Does Agda have any support for renaming variables? - agda

By that I mean being able to do batch renaming in some local scope rather than having to do each place by hand. In my F# programming, I spent quite a lot of time doing it like that or using find/replace only to be amazed how great it is to have IDE support for renaming.
Agda is kind of a special case among languages as its variables can have special symbols that are difficult to type out, so that feature would be even more beneficial than is usual.
What is the prefered way to do renaming at the moment?

Related

Do Static vs. Dynamic Types Have Anything to Do With Making it More Difficult To Write an IDE?

Edit: Just to clarify, I didn't intend to suggest it might be impossible to write an IDE for dynamic languages. /edit
In my specific experience I'm thinking about years of conversations/comments about JavaScript, many of them on stack, but every now and then somebody says this, that the reason JS doesn't have a decent IDE is because dynamic types make it too hard to do.
I've thought about this in terms of writing a parser for JS and I don't understand where the types have anything to do with features like auto-complete or going straight to the definitions of stuff. If anything I would imagine scope and availability through passed params in a dynamic language would be considerably easier to establish without the type-checking concern. Especially in JS where the rules are actually pretty simple in most cases.
Until I started hearing people cite dynamic types as if it were a technical blocking issue, I just assumed that in most dynamic scripting languages you can run from a console, reduced verbosity and the ease of testing in a live execution environment makes debug easier, thereby reducing demand for IDEs.
So which is it? Something about static types that makes it easier to parse code for establishing scope/availability or am I right about reduced demand?
IDEs were invented in dynamic languages. Refactoring was invented in dynamic languages. Automated Refactoring Tools were invented in dynamic languages.
Dynamic languages had graphical IDEs with builtin support for pair programming over the network when static languages didn't even have graphics. Or IDEs. Or networking support.
Smalltalk and Lisp IDEs still are ahead of what's available for Java or C#, for example. In fact, Eclipse was a Smalltalk IDE once!
The quality of an IDE is dependent on how much effort is spent making it good. The Smalltalk and Lisp communities spent decades of research, dozens of PhDs and truckloads of money building powerful IDEs. So did the Java community. (Actually, they spent truckloads of money buying Smalltalk companies …)
The JavaScript community didn't. That's the whole difference.
There are some things that need a different approach between the two. Take something like IntelliSense / Content Assist / Autocompletion, for example. Statically trying to determine what identifiers are in scope in a dynamic language is basically equivalent to solving the Halting Problem, so you can't do that. Your IDE needs to be dynamic as well, then it doesn't need to do static analysis, it can just look at the running code and see what identifiers are in scope.
Smalltalk is a dynamic language and had one of the earliest graphic based IDEs including support for refactoring. Also look at Jetbrain's RubyMine for an example of a more modern IDE for a dynamic language.
It's not impossible. It's more difficult...but then again so is writing tools for developers in general.

Custom programming language: how?

Hopefully this question won't be too convoluted or vague. I know what I want in my head, so fingers crossed I can get this across in text.
I'm looking for a language with a syntax of my own specification, so I assume I will need to create one myself. I've spent the last few days reading about compilers, lexers, parsers, assembly language, virtual machines, etc, and I'm struggling to sort everything out in terms of what I need to accomplish my goals (file attached at the bottom with some specifications). Essentially, I'm deathly confused as to what tools specifically I will need to use to go forward.
A little background: the language made would hopefully be used to implement a multiplayer, text-based MUD server. Therefore, it needs easy inbuilt functionality for creating/maintaining client TCP/IP connections, non-blocking IO, database access via SQL or similar. I'm also interested in security insofar as I don't want code that is written for this language to be able to be stolen and used by the general public without specialist software. This probably means that it should compile to object code
So, what are my best options to create a language that fits these specifications
My conclusions are below. This is just my best educated guess, so please contest me if you think I'm heading in the wrong direction. I'm mostly only including this to see how very confused I am when the experts come to make comments.
For code security, I should want a language that compiles and is run in a virtual machine. If I do this, I'll have a hell of a lot of work to do, won't I? Write a virtual machine, assembler language on the lower-level, and then on the higher-level, code libraries to deal with IO, sockets, etc myself, rather than using existing modules?
I'm just plain confused.
I'm not sure if I'm making sense.
If anyone could settle my brain even a little bit, I'd sincerely appreciate it! Alternatively, if I'm way off course and there's a much easier way to do this, please let me know!
Designing a custom domain-specific programming language is the right approach to a problem. Actually, almost all the problems are better approached with DSLs. Terms you'd probably like to google are: domain specific languages and language-oriented programming.
Some would say that designing and implementing a compiler is a complicated task. It is not true at all. Implementing compilers is a trivial thing. There are hordes of high-quality compilers available, and all you need to do is to define a simple transform from your very own language into another, or into a combination of the other languages. You'd need a parser - it is not a big deal nowdays, with Antlr and tons of homebrew PEG-based parser generators around. You'd need something to define semantics of your language - modern functional programming langauges shines in this area, all you need is something with a support for ADTs and pattern matching. You'd need a target platform. There is a lot of possibilities: JVM and .NET, C, C++, LLVM, Common Lisp, Scheme, Python, and whatever else is made of text strings.
There are ready to use frameworks for building your own languages. Literally, any Common Lisp or Scheme implementation can be used as such a framework. LLVM has all the stuff you'd need too. .NET toolbox is ok - there is a lot of code generation options available. There are specialised frameworks like this one for building languages with complex semantics.
Choose any way you like. It is easy. Much easier than you can imagine.
Writing your own language and tool chain to solve what seems to be a standard problem sounds like the wrong way to go. You'll end up developing yet another language, not writing your MUD.
Many game developers take an approach of using scripting languages to describe their own game world, for example see: http://www.gamasutra.com/view/feature/1570/reflections_on_building_three_.php
Also see: https://stackoverflow.com/questions/356160/which-game-scripting-language-is-better-to-use-lua-or-python for using existing languages (Pythong and LUA) in this case for in-game scripting.
Since you don't know a lot about compilers and creating computer languages: Don't. There are about five people in the world who are good at it.
If you still want to try: Creating a good general purpose language takes at least 3 years. Full time. It's a huge undertaking.
So instead, you should try one of the existing languages which solves almost all of your problems already except maybe the "custom" part. But maybe the language does things better than you ever imagined and you don't need the "custom" part at all.
Here are two options:
Python, a beautiful scripting language. The VM will compile the language into byte code for you, no need to waste time with a compiler. The syntax is very flexible but since there is a good reason for everything in Python, it's not too flexible.
Java. With the new Xtext framework, you can create your own languages in a couple of minutes. That doesn't mean you can create a good language in a few minutes. Just a language.
Python comes with a lot of libraries but if you need anything else, the air gets thin, quickly. On a positive side, you can write a lot of good and solid code in a short time. One line of python is usually equal to 10 lines of Java.
Java doesn't come with a lot of frills but there a literally millions of frameworks out there which do everything you can image ... and a lot of things you can't.
That said: Why limit yourself to one language? With Jython, you can run Python source in the Java VM. So you can write the core (web server, SQL, etc) in Java and the flexible UI parts, the adventures and stuff, in Python.
If you really want to create your own little language, a simpler and often quicker solution is to look at tools like lex and yacc and similar systems (ANTLR is a popular alternative), and then you can generate code either to an existing virtual machine or make a simple one yourself.
Making it all yourself is a great learning-experience, and will help you understand what goes on behind the scenes in other virtual machines.
An excellent source for understanding programming language design and implementation concepts is Structure and Interpretation of Computer Programs from MIT Press. It's a great read for anyone wanting to design and implement a language, or anyone looking to generally become a better programmer.
From what I can understand from this, you want to know how to develop your own programming language.
If so, you can accomplish this by different methods. I just finished up my own a few minutes ago and I used HTML and Javascript (And DOM) to develop my very own. I used a lot of x.split and x.indexOf("code here")!=-1 to do so... I don't have much time to give an example, but if you use W3schools and search "indexOf" and "split" I am sure that you will find what you might need.
I would really like to show you what I did and past the code below, but I can't due to possible theft and claim of my work.
I am pretty much just here to say that you can make your own programming language using HTML and Javascript, so that you and other might not get their hopes too low.
I hope this helps with most things....

Why is F#'s type inference so fickle?

The F# compiler appears to perform type inference in a (fairly) strict top-to-bottom, left-to-right fashion. This means you must do things like put all definitions before their use, order of file compilation is significant, and you tend to need to rearrange stuff (via |> or what have you) to avoid having explicit type annotations.
How hard is it to make this more flexible, and is that planned for a future version of F#? Obviously it can be done, since Haskell (for example) has no such limitations with equally powerful inference. Is there anything inherently different about the design or ideology of F# that is causing this?
Regarding "Haskell's equally powerful inference", I don't think Haskell has to deal with
OO-style dynamic subtyping (type classes can do some similar stuff, but type classes are easier to type/infer)
method overloading (type classes can do some similar stuff, but type classes are easier to type/infer)
That is, I think F# has to deal with some hard stuff that Haskell does not. (Almost certainly, Haskell has to deal with some hard stuff that F# does not.)
As is mentioned by other answers, most of the major .NET languages have the Visual Studio tooling as a major language design influence (see e.g. how LINQ has "from ... select" rather than the SQL-y "select... from", motivated by getting intellisense from a program prefix). Intellisense, error squiggles, and error-message comprehensibility are all tooling factors that inform the F# design.
It may well be possible to do better and infer more (without sacrificing on other experiences), but I don't think it's among our high priorities for future versions of the language. (The Haskellers may see F# type inference as somewhat weak, but they are probably outnumbered by the C#ers who see F# type inference as very strong. :) )
It might also be hard to extend the type inference in a non-breaking fashion; it is ok to change illegal programs into legal ones in a future version, but you have to be very careful to ensure previously-legal programs do not change semantics under new inference rules, and name resolution (an awful nightmare in every language) is likely to interact with type-inference-changes in surprising ways.
I think that the algorithm used by F# has the benefit that it is easy to (at least roughly) explain how it works, so once you understand it, you can have some expectations about the result.
The algorithm will always have some limitations. Currently, it is quite easy to understand them. For more complicated algorithms, this could be difficult. For example, I think you could run into situations where you think that the algorithm should be able to deduce something - but if it was general enough to cover the case, it would be non-decidable (e.g. could keep looping forever).
Another thought on this is that checking the code from the top to the bottom corresponds to how we read code (at least sometimes). So, maybe the fact that we tend to write the code in a way that enables type-inference also makes the code more readable for people...
F# uses one pass compilation such that
you can only reference types or
functions which have been defined
either earlier in the file you're
currently in or appear in a file which
is specified earlier in the
compilation order.
I recently asked Don Syme about making
multiple source passes to improve the
type inference process. His reply was
"Yes, it’s possible to do multi-pass
type inference. There are also
single-pass variations that generate a
finite set of constraints.
However these approaches tend to give
bad error messages and poor
intellisense results in a visual
editor."
http://www.markhneedham.com/blog/2009/05/02/f-stuff-i-get-confused-about/#comment-16153
The short answer is that F# is based on the tradition of SML and OCaml, whereas Haskell comes from a slightly different world of Miranda, Gofer, and the like. The differences in historical tradition are subtle, but pervasive. This distinction is paralleled in other modern languages too, such as the ML-like Coq which has the same ordering restrictions vs the Haskell-like Agda which doesn't.
This difference is related to lazy vs strict evaluation. The Haskell side of the universe believes in laziness, and once you already believe in laziness the idea of adding laziness to things like type inference is a no-brainer. Whereas in the ML side of the universe whenever laziness or mutual recursion is necessary it must be explicitly noted by the use of keywords like with, and, rec, etc. I prefer the Haskell approach because it results in less boilerplate code, but there are a lot of folks who think it's better to make these things explicit.

Appropriate uses for yacc/byacc/bison and lex/flex

Most of the posts that I read pertaining to these utilities usually suggest using some other method to obtain the same effect. For example, questions mentioning these tools usual have at least one answer containing some of the following:
Use the boost library (insert appropriate boost library here)
Don't create a DSL use (insert favorite scripting language here)
Antlr is better
Assuming the developer ...
... is comfortable with the C language
... does know at least one scripting
language (e.g., Python, Perl, etc.)
... must write some parsing code in almost
every project worked on
So my questions are:
What are appropriate situations which
are well suited for these utilities?
Are there any (reasonable) situations
where there is not a better
alternative to a problem than yacc
and lex (or derivatives)?
How often in actual parsing problems
can one expect to run into any short
comings in yacc and lex which are
better addressed by more recent
solutions?
For a developer which is not already
familiar with these tools is it worth
it for them to invest time in
learning their syntax/idioms? How do
these compare with other solutions?
The reasons why lex/yacc and derivatives seem so ubiquitous today are that they have been around for much longer than other tools, that they have far more coverage in the literature and that they traditionally came with Unix operating systems. It has very little to do with how they compare to other lexer and parser generator tools.
No matter which tool you pick, there is always going to be a significant learning curve. So once you have used a given tool a few times and become relatively comfortable in its use, you are unlikely to want to incur the extra effort of learning another tool. That's only natural.
Also, in the late 1960s and early 1970s when lex/yacc were created, hardware limitations posed a serious challenge to parsing. The table driven LR parsing method used by Yacc was the most suitable at the time because it could be implemented with a small memory footprint by using a relatively small general program logic and by keeping state in files on tape or disk. Code driven parsing methods such as LL had a larger minimum memory footprint because the parser program's code itself represents the grammar and therefore it needs to fit entirely into RAM to execute and it keeps state on the stack in RAM.
When memory became more plentiful a lot more research went into different parsing methods such as LL and PEG and how to build tools using those methods. This means that many of the alternative tools that have been created after the lex/yacc family use different types of grammars. However, switching grammar types also incurs a significant learning curve. Once you are familiar with one type of grammar, for example LR or LALR grammars, you are less likely to want to switch to a tool that uses a different type of grammar, for example LL grammars.
Overall, the lex/yacc family of tools is generally more rudimentary than more recent arrivals which often have sophisticated user interfaces to graphically visualise grammars and grammar conflicts or even resolve conflicts through automatic refactoring.
So, if you have no prior experience with any parser tools, if you have to learn a new tool anyway, then you should probably look at other factors such as graphical visualisation of grammars and conflicts, auto-refactoring, availability of good documentation, languages in which the generated lexers/parsers can be output etc etc. Don't pick any tool simply because "this is what everybody else seems to be using".
Here are some reasons I could think of for using lex/yacc or flex/bison :
the developer is already familiar with lex/yacc or flex/bison
the developer is most familiar and comfortable with LR/LALR grammars
the developer has plenty of books covering lex/yacc but no books covering others
the developer has a prospective job offer coming up and has been told that lex/yacc skills would increase his chances to get hired
the developer could not get buy-in from project members/stake holders for the use of other tools
the environment has lex/yacc installed and for some reason it is not feasible to install other tools
Whether it's worth learning these tools or not will depend heavily (almost entirely on how much parsing code you write, or how interested you are in writing more code on that general order. I've used them quite a bit, and find them extremely useful.
The tool you use doesn't really make as much difference as many would have you believe. For about 95% of the inputs I've had to deal with, there's little enough difference between one and another that the best choice is simply the one with which I'm most familiar and comfortable.
Of course, lex and yacc produce (and demand that you write your actions in) C (or C++). If you're not comfortable with them, a tool that uses and produces a language you prefer (e.g. Python or Java) will undoubtedly be a much better choice. I, for one, would not advise trying to use a tool like this with a language with which you're unfamiliar or uncomfortable. In particular, if you write code in an action that produces a compiler error, you'll probably get considerably less help from the compiler than usual in tracking down the problem, so you really need to be familiar enough with the language to recognize the problem with only a minimal hint about where compiler noticed something being wrong.
In a previous project, I needed a way to be able to generate queries on arbitrary data in a way that was easy for a relatively non-technical person to be able to use. The data was CRM-type stuff (so First Name, Last Name, Email Address, etc) but it was meant to work against a number of different databases, all with different schemas.
So I developed a little DSL for specifying the queries (e.g. [FirstName]='Joe' AND [LastName]='Bloggs' would select everybody called "Joe Bloggs"). It had some more complicated options, for example there was the "optedout(medium)" syntax which would select all people who had opted-out of receiving messages on a particular medium (email, sms, etc). There was "ingroup(xyz)" which would select everybody in a particular group, etc.
Basically, it allowed us to specify queries like "ingroup('GroupA') and not ingroup('GroupB')" which would be translated to an SQL query like this:
SELECT
*
FROM
Users
WHERE
Users.UserID IN (SELECT UserID FROM GroupMemberships WHERE GroupID=2) AND
Users.UserID NOT IN (SELECT UserID GroupMemberships WHERE GroupID=3)
(As you can see, the queries aren't as effecient as possible, but that's what you get with machine generation, I guess).
I didn't use flex/bison for it, but I did use a parser generator (the name of which has escaped me at the moment...)
I think it's pretty good advice to eschew the creation of new languages just to support a Domain specific language. It's going to be a better use of your time to take an existing language and extend it with domain functionality.
If you are trying to create a new language for some other reason, perhaps for research into language design, then these tools are a bit outdated. Newer generators such as antlr, or even newer implementation languages like ML, make language design a much easier affair.
If there's a good reason to use these tools, it's probably because of their legacy. You might already have a skeleton of a language you need to enhance, which is already implemented in one of these tools. You might also benefit from the huge volumes of tutorial information written about these old tools, for which there is not so great a corpus written for newer and slicker ways of implementing languages.
We have a whole programming language implemented in my office. We use it for that. I think it's meant to be a quick and easy way to write interpreters for things. You could conceivably write almost any sort of text parser using them, but a lot of times it's either A) easier to write it yourself quick or B) you need more flexibility than they provide.

Is automated source translation seen as beneficial and/or necessary?

I have recently spent several years translating legacy FORTRAN into Java. Prior to that, I found myself translating FORTRAN into C (for which I wrote a simple translation tool). After all this work, I find myself wondering how many others are doing similar language-to-language translations and whether an automated way of doing so would be beneficial.
I know about F2C, For_C, F2J and others, as well as some of the translation sites, but none seem to be all that successful. Having seen output from For_C, I can see why it just hasn't taken off. While it is technically correct, it is very difficult to maintain.
So, I guess what I am wondering is if there were are tool that produced more maintainable, more grok-able code than the code I have seen, would developers use it? Or are developers as jaded as many posts seem to indicate and unwilling to use generated code as it could never be as good as their manually translated code?
In short, no. Obviously time restraints necessitate it sometimes, but...
Rarely is code written in one language going to translate well to another - every language has certain ways of doing things that are more suited to the constructs available / common libraries / etc.
Consider for example a program written in C as compared to something written in Python - certainly you can write for loops and iterate through things in Python just as easily as you can in C, but it is much simpler to use list comprehensions and take advantage of the features the language provides.
I'd be surprised to see an example of a reasonably sized program written in any language that could be translated into 'correct', well-maintainable code in any other.
This was already covered to some extent in Conversion of Fortran 77 code to C++, but I'll take a stab at it here.
I think there's a lot of time wasted translating legacy code to new languages. It takes a phenomenal amount of time and energy to do, and you introduce new bugs when you do it.
Joel mentioned why rewriting from scratch is a horrible idea in Things you Should Never do Part I, and though I realize that translating something to a new language isn't quite the same as rewriting from scratch, I claim it's close enough:
Automated translation tools aren't wonderful because you don't get anything maintainable out of them. You pretty much have to know the old code to understand the new code, and then what have you gained?
To port something manually, you have to know how the code works to do it well. Rewriting code is seldom done by the original developers, so you seldom get people who understand everything that's going on to do the rewrite. I worked at a company where an outsource team was hired to translate an entire website backend from ColdFusion to JSP. That project kept getting delayed and delayed because the port team didn't know the code at all. Our guys never quite liked their design, and they never quite got it right, so there was constant iteration as everyone worked out all the issues that were solved in the original code. Then, the porting itself took forever.
You also need to be familiar with really technical inconsistencies between languages. People who are very familiar with two languages are rare.
For Fortran specifically, I now work at a place where there are millions of lines of legacy Fortran code, and no one here is about to rewrite it. There's just too much risk. Old bugs would have to be re-fixed, and there are hundreds of man-years that went into working out the math. Nobody wants to introduce those kinds of bugs, and it's probably downright unsafe to do it.
Instead of porting, we have hybrid codes. After all, you can link Fortran and C/C++, and if you make a C interface around your Fortran code, you can call it from Java. Modern codes here have C/C++ components that make calls into old Fortran routines, and if you do it this way you get the added benefit that Fortran compilers are screaming fast, so the old code continues to run as fast as it ever did.
I think the best way to handle this is to do any porting you need to do incrementally. Make a lightweight interface around your old fortran code and call the pieces you need, but only port things as you need them in the new part. There are also component frameworks for integrating multi-language applications that can make this easier, but you can check out Conversion of Fortran 77 code to C++ for more on that.
Since programming is hard, no such tool can really exist.
If it was trivial to change one language into another, the idea of "compiler" would be moot. You'd just map the language you liked into the language of the hardware, press the button and be done.
However, it's never that simple. Each VM, each language, each API library adds nuances that are just impossible to automate.
" I can see why it just hasn't taken off. While it is technically correct, it is very difficult to maintain."
Correct for F2C as well as Fortran to machine language. The object code generated from most compilers can't easily be read by people. Either it's cruddy or it's highly optimized. Either way, it doesn't look a thing like an expert human would write in the assembler language for that hardware.
If only compiling could be reduced to some XSLT-like transformations that preserved the clarity of the old language in the new language. If there was only some universal Lingua Franca of computing that would be the Rosetta Stone of programming.
Until someone invents that Lingua Franca of computing, every language translation job will be hard and will lead to code that's "difficult to maintain" in the new language.
I've used f2c, and I agree with whoever wanted to name it cc2fc instead. It isn't a way of transforming Fortran into anything vaguely usable as C. It's a way of taking a C compiler and making a Fortran compiler out of it.
It did work just fine at taking that Fortran code and turning it (through C) to a Macintosh library I could call from Macintosh Common Lisp. Those were the days.

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