1 types type = a set of values operations that are allowed on these values. why? to generate better...
Post on 22-Dec-2015
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Types
Type = a set of values operations that are allowed on these values.
Why? To generate better code, with less runtime overhead To avoid runtime errors To improve expressiveness (see overloading)
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Type
Type system for a programming language = set of types AND rules that specify how a typed program is allowed to behave
Actions Type checking
Given an operation and an operand of some type, determine whether the operation is allowed on that operand
Type inference Given the type of operands, determine
the meaning of the operation the type of the operation
OR, without variable declarations, infer type from the way the variable is used
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Issues in typing
Does the language have a type system? Untyped languages (e.g. assembly) have no type
system at all When is typing performed?
Static typing: At compile time Dynamic typing: At runtime
How strictly are the rules enforced? Strongly typed: No exceptions Weakly typed: With well-defined exceptions
Type equivalence & subtyping When are two types equivalent?
What does "equivalent" mean anyway? When can one type replace another?
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Components of a type system
Built-in types Rules for constructing new types
Where do we store type information?
Rules for determining if two types are equivalent
Rules for inferring the types of expressions
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Component: Built-in types
These are the basic types. Usually,
integer usual operations: standard arithmetic
floating point usual operations: standard arithmetic
character character set generally ordered lexicographically usual operations: (lexicographic) comparisons
boolean usual operations: not, and, or, xor
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Component: type constructors
Arrays array(I,T) denotes the type of an array with elements of type T,
and index set I multidimensional arrays are just arrays where T is also an array operations: element access, array assignment, products
Strings bitstrings, character strings operations: concatenation, lexicographic comparison
Products Groups of multiple objects of different types
essentially, Cartesian product of types (useful in functions later)
Records (structs) Groups of multiple objects of different types where the
elements are given specific names. How is a recursive type definition handled?
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Component: type constructors
Pointers addresses operations: arithmetic, dereferencing, referencing issue: equivalency
Function types A function such as "int add(real, int)" has type
realintint
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Component: type equivalence Name equivalence
Two types are equivalent only when they have the same name.
Why? Loose vs. strict
Structural equivalence Two types are equivalent when they have the same structure
Should records require member name identity to be equivalent?
Does the order of record fields matter? How about Array(int, 1..10) and Array(int, 1..20). Should we
consider the bounds or just the element type? How about recursively defined types?
Example C uses structural equivalence for structs and name
equivalence for arrays/pointers.
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Component: type equivalence
Type coercion If x is float, is x=3 acceptable?
Disallow Allow and implicitly convert 3 to float. "Allow" but require programmer to explicitly convert 3
to float How do we convert?
Reinterpret bit sequence Build new object
What should be allowed? float to int ? int to float ? What if both types are equally general? What if multiple coercions are possible?
Consider 3 + "4" in a language that can convert strings to integers.
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Overloading
Same operation name but different effect on different types
For an overloaded function f resolve arguments look up f in symbol table to get list of all visible
"versions" ignore those with wrong parameter types.
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A simple type checker
We can use an attribute grammar to implement a simple type checker.
Enum {E.type = integer}EE1+E2 {E.type = (E1.type == integer && E2.type == integer)?
integer : error}EE1[E2] {E.type = (E1.type == array(int, T) && E2.type == integer)?
T : error}E*E1 {E.type = (E1.type == pointer(T))? T : error}EE1(E2) {E.type = (E1.type == (ST) && E2.type == S)? T : errorS if E then S1 {S.type = (E.type == boolean)? void : error}
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Inference rules The formal notation for type checking/inference is rules of
inference They have the form:
If we can prove the hypotheses are all true in the existing environment, then the conclusion is also true.
For example:
In English: If expressions E1 and E2 both have type int, then E1+E2 also has type int.
Environment Hypotheses
Environment Conclusions
A E1: int A E2: int
A E1 + E2 : int
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Inference rules
The inference rules give us templates that describe how to type various expressions.
We can use the templates to prove that an expression has a valid type (and find what that type is)
The construct parallels the parse tree. Short example:
Type the expression x+a[i] under the assumption that x is an char, a[i] is an array of chars and i is an int.
The environment is A={x:char, a:array(int, char), i:char}
A E1: array(T,S) , A E2: T
A E1[E2] : S[ARRAY]
A E1: char , A E2: charA E1 + E2 : char [ADD]
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Inference rules
[ADD]A |– x:char
A |– i:int A |– a: array(int,char)
A |– a[i]: char
A |– x+a[i]: char
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Types
Where do we store type information? The symbol table
In general, the symbol table contains information about
variables functions class names type names temporary variables etc.
Do we need a separate symbol table for types?
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Symbol Tables
What kind of information is usually stored in a symbol table? type storage class size scope stack frame offset register
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Symbol Tables
How is a symbol table implemented? array
simple, but linear LookUp time However, we may use a sorted array for reserved
words, since they are generally few and known in advance.
tree O(lgn) lookup time if kept balanced
hash table most common implementation O(1) LookUp time
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Revisiting hash tables (cs311)
Hash tables use array of size m to store elements given key k (the identifier name), use a function h to
compute index h(k) for that key collisions are possible
two keys hash into the same slot.
Hash functions A good hash function
is easy to compute avoids collisions (by breaking up patterns in the keys
and uniformly distributing the hash values)
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Revisiting hash tables (cs311)
Hash functions A common hash function is
h(k) = m*(k*c- k*c), for some constant 0<c<1 In English
multiply the key k by the constant c Take the fractional part of k*c Multiply that by size m Take the floor of the result
A good value for c:
2
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Revisiting hash tables (cs311)
Different elements may still hash into the same slot. How do we resolve collisions? Chaining
Put all the elements that collide in a chain (list) attached to the slot.
Insert/Delete/Lookup in expected O(1) time However, this assumes that the chains are kept
small. If the chains start becoming too long, the table
must be enlarged and all the keys rehashed.
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Revisiting hash tables (cs311)
Different elements may still hash into the same slot. How do we resolve collisions? Open addressing
Store all elements within the table The space we save from the chain pointers is used
up to make the array larger. If there is a collision, probe the table in a
systematic way to find an empty slot. If the table fills up, we need to enlarge it and
rehash all the keys. Open addressing with linear probing
Probe the slots in a linear manner Simple but Bad: results in clustering (long
sequences of used slots build up very fast)
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Revisiting hash tables (cs311)
Open addressing with double hashing Use a second hash function. The probe sequence is:
(h(k) + i*h2(k) ) mod m, with i=0, 1, 2, ... Good performance
Since we use a second function, keys that originally collide will subsequently have different probe sequences.
No clustering A good choice for h2(k) is p-(k mod p) where p is a
prime less than m
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Scope issues
Declaration before use promotes one-pass compiling
Block-structured languages allow nested name scopes.
Usual visibility rules Only names created in the current or enclosing
scopes are visible When there is a conflict, the innermost declaration
takes precedence. What about "same-level" declarations?
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Scope issues
One idea is to have a global symbol table and save the scope information for each entry. When an identifier goes out of scope, scan the table
and remove the corresponding entries We may even link all same-scope entries together
for easier removal. Careful: deleting from a hash table that uses open
addressing is tricky We must mark a slot as Deleted, rather than
Empty, otherwise later LookUp operations may fail.
Alternatively, we can maintain a separate, local table for each scope.
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Structure tables
Where should we store struct field names? Separate mini symbol table for each struct
Conceptually easy Separate table for all struct field names
We need to somehow uniquely map each name to its structure (e.g. by concatenating the field name with the struct name)
No special storage struct field names are stored in the regular
symbol table. Again we need to be able to map each name to its
structure.
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Static vs. Dynamic scope
What we've seen so far is static scope: Scoping follows the structure of the program
An alternative is dynamic scope, where scoping follows the execution path. Example:
int i = 1;void func() { cout << i << endl;}int main () { int i = 2; func(); return 0;}
If C++ used dynamicscoping, this would print out 2, not 1.