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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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Toc

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

Establishing the groundwork for symbol tables

In software engineering, you must go through requirements analysis and design before you start coding. Similarly, to build symbol tables, you need to understand what they are for, and how to go about writing the syntax tree traversals that do the work. For starters, you should review what kinds of information your compiler must store and recall different kinds of variables. The information will be stored in symbol tables from declarations in the program code, so let's take a look at those.

Declarations and scopes

The meaning of a computer program boils down to the meaning of the information being computed, and the actual computations to be performed. Symbol tables are all about the first part: defining what information the program is manipulating. We will begin by identifying what names are being used, what they are referring to, and how they are being used.

Consider a simple assignment statement such as the following:

...
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