Essentials of Compilation an Incremental Approach
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Little Languages for Little Robots
Little Languages for Little Robots Matthew C. Jadud Brooke N. Chenoweth Jacob Schleter University of Kent Canterbury Indiana University Gibson High School Canterbury, UK Bloomington Fort Branch, IN [email protected] Bloomington, IN [email protected] ABSTRACT where students learn by building personally meaningful With serendipity as our muse, we have created tools that artifacts in the world. allow students to author languages of their own design for robots of their own construction. In developing a Scheme 2. JACKLL: A NEW LANGUAGE compiler for the LEGO Mindstorm we realized that there In building up to the evolution of Jackll and the philoso- is great educational potential in the design and creation phies its creation embodies, we feel it is appropriate to of new languages for small robotics kits. As a side effect first introduce the LEGO Mindstorm, the target for our of bringing Scheme and the Mindstorm together in a cre- Scheme compiler, and situate Jackll with respect to other ative context, we have begun an exploration of teaching languages intended for beginner programmers. language design that is fundamentally different from the treatment of the subject in traditional literature. 2.1 What is the LEGO Mindstorm? The LEGO Mindstorm Robotics Invention System is a 1. INTRODUCTION commercial product from the LEGO Group that provides Jacob Schleter, a rising senior at Gibson High School, Fort an inexpensive, reconfigurable platform for exploring robotics. Branch, Indiana, took part in the Indiana University Col- It comes standard with two motors, two touch sensors, one lege of Arts and Sciences Summer Research Experience for light sensor, and hundreds of pieces for assembling all sorts six weeks during the summer of 2002. -
How to Design Co-Programs
JFP, 15 pages, 2021. c Cambridge University Press 2021 1 doi:10.1017/xxxxx EDUCATIONMATTERS How to Design Co-Programs JEREMY GIBBONS Department of Computer Science, University of Oxford e-mail: [email protected] Abstract The observation that program structure follows data structure is a key lesson in introductory pro- gramming: good hints for possible program designs can be found by considering the structure of the data concerned. In particular, this lesson is a core message of the influential textbook “How to Design Programs” by Felleisen, Findler, Flatt, and Krishnamurthi. However, that book discusses using only the structure of input data for guiding program design, typically leading towards structurally recur- sive programs. We argue that novice programmers should also be taught to consider the structure of output data, leading them also towards structurally corecursive programs. 1 Introduction Where do programs come from? This mystery can be an obstacle to novice programmers, who can become overwhelmed by the design choices presented by a blank sheet of paper, or an empty editor window— where does one start? A good place to start, we tell them, is by analyzing the structure of the data that the program is to consume. For example, if the program h is to process a list of values, one may start by analyzing the structure of that list. Either the list is empty ([]), or it is non-empty (a : x) with a head (a) and a tail (x). This provides a candidate program structure: h [ ] = ::: h (a : x) = ::: a ::: x ::: where for the empty list some result must simply be chosen, and for a non-empty list the result depends on the head a and tail x. -
Proceedings of the 8Th European Lisp Symposium Goldsmiths, University of London, April 20-21, 2015 Julian Padget (Ed.) Sponsors
Proceedings of the 8th European Lisp Symposium Goldsmiths, University of London, April 20-21, 2015 Julian Padget (ed.) Sponsors We gratefully acknowledge the support given to the 8th European Lisp Symposium by the following sponsors: WWWLISPWORKSCOM i Organization Programme Committee Julian Padget – University of Bath, UK (chair) Giuseppe Attardi — University of Pisa, Italy Sacha Chua — Toronto, Canada Stephen Eglen — University of Cambridge, UK Marc Feeley — University of Montreal, Canada Matthew Flatt — University of Utah, USA Rainer Joswig — Hamburg, Germany Nick Levine — RavenPack, Spain Henry Lieberman — MIT, USA Christian Queinnec — University Pierre et Marie Curie, Paris 6, France Robert Strandh — University of Bordeaux, France Edmund Weitz — University of Applied Sciences, Hamburg, Germany Local Organization Christophe Rhodes – Goldsmiths, University of London, UK (chair) Richard Lewis – Goldsmiths, University of London, UK Shivi Hotwani – Goldsmiths, University of London, UK Didier Verna – EPITA Research and Development Laboratory, France ii Contents Acknowledgments i Messages from the chairs v Invited contributions Quicklisp: On Beyond Beta 2 Zach Beane µKanren: Running the Little Things Backwards 3 Bodil Stokke Escaping the Heap 4 Ahmon Dancy Unwanted Memory Retention 5 Martin Cracauer Peer-reviewed papers Efficient Applicative Programming Environments for Computer Vision Applications 7 Benjamin Seppke and Leonie Dreschler-Fischer Keyboard? How quaint. Visual Dataflow Implemented in Lisp 15 Donald Fisk P2R: Implementation of -
X86-64 Calling Conventions
CSE 351: The Hardware/Software Interface Section 4 Procedure calls Procedure calls In x86 assembly, values are passed to function calls on the stack Perks: Concise, easy to remember Drawbacks: Always requires memory accesses In x86-64 assembly, values are passed to function calls in registers Perks: Less wasted space, faster Drawbacks: Potentially requires a lot of register manipulation 2/23/2014 2 x86 calling conventions Simply push arguments onto the stack in order, then “call” the function! Suppose we define the following function: int sum(int a, int b) { return a + b; } (See also sum.c from the provided code) 2/23/2014 3 x86 calling conventions int sum(int a, int b) { return a + b; } In assembly, we have something like this: sum: pushl %ebp # Save base pointer movl %esp, %ebp # Save stack pointer movl 12(%ebp), %eax # Load b movl 8(%ebp), %edx # Load a addl %edx, %eax # Compute a + b popl %ebp # Restore base pointer ret # Return 2/23/2014 4 x86 calling conventions What is happening with %ebp and %esp? pushl %ebp The base pointer %ebp is the address of the caller, which is the location to which “ret” returns. The function pushes it into the stack so that it won’t be overwritten movl %esp, %ebp Functions often shift the stack pointer to allocate temporary stack space, so this instruction makes a backup of the original location. In the body of the function, %ebp is now the original start of the stack ret When sum() returns, execution picks up at the stored base pointer address. -
Sample Applications User Guides Release 20.05.0
Sample Applications User Guides Release 20.05.0 May 26, 2020 CONTENTS 1 Introduction to the DPDK Sample Applications1 1.1 Running Sample Applications...............................1 1.2 The DPDK Sample Applications..............................1 2 Compiling the Sample Applications3 2.1 To compile all the sample applications...........................3 2.2 To compile a single application..............................3 2.3 To cross compile the sample application(s)........................4 3 Command Line Sample Application5 3.1 Overview..........................................5 3.2 Compiling the Application.................................5 3.3 Running the Application..................................6 3.4 Explanation.........................................6 4 Ethtool Sample Application8 4.1 Compiling the Application.................................8 4.2 Running the Application..................................8 4.3 Using the application....................................8 4.4 Explanation.........................................9 4.5 Ethtool interface......................................9 5 Hello World Sample Application 11 5.1 Compiling the Application................................. 11 5.2 Running the Application.................................. 11 5.3 Explanation......................................... 11 6 Basic Forwarding Sample Application 13 6.1 Compiling the Application................................. 13 6.2 Running the Application.................................. 13 6.3 Explanation........................................ -
X86 Assembly Language Reference Manual
x86 Assembly Language Reference Manual Part No: 817–5477–11 March 2010 Copyright ©2010 Oracle and/or its affiliates. All rights reserved. This software and related documentation are provided under a license agreement containing restrictions on use and disclosure and are protected by intellectual property laws. Except as expressly permitted in your license agreement or allowed by law, you may not use, copy, reproduce, translate, broadcast, modify, license, transmit, distribute, exhibit, perform, publish, or display any part, in any form, or by any means. Reverse engineering, disassembly, or decompilation of this software, unless required by law for interoperability, is prohibited. The information contained herein is subject to change without notice and is not warranted to be error-free. If you find any errors, please report them to us in writing. If this is software or related software documentation that is delivered to the U.S. Government or anyone licensing it on behalf of the U.S. Government, the following notice is applicable: U.S. GOVERNMENT RIGHTS Programs, software, databases, and related documentation and technical data delivered to U.S. Government customers are “commercial computer software” or “commercial technical data” pursuant to the applicable Federal Acquisition Regulation and agency-specific supplemental regulations. As such, the use, duplication, disclosure, modification, and adaptation shall be subject to the restrictions and license terms setforth in the applicable Government contract, and, to the extent applicable by the terms of the Government contract, the additional rights set forth in FAR 52.227-19, Commercial Computer Software License (December 2007). Oracle USA, Inc., 500 Oracle Parkway, Redwood City, CA 94065. -
Usuba, Optimizing Bitslicing Compiler Darius Mercadier
Usuba, Optimizing Bitslicing Compiler Darius Mercadier To cite this version: Darius Mercadier. Usuba, Optimizing Bitslicing Compiler. Programming Languages [cs.PL]. Sorbonne Université (France), 2020. English. tel-03133456 HAL Id: tel-03133456 https://tel.archives-ouvertes.fr/tel-03133456 Submitted on 6 Feb 2021 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. THESE` DE DOCTORAT DE SORBONNE UNIVERSITE´ Specialit´ e´ Informatique Ecole´ doctorale Informatique, Tel´ ecommunications´ et Electronique´ (Paris) Present´ ee´ par Darius MERCADIER Pour obtenir le grade de DOCTEUR de SORBONNE UNIVERSITE´ Sujet de la these` : Usuba, Optimizing Bitslicing Compiler soutenue le 20 novembre 2020 devant le jury compose´ de : M. Gilles MULLER Directeur de these` M. Pierre-Evariste´ DAGAND Encadrant de these` M. Karthik BHARGAVAN Rapporteur Mme. Sandrine BLAZY Rapporteur Mme. Caroline COLLANGE Examinateur M. Xavier LEROY Examinateur M. Thomas PORNIN Examinateur M. Damien VERGNAUD Examinateur Abstract Bitslicing is a technique commonly used in cryptography to implement high-throughput parallel and constant-time symmetric primitives. However, writing, optimizing and pro- tecting bitsliced implementations by hand are tedious tasks, requiring knowledge in cryptography, CPU microarchitectures and side-channel attacks. The resulting programs tend to be hard to maintain due to their high complexity. -
Efficient Applicative Programming Environments for Computer Vision
Efficient Applicative Programming Environments for Computer Vision Applications Integration and Use of the VIGRA Library in Racket Benjamin Seppke Leonie Dreschler-Fischer University of Hamburg University of Hamburg Dept. Informatics Dept. Informatics Vogt-Kölln-Str. 30 Vogt-Kölln-Str. 30 22527 Hamburg, Germany 22527 Hamburg, Germany [email protected] [email protected] ABSTRACT 1. INTRODUCTION Modern software development approaches, like agile soft- Although applicative programming languages have a long ware engineering, require adequate tools and languages to tradition, they still do not belong to the scrap heap. In- support the development in a clearly structured way. At stead, they have proven to support state-of-the-art devel- best, they shall provide a steep learning curve as well as opment approaches by means of an interactive development interactive development environments. In the field of com- cycle, genericity and simplicity. The influence of applicative puter vision, there is a major interest for both, general re- programming paradigms is even observable in modern lan- search and education e.g. of undergraduate students. Here, guages, like Python, Dart and Go. However, there are some one often has to choose between understandable but compa- research areas, which are computationally of high costs and rably slow applicative programming languages, like Racket are thus currently less supported by applicative program- and fast but unintuitive imperative languages, like C/C++. ming languages. In this paper we present a system, which combines the best of each approaches with respect to common tasks in com- In this paper, we select the research field of computer vision puter vision, the applicative language Racket and the VI- and show how to connect applicative languages to a generic GRA C++ library. -
Kent Academic Repository Full Text Document (Pdf)
Kent Academic Repository Full text document (pdf) Citation for published version Chitil, Olaf (2009) Functional Programming. In: Wah, Benjamin W., ed. Encyclopedia of Computer Science and Engineering. John Wiley & Sons, Hoboken, NJ, pp. 1334-1344. ISBN 978-0-471-38393-2. DOI Link to record in KAR https://kar.kent.ac.uk/24064/ Document Version UNSPECIFIED Copyright & reuse Content in the Kent Academic Repository is made available for research purposes. Unless otherwise stated all content is protected by copyright and in the absence of an open licence (eg Creative Commons), permissions for further reuse of content should be sought from the publisher, author or other copyright holder. Versions of research The version in the Kent Academic Repository may differ from the final published version. Users are advised to check http://kar.kent.ac.uk for the status of the paper. Users should always cite the published version of record. Enquiries For any further enquiries regarding the licence status of this document, please contact: [email protected] If you believe this document infringes copyright then please contact the KAR admin team with the take-down information provided at http://kar.kent.ac.uk/contact.html Functional Programming Olaf Chitil University of Kent, United Kingdom Abstract Functional programming is a programming paradigm like object-oriented pro- gramming and logic programming. Functional programming comprises both a spe- cific programming style and a class of programming languages that encourage and support this programming style. Functional programming enables the programmer to describe an algorithm on a high-level, in terms of the problem domain, without having to deal with machine-related details. -
The Racket Manifesto∗
The Racket Manifesto∗ Matthias Felleisen, Robert Bruce Findler, Matthew Flatt, Shriram Krishnamurthi Eli Barzilay, Jay McCarthy, Sam Tobin-Hochstadt Abstract The creation of a programming language calls for guiding principles that point the developers to goals. This article spells out the three basic principles behind the 20-year development of Racket. First, programming is about stating and solving problems, and this activity normally takes place in a context with its own language of discourse; good programmers ought to for- mulate this language as a programming language. Hence, Racket is a programming language for creating new programming languages. Second, by following this language-oriented approach to programming, systems become multi-lingual collections of interconnected components. Each language and component must be able to protect its specific invariants. In support, Racket offers protection mechanisms to implement a full language spectrum, from C-level bit manipulation to soundly typed extensions. Third, because Racket considers programming as problem solving in the correct language, Racket also turns extra-linguistic mechanisms into linguistic constructs, especially mechanisms for managing resources and projects. The paper explains these principles and how Racket lives up to them, presents the evaluation framework behind the design process, and concludes with a sketch of Racket’s imperfections and opportunities for future improvements. 1998 ACM Subject Classification D.3.3 Language Constructs and Features Keywords and phrases design -
Differentiating Code from Data in X86 Binaries
Differentiating Code from Data in x86 Binaries Richard Wartell, Yan Zhou, Kevin W. Hamlen, Murat Kantarcioglu, and Bhavani Thuraisingham Computer Science Department, University of Texas at Dallas, Richardson, TX 75080 {rhw072000,yan.zhou2,hamlen,muratk,bhavani.thuraisingham}@utdallas.edu Abstract. Robust, static disassembly is an important part of achieving high coverage for many binary code analyses, such as reverse engineering, malware analysis, reference monitor in-lining, and software fault isola- tion. However, one of the major difficulties current disassemblers face is differentiating code from data when they are interleaved. This paper presents a machine learning-based disassembly algorithm that segments an x86 binary into subsequences of bytes and then classifies each subse- quence as code or data. The algorithm builds a language model from a set of pre-tagged binaries using a statistical data compression technique. It sequentially scans a new binary executable and sets a breaking point at each potential code-to-code and code-to-data/data-to-code transition. The classification of each segment as code or data is based on the min- imum cross-entropy. Experimental results are presented to demonstrate the effectiveness of the algorithm. Keywords: statistical data compression, segmentation, classification, x86 binary disassembly. 1 Introduction Disassemblers transform machine code into human-readable assembly code. For some x86 executables, this can be a daunting task in practice. Unlike Java byte- code and RISC binary formats, which separate code and data into separate sections or use fixed-length instruction encodings, x86 permits interleaving of code and static data within a section and uses variable-length, unaligned in- struction encodings. -
8. Procedures
8. Procedures X86 Assembly Language Programming for the PC 71 Stack Operation A stack is a region of memory used for temporary storage of information. Memory space should be allocated for stack by the programmer. The last value placed on the stack is the 1st to be taken off. This is called LIFO (Last In, First Out) queue. Values placed on the stack are stored from the highest memory location down to the lowest memory location. SS is used as a segment register for address calculation together with SP. X86 Assembly Language Programming for the PC 72 Stack Instructions Name Mnemonic and Description Format Push onto push src (sp)(sp)-2 Stack ((sp))(src) Pop from pop dst (dst)((sp)) Stack (sp)(sp)+2 Push Flags pushf (sp)(sp)-2 ((sp))(psw) Pop Flags popf (psw)((sp)) (sp)(sp)+2 Flags: Only affected by the popf instruction. Addressing Modes: src & dst should be Words and cannot be immediate. dst cannot be the ip or cs register. X86 Assembly Language Programming for the PC 73 Exercise: Fill-in the Stack Stack: Initially: (ss) = F000, (sp)=0008 . F0010 pushf F000E mov ax,2211h F000C push ax F000A add ax,1111h F0008 push ax F0006 . F0004 . F0002 . F0000 pop cx . pop ds . popf . X86 Assembly Language Programming for the PC 74 Procedure Definition PROC is a statement used to indicate the beginning of a procedure or subroutine. ENDP indicates the end of the procedure. Syntax: ProcedureName PROC Attribute . ProcedureName ENDP ProcedureName may be any valid identifier. Attribute is NEAR if the Procedure is in the same code segment as the calling program; or FAR if in a different code segment.