times are generate-time and run-time. In having these two important times, Ultraman is very similar to most other systems which generate code for use by an end-programmer in his or her application, for example a compiler. When we refer to actions the user takes or events that occur within Ultraman at generate-time, we mean the time when the end-programmer is designing the set of interface transformations. We call this generate-time because after the user has expressed his or her transformations to the Ultraman tool, the tool generates substantial amounts of code. In contrast, run-time is the time when the end-programmer’s 56 application actually executes and the transformations occur. Clearly, run-time follows generate-time, since for an application to run using Ultraman’s technology, Ultraman must generate code for use at run-time. A timeline of the events that would precede an application using Ultraman being completed is shown in Figure 4-2. The timeline in this figure is not meant to have any scale, the events are simply shown in their proper order. (The events involved with the design of an application on the left can take weeks and the time to regenerate an interface on the right only milliseconds.) In the generate-time portion of Figure 4-2 there are several decisions that are made by the programmer. The details of these decisions are in Chapter VIII; at this point what is important to understand is that the decisions being made are by the programmer and involved with how to use the Ultraman tool to achieve his or her ends and occur prior to the application being run. In the case of the right hand side of the figure, it is worth noting that this process of rebuilding the interface occurs as many times as the user makes modifications even though only one is pictured in this figure. Generate-Time Without a terrible loss of precision, generate-time can be considered to be the time when the end- programmer is manipulating the Ultraman tool, shown in Figure 4-3. A better definition of generate-time would almost certainly include other activities on the part of the end-programmer such determining what view should be transformed and into what new view, what information will be necessary to perform the transformations, writing transformation actions (see “Writing A Transformation Action” on page 86), etc. These actions on the part of the programmer will be considered in more detail in Chapter VIII but from Ultraman’s perspective there are two events occurring: • The user is manipulating the user interface of the tool to inform Ultraman of the transformation of interest. • The tool is generating code that implements the user’s desired transformation. In upcoming chapters we will frequently refer to a pattern or a user-defined pattern. Such a pattern is a subtree like the one at the top of the screen dump shown in Figure 4-3. At run-time, Ultraman will search for patterns within the interface tree of some source view, as explained in “A More Formal Introduction” on page 12. These patterns are used to extract information from the source view. When using the Ultraman tool, these patterns are always expressed as a tree of nodes, where each node bears the label of a type of interactor. 57 Generated code After the end-programmer has completed his or her work defining the patterns of interest, the Ultraman tool goes to work generating code. The code generated is primarily two things: A specification for a lexical analyzer and a specification for a parser. Although Chapter V and Chapter VI will cover the approach used to do this in some detail, it is worth understanding at this point the overall direction of Ultraman’s approach. In principle, our approach is to utilize off-the-shelf parsing and lexing technology to achieve the goal of finding the patterns of interactors specified by the user within a tree of interactors. Toward this end the Ultraman tool generates a particular specification of a lexer and a parser based on the set of a patterns defined by the user. These specifications are given to the ANTLR [27] tool, which generates a Java-based lexer and parser for use with the end-programmer’s application. (We expect the end programmer to link his or her application with the generated parser and lexer.) Although in truth ANTLR is generating the lexer and parser that actually are used, Ultraman ultimately controls the lexer and parser produced by writing the 58 specification that ANTLR reads. Because of this, we frequently will refer to the “Ultraman-generated” lexer or parser to mean the lexer or parser generated by feeding the specification generated by Ultraman into ANTLR. FIGURE 4-3 Screen Shot Of The Ultraman Tool In Use When Ultraman generates a lexer or parser specification, there are parts of the specification that refer to user-defined code. Through the Ultraman tool, the end-programmer can express that certain actions (in the form of code) should be taken at various points in the transformation process as it occurs at run-time. Ultraman takes care to insure that these events actually occur at the proper time by crafting the specification it generates for the intended effect. For example, if a designated piece of user code should run when a particular pattern is found, Ultraman emits a parser specification which includes calls to the user code at the proper points. This implies that the specifications Ultraman generates are tied fairly closely to user code, and that at run-time user code is being invoked during—or, perhaps better stated, intermingled with—the execution of the generated parser and lexer. 59 In the chapters of this dissertation dealing with lexical analysis and parsing, we will explain in detail how the code generator of Ultraman works. However, a philosophical point is worth noting here: We believe that the simplest way to engineer a code generator is to generate code in a object-oriented fashion “to” some existing, library-written class supplied with the tool. “To” here means that we intend to generate code which is subclass of some well-known library class. In the case of Ultraman, the implication here is that the generated lexer and parser are subclasses of classes that are part of the Ultraman library. Run-Time FIGURE 4-4 Function Of The Ultraman Run-Time Figure 4-4 represents the overall function of Ultraman at run-time. Ultraman’s built-in library plus the lexer and parser produced at generate-time form the curved arrow seen in the middle of this figure. This arrow converts a view, expressed as the tree on the left, into another view, expressed as the tree on the right. These trees are the programmer’s view of an interface; the mechanism by which interfaces are built with code. The small insets behind each tree represent the end-user’s view of the application: a display that appears on the screen. Let us consider Figure 4-4 at some point during run-time. Both interfaces, the source interface on the left and the generated interface on the right, are present on the screen and not currently changing. As soon as the end-user makes a change to the source interface, Ultraman swings into action. First, the lexical analysis 60 part of the system converts the left tree into a stream of input for the generated parser. Then the parser searches the tree for the patterns of interest and invokes the proper segments of the end-programmer’s code as each pattern is found. Other parts of the input tree are ignored. In the end-programmer’s code, he or she will be creating subtrees which will form the basis for the new generated interface on the right.
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