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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 modern computing problems

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Product type Paperback
Published in Jan 2024
Publisher Packt
ISBN-13 9781804618028
Length 556 pages
Edition 2nd 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 (27) Chapters Close

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

Rendering regions in Unicon

This section describes a control structure called rendering regions, which was added to Unicon while writing this book. Since this feature is new, we will look at it in some detail. The rendering region control structure has been on Unicon’s to-do list for a long time but adding a control structure can be a bit difficult, especially if the semantics are non-trivial, so it took writing this chapter to get around to it. First, though, we need to set the scene.

Rendering 3D graphics from a display list

Unicon’s 3D graphics facilities specify what is to be drawn via a series of calls to a set of built-in functions, and an underlying runtime system renders code written in C and OpenGL that draws the scene as many times per second as possible. The Unicon functions and C render code communicate using a display list. Mainly, the Unicon functions place primitives on the end of the display list, and the rendering code traverses the display list...

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