Language primitive

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Primitives in the visual programming language DRAKON

In computing, language primitives are the simplest elements available in a programming language. A primitive is the smallest 'unit of processing' available to a programmer of a given machine, or can be an atomic element of an expression in a language.

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Primitives are units with a meaning, i.e., a semantic value in the language. Thus they are different from tokens in a parser, which are the minimal elements of syntax.

Types of primitives

Machine-level primitives

A machine instruction, usually generated by an assembler program, is often considered the smallest unit of processing although this is not always the case. It typically performs what is perceived to be one operation such as copying a byte or string of bytes from one computer memory location to another or adding one processor register to another.

Microcode primitives

Many of today's computers, however, actually embody an even lower unit of processing known as microcode which interprets the machine code and it is then that the microcode instructions would be the genuine primitives. These instructions would typically be available for modification only by the hardware vendor's programmers.

High-level language primitives

A high-level programming language (HLL) program is composed of discrete statements and primitive data types that may also be perceived to perform a single operation or represent a single data item, but at a higher semantic level than those provided by the machine. Copying a data item from one location to another may actually involve many machine instructions that, for instance,

before finally

Some HLL statements, particularly those involving loops, can generate thousands or even millions of primitives in a low-level programming language (LLL), which comprise the genuine instruction path length the processor has to execute at the lowest level. This perception has been referred to as the abstraction penalty. [1] [2] [3]

Interpreted language primitives

An interpreted language statement has similarities to the HLL primitives, but with a further added layer. Before the statement can be executed in a manner very similar to an HLL statement: it must first be processed by an interpreter, a process that may involve many primitives in the target machine language.

Fourth and fifth-generation language primitives

Fourth-generation programming languages (4GL) and fifth-generation programming languages (5GL) do not have a simple one-to-many correspondence from high-to-low level primitives. There are some elements of interpreted language primitives embodied in 4GL and 5GL specifications, but the approach to the original problem is less a procedural language construct and are more oriented toward problem solving and systems engineering.

See also

Related Research Articles

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<span class="mw-page-title-main">Machine code</span> Set of instructions executed by a computer

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In computer science, a high-level programming language is a programming language with strong abstraction from the details of the computer. In contrast to low-level programming languages, it may use natural language elements, be easier to use, or may automate significant areas of computing systems, making the process of developing a program simpler and more understandable than when using a lower-level language. The amount of abstraction provided defines how "high-level" a programming language is.

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<span class="mw-page-title-main">Control table</span> Data structures that control the execution order of computer commands

Control tables are tables that control the control flow or play a major part in program control. There are no rigid rules about the structure or content of a control table—its qualifying attribute is its ability to direct control flow in some way through "execution" by a processor or interpreter. The design of such tables is sometimes referred to as table-driven design. In some cases, control tables can be specific implementations of finite-state-machine-based automata-based programming. If there are several hierarchical levels of control table they may behave in a manner equivalent to UML state machines

A high-level language computer architecture (HLLCA) is a computer architecture designed to be targeted by a specific high-level programming language (HLL), rather than the architecture being dictated by hardware considerations. It is accordingly also termed language-directed computer design, coined in McKeeman (1967) and primarily used in the 1960s and 1970s. HLLCAs were popular in the 1960s and 1970s, but largely disappeared in the 1980s. This followed the dramatic failure of the Intel 432 (1981) and the emergence of optimizing compilers and reduced instruction set computer (RISC) architectures and RISC-like complex instruction set computer (CISC) architectures, and the later development of just-in-time compilation (JIT) for HLLs. A detailed survey and critique can be found in Ditzel & Patterson (1980).

References

  1. Surana P (2006). "Meta-Compilation of Language Abstractions" (PDF). Archived (PDF) from the original on 2015-02-17. Retrieved 2008-03-17.
  2. Kuketayev. "The Data Abstraction Penalty (DAP) Benchmark for Small Objects in Java". Archived from the original on 2009-01-11. Retrieved 2008-03-17.
  3. Chatzigeorgiou; Stephanides (2002). "Evaluating Performance and Power Of Object-Oriented Vs. Procedural Programming Languages". In Blieberger; Strohmeier (eds.). Proceedings - 7th International Conference on Reliable Software Technologies - Ada-Europe'2002. Springer. p. 367. ISBN   978-3-540-43784-0.