Project Oberon the Design of an Operating System and Compiler
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Operator Overloading ______
Chapter 10: Operator Overloading _________________________________________________________________________________________________________ Consider the following C++ code snippet: vector<string> myVector(kNumStrings); for(vector<string>::iterator itr = myVector.begin(); itr != myVector.end(); ++itr) *itr += "Now longer!"; Here, we create a vector<string> of a certain size, then iterate over it concatenating “Now longer!” to each of the strings. Code like this is ubiquitous in C++, and initially does not appear all that exciting. However, let's take a closer look at how this code is structured. First, let's look at exactly what operations we're performing on the iterator: vector<string> myVector(kNumStrings); for(vector<string>::iterator itr = myVector.begin(); itr != myVector.end(); ++itr) *itr += "Now longer!"; In this simple piece of code, we're comparing the iterator against myVector.end() using the != operator, incrementing the iterator with the ++ operator, and dereferencing the iterator with the * operator. At a high level, this doesn't seem all that out of the ordinary, since STL iterators are designed to look like regular pointers and these operators are all well-defined on pointers. But the key thing to notice is that STL iterators aren't pointers, they're objects, and !=, *, and ++ aren't normally defined on objects. We can't write code like ++myVector or *myMap = 137, so why can these operations be applied to vector<string>::iterator? Similarly, notice how we're concatenating the string “Now longer!” onto the end of the string: vector<string> myVector(kNumStrings); for(vector<string>::iterator itr = myVector.begin(); itr != myVector.end(); ++itr) *itr += "Now longer!"; Despite the fact that string is an object, somehow C++ “knows” what it means to apply += to strings. -
Methods for Fitting the Linear Ballistic Accumulator
Behavior Research Methods 2009, 41 (4), 1095-1110 doi:10.3758/BRM.41.4.1095 Getting more from accuracy and response time data: Methods for fitting the linear ballistic accumulator CHRIS DONKIN , LEE A VERE ll , SC OTT BROWN , A N D A N D REW HE ATH C OTE University of Newcastle, Callaghan, New South Wales, Australia Cognitive models of the decision process provide greater insight into response time and accuracy than do stan- dard ANOVA techniques. However, such models can be mathematically and computationally difficult to apply. We provide instructions and computer code for three methods for estimating the parameters of the linear ballistic accumulator (LBA), a new and computationally tractable model of decisions between two or more choices. These methods—a Microsoft Excel worksheet, scripts for the statistical program R, and code for implementation of the LBA into the Bayesian sampling software WinBUGS—vary in their flexibility and user accessibility. We also provide scripts in R that produce a graphical summary of the data and model predictions. In a simulation study, we explored the effect of sample size on parameter recovery for each method. The materials discussed in this article may be downloaded as a supplement from http://brm.psychonomic-journals.org/content/supplemental. Many tasks used in experimental psychology involve edly samples information from the environment and that participants making relatively simple decisions, for which this information is used as evidence for one of the potential the experimenter measures the response times (RTs) and responses. As soon as the evidence in favor of one potential the accuracy of the responses. -
Language-Level Support for Exploratory Programming of Distributed Virtual Environments
In Proc ACM UIST ‘96 (Symp. on User Interface Software and Technology), Seattle, WA, November 6–8, 1996, pp. 83–94. Language-Level Support for Exploratory Programming of Distributed Virtual Environments Blair MacIntyre and Steven Feiner Department of Computer Science, Columbia University, New York, NY, 10027 {bm,feiner}@cs.columbia.edu http://www.cs.columbia.edu/~{bm,feiner} Abstract resulted in an unmanageable welter of client-server relation- ships, with each of a dozen or more processes needing to We describe COTERIE, a toolkit that provides language- create and maintain explicit connections to each other and to level support for building distributed virtual environments. handle inevitable crashes. COTERIE is based on the distributed data-object paradigm for distributed shared memory. Any data object in COTE- We spent a sufficiently large portion of our time reengineer- RIE can be declared to be a Shared Object that is replicated ing client-server code that it became clear to us that our fully in any process that is interested in it. These Shared implementation of the client-server model was unsuitable Objects support asynchronous data propagation with atomic for exploratory programming of distributed research proto- serializable updates, and asynchronous notification of types. The heart of the problem, as we saw it, was a lack of updates. COTERIE is built in Modula-3 and uses existing support for data sharing that was both efficient and easy for Modula-3 packages that support an integrated interpreted programmers to use in the face of frequent and unantici- language, multithreading, and 3D animation. Unlike other pated changes. -
Property Mapping: a Simple Technique for Mobile Robot Programming
Property Mapping: a simple technique for mobile robot programming Illah R. Nourbakhsh The Robotics Institute, Carnegie Mellon University Pittsburgh, PA 15213 [email protected] Abstract In this paper we present robot observability as a The mobile robot programming problem is a software predictor for diagnostic transparency. Then, we present a engineering challenge that is not easily conquered using language-independent technique called property mapping contemporary software engineering best practices. We for constructing robot programs that are diagnostically propose robot observability as a measure of the diagnostic transparent and thereby achieve high degrees of transparency of a situated robot program, then describe reliability. property mapping as a simple, language-independent approach to implementing reliable robot programs by maximizing robot observability. Examples from real- The Robot Programming Problem world, working robots are given in Lisp and Java. A mobile robot is a situated automata, or a module that comprises one part of a closed system together with the Introduction environment. Fig. 1 shows the standard depiction of a robot, with its outputs labeled as actions and the outputs The recent availability of inexpensive, reliable robot of the environment in turn labeled as percepts. chassis (e.g. ActivMedia Pioneer, IS-Robotics Magellan, Nomad Scout) has broadened the accessibility of mobile robotics research. Because these robots consist of fixed E hardware out-of-the-box, this technology is shifting the actions A P percepts emphasis of mobile robot research from a joint hardware and software design process toward hardware-unaware R mobile robot programming. This is a software design problem, and yet software Figure 1: The standard view of an embedded robot engineering best practices are not very helpful. -
C++ Properties -- a Library Solution
Document Number: SC22/WG21/N1615=04-0055 Date: 2004-04-09 Author: Lois Goldthwaite Email: [email protected] C++ Properties -- a Library Solution N1600 is a summary of the "property" language extension that is proposed for C++/CLI. I can't help feeling that this is an effort to impose an alien idiom on C++. There is too much of "the compiler will perform black magic behind your back" in it. There are too many ways in which the programmer must be aware that some [pseudo-]data members must be handled in different ways from [real] data members. The C++/CLI draft spec (N1608)says in 8.8.4 and 18.4 that "A property is a member that behaves as if it were a field." I think "behaves" is absolutely the wrong word to use here. A property is behavior that pretends to be state. From an OO design point of view, I think this is A Bad Idea. Behaviour should be visible; state should not. Further on, the document continues, "the X and Y properties can be read and written as though they were fields. In the example above, the properties are used to implement data hiding within the class itself." The subtle advantage of "hiding" a private data member by treating it as a public data member escapes me. Properties are just syntactic saccharine for getter and setter member functions for individual fields. C++ experts have spent years trying to educate people NOT to use public data, to use member functions instead, and now we propose to introduce something that looks just like public data? Do we really want to try to teach people that public fields are still bad, but properties are good, even though they look just the same from outside the class? Moreover, these public fields have side effects! There is a danger that too many novice programmers will prototype their designs using public fields, with the intent of changing them to properties later, if and when it proves necessary, and the general quality of code will suffer because of it. -
ETH Eidgenossische Technische Hochschule Zurich H.Eberle
ETH Eidgenossische lnstitut Technische fur lnformatik Hochschule ZUrich H.Eberle Hardware Description of the Workstation Ceres 11nuar 1987 ,70 70 . 61 .10 ETH Eidgenossische lnstitut Technische fur lnformatik Hochschule Zurich Eidrg. ~hn. ZI!rich lrricrm!!~!~:.~~lb;i::1H1a-k ETH~Zentrum CH..oo92 Zurich H.Eberle Hardware Description of the Workstation Ceres EidQ. lechn. He:ch'?~h'Jle Zilr\J::;!-: lnforme::!':.uib~iuthek El'l I-lei ili rn 11 CH-8002 ZOrtch gl,4-,23 Address of the author: lnstitut fiJr lnformatik ETH-Zentrum CH-8092 Zurich I Switzerland © 1987 lnstitut tor lnformatik, ETH Zurich 1 Hardware Description of the Workstation Ceres H.Eberle Abstract Ceres is a single-user computer based on the 32-bit microprocessor NS32000. The processor is oriented to the use of high-level languages. The hardware design concentrates on simplicity and modularity. The key features are the arbitrated memory bus and the high resolution bitmapped graphics display which promotes the attractivity of a programming workstation. This paper documents the hardware of the Ceres computer. 2 Contents 1 Introduction 3 2 Hardware Structure 4 2.1 Processor 4 2.2 Primary Memory 4 2.3 Secondary Memory 4 2.4 Input/Output Devices 4 3 Hardware Implementation 6 3.1 Processor Board 6 3.1.1 Processor 6 3.1.2 Memory Bus Arbiter 9 3.1.3 Boot ROM and Standard Input/Output Devices 12 3.2 Memory Board 15 3.3 Display Controller Board 18 3.3.1 Display Memory 18 3.3.2 Display Refresh Controller 19 3.4 Disk Controller Board 23 3.5 Motherboard 23 4 Hardware Extensions 24 References 26 Appendices A Circuit Diagrams 28 A.1 Processor Board 28 A.2 Memory Board 35 A.3 Display Controller Board 37 B PAL Design Specifications 42 c Interface Connectors 47 C.1 Processor Board 47 C.2 Display Controller Board 48 C.3 Motherboard 48 3 1 Introduction Todays working tools of a software engineer at the lnstitut fUr lnformatik of ETH ZOrich are the programming language Modula-2 [1] and the workstation computer Lilith [2]. -
The Zonnon Project: a .NET Language and Compiler Experiment
The Zonnon Project: A .NET Language and Compiler Experiment Jürg Gutknecht Vladimir Romanov Eugene Zueff Swiss Fed Inst of Technology Moscow State University Swiss Fed Inst of Technology (ETH) Computer Science Department (ETH) Zürich, Switzerland Moscow, Russia Zürich, Switzerland [email protected] [email protected] [email protected] ABSTRACT Zonnon is a new programming language that combines the style and the virtues of the Pascal family with a number of novel programming concepts and constructs. It covers a wide range of programming models from algorithms and data structures to interoperating active objects in a distributed system. In contrast to popular object-oriented languages, Zonnon propagates a symmetric compositional inheritance model. In this paper, we first give a brief overview of the language and then focus on the implementation of the compiler and builder on top of .NET, with a particular emphasis on the use of the MS Common Compiler Infrastructure (CCI). The Zonnon compiler is an interesting showcase for the .NET interoperability platform because it implements a non-trivial but still “natural” mapping from the language’s intrinsic object model to the underlying CLR. Keywords Oberon, Zonnon, Compiler, Common Compiler Infrastructure (CCI), Integration. 1. INTRODUCTION: THE BRIEF CCI and b) to experiment with evolutionary language HISTORY OF THE PROJECT concepts. The notion of active object was taken from the Active Oberon language [Gut01]. In addition, two This is a technical paper presenting and describing new concurrency mechanisms have been added: an the current state of the Zonnon project. Zonnon is an accompanying communication mechanism based on evolution of the Pascal, Modula, Oberon language syntax-oriented protocols , borrowed from the Active line [Wir88]. -
MODULA-2 TRANSLATOR USER's MANUAL First Edition May 1986
LOGITECH SOFTWARE ENGINEERING LIBRARY PASCAL TO MODULA-2 TRANSLATOR USER'S MANUAL First Edition May 1986 Copyright (C) 1984, 1985, 1986, 1987 LOGITECH, Inc. All Rights Reserved. No part of this document may be copied or reproduced in any form or by any means without the prior written consent of LOGITECH, Inc. LOGITECH, MODULA-2186,and MODULA-2IVX86 are trademarks ofLOGITECH, Inc. Microsoft is a registered trademark of Microsoft Corporation. MS-DOS is a trademark of Microsoft Corporation. Intel is a registered trademark ofIntel Corporation. IBM is a registered trademark ofInternational Business Machines Corporation. Turbo Pascal is a registered trademark ofBorland International, Inc. LOGITECH, Inc. makes no warranties with respect to this documentation and disclaims any implied warranties of merchantability and fitness for a particular purpose. The information in this document is subject to change without notice. LOGITECH, Inc. assumes no responsibility for any errors that may appear in this document. From time to time changes may occur in the filenames and in the files actually included on the distribution disks. LOGITECH, Inc. makes no warranties that such files or facilities as mentioned in this documentation exist on the distribution disks or as part of the materials distributed. LU-GUllO-1 Initial issue: May 1986 Reprinted: September 1987 This edition applies to Release 1.00 or later of the software. ii TRANSLATOR Preface LOGITECH'S POLICIES AND SERVICES Congratulations on the purchase of your LOGITECH Pascal To Modula-2 Translator. Please refer to the following infonnation for details about LOGITECH's policies and services. We feel that effective communication with our customers is the key to quality service. -
MODULA a Language for Modular Multiprogramming, Wirth, 1976
Research Collection Report MODULA a language for modular multiprogramming Author(s): Wirth, Niklaus Publication Date: 1976 Permanent Link: https://doi.org/10.3929/ethz-a-000199440 Rights / License: In Copyright - Non-Commercial Use Permitted This page was generated automatically upon download from the ETH Zurich Research Collection. For more information please consult the Terms of use. ETH Library ~ idgenöss · ische ·Institut T echnisc ~he für. Hochschule Informatik Zürich MODULA: A language formodular multiprogramming ~~8rz 1976 18 ~ ., ' , „· Eidgenössische Institut Technische für Hochschule Informatik Zürich Niklaus Wirth MODULA: A language formodular multiprogramming - 1 - N .Wirth Abstract This paper defines a language called Modula, which is intended primarily for programming dedicated computer systems, including process control systems on smaller machines. The language is largely based on Pascal, but in addition to conventional block ) structure it introduces a so - called module structure . A module is a set of procedures, data types, and variables, where the programmer has precise control over the names that are imported from and exported to the environment. Modula includes general multiprocessing facilities, namely processes , interfacp, modules, and Signals . It also allows the specification of facilities that represent a computer ' s specific peripheral devices . Those given in this paper pertain to the PDP - 11. Author ' s address: Institut für Informatik , ETH , CH-8092 Zürich - 2 - Coaten ts 1. Introduction 3 2. 0 verview 5 3. Notation for syotactic description 10 4. Language vocabulary and representation 10 5. Facilities for sequential programmiog 12 1. Constant declarations 12 2. Type declarations 12 1 • Basic types 13 2. E n um e ratio n s 13 3. -
Property Conveyances As a Programming Language
Property Conveyances as a Programming Language Shrutarshi Basu∗ Nate Foster James Grimmelmann Harvard University Cornell University Cornell Law School & Cornell Tech Cambridge, MA, USA Ithaca, NY, USA New York, NY, USA [email protected] [email protected] [email protected] Abstract 1 Introduction Anglo-American law enables property owners to split up Many legal issues depend on vague, open-ended standards. rights among multiple entities by breaking their ownership For example, nuisance law prohibits “unreasonable” interfer- apart into future interests that may evolve over time. The con- ence with neighbors’ use of land. What counts as “unreason- veyances that owners use to transfer and subdivide property able” depends on an eight-factor balancing test, and many of rights follow rigid syntactic conventions and are governed the individual factors are themselves vague and open-ended, by an intricate body of interlocking doctrines that determine including “the social value that the law attaches to the pri- their legal eect. These doctrines have been codied, but mary purpose of the conduct;” and “the suitability of the only in informal and potentially ambiguous ways. particular use or enjoyment invaded to the character of the This paper presents preliminary work in developing a locality.” [American Law Institute 1979] A lawyer who wants formal model for expressing and analyzing property con- to know whether a client’s cement plant will be considered veyances. We develop a domain-specic language capable a nuisance will have to research numerous previous cases, of expressing a wide range of conveyances in a syntax ap- gather extensive facts about the plant and its neighbors, and proximating natural language. -
Dealing with Properties
Dealing with Properties Martin Fowler [email protected] lmost every object you create needs properties: some statement about the object. A person may have a height, a company may have a CEO, a flight may have a flight Anumber. There are a number of ways to model properties. In this article I will explore some of these ways and when you may want to use them. I’ve often seen patterns touch on this subject, but they usually only cover part of the picture. Here I want to cover the issue more broadly to give a better discussion of the options. The most common, and the simplest case is to use a Fixed Property, that is just declare the attribute on the class. In the vast majority of cases that is all you need to do. Fixed properties begin to fail when you have a large amount of them, or you need to change them frequently, possibly at run time. These forces lead you to the varieties of Dynamic Property. All dynamic properties have the quality of a parameterized attribute where to query a property you need to use a query method with a parameter. The simplest of these is the Flexible Dynamic Property where the parameter is just a string. This makes it easy to define and use properties, but is difficult to control. If you need that control you can use a Defined Dynamic Property where your parameters must be instances of some class. A further step of control allows you to strongly type your dynamic property with a Typed Dynamic Property. -
Niklaus Wirth—A Pioneer of Computer Science 1
Niklaus Wirth—A Pioneer of Computer Science 1 Niklaus Wirth — a Pioneer of Computer Science Gustav Pomberger, Hanspeter Mössenböck, Peter Rechenberg Johannes Kepler University of Linz [email protected], [email protected], [email protected] Abstract Niklaus Wirth is one of the most influential scientists of the early computer age. His ideas and especially his programming languages have shaped gen- erations of programmers worldwide. This paper tries to acknowledge the scientific achievements of Niklaus Wirth and to honor him as a person. A small part of the paper is also devoted to Wirth's influence on computer sci- ence at the Johannes Kepler University of Linz. 1 Introduction Ask computer specialists anywhere—be it in Europe or America, in Asia or Australia—who the most important computer scientists in the world are, and you can bet that the name Niklaus Wirth will be on every list. Ask programming language experts about the person with the greatest influence on the development of programming languages, and they would agree on Niklaus Wirth. Ask students, teachers and computer hobbyists about the most important programming lan- guages, and you can be sure that even today Pascal will be on every list. Finally, examine the literature of computer science in the elite circle of books with the greatest number of copies printed, the widest distribution, and the most transla- tions, and you will find books by Niklaus Wirth, especially the prominent book on Pascal. These few examples show that professor Niklaus Wirth is one of the world's leading computer scientists.