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Build Your Own Programming Language

You're reading from   Build Your Own Programming Language A programmer's guide to designing compilers, interpreters, and DSLs for solving modern computing problems

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Product type Paperback
Published in Dec 2021
Publisher Packt
ISBN-13 9781800204805
Length 494 pages
Edition 1st Edition
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Author (1):
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Clinton  L. Jeffery Clinton L. Jeffery
Author Profile Icon Clinton L. Jeffery
Clinton L. Jeffery
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Table of Contents (25) Chapters Close

Preface 1. Section 1: Programming Language Frontends
2. Chapter 1: Why Build Another Programming Language? FREE CHAPTER 3. Chapter 2: Programming Language Design 4. Chapter 3: Scanning Source Code 5. Chapter 4: Parsing 6. Chapter 5: Syntax Trees 7. Section 2: Syntax Tree Traversals
8. Chapter 6: Symbol Tables 9. Chapter 7: Checking Base Types 10. Chapter 8: Checking Types on Arrays, Method Calls, and Structure Accesses 11. Chapter 9: Intermediate Code Generation 12. Chapter 10: Syntax Coloring in an IDE 13. Section 3: Code Generation and Runtime Systems
14. Chapter 11: Bytecode Interpreters 15. Chapter 12: Generating Bytecode 16. Chapter 13: Native Code Generation 17. Chapter 14: Implementing Operators and Built-In Functions 18. Chapter 15: Domain Control Structures 19. Chapter 16: Garbage Collection 20. Chapter 17: Final Thoughts 21. Section 4: Appendix
22. Assessments 23. Other Books You May Enjoy Appendix: Unicon Essentials

Chapter 6: Symbol Tables

To understand the uses of names in program source code, your compiler must look up each use of a name and determine what that name refers to. You can look up symbols at each location they are used by using table data structures that are auxiliary to the syntax tree. These are called symbol tables. Performing operations to construct and then use symbol tables is the first step of semantic analysis. Semantic analysis is where you study the meaning of input source code.

Context-free grammar in the syntax chapters of this book have terminal symbols and non-terminal symbols, and those are represented in tree nodes and token structures. When talking about a program's source code, the word symbol is used differently. In this and later chapters, a symbol refers to the name of a variable, function, class, or package, for example. In this book, the words symbol, name, variable, and identifier are used interchangeably.

This chapter will show you how to construct...

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