What does "Markup should be rigorous" mean? - terminology

The ISO definition of generalized markup states:
Markup should be rigorous so that the techniques available for processing rigorously-defined objects like programs and databases can be used for processing documents as well.
What does "rigorous" mean in this context?
I found a paper which says:
...the type definition and the marked up document together [...] constitute the rigorously described document that machine processing requires.
...but I'm still unclear on the exact definition.

rigorous (comparative more rigorous, superlative most rigorous)
Manifesting, exercising, or favoring rigour; allowing no abatement or mitigation; scrupulously accurate; exact; strict; severe; relentless; as, a rigorous officer of justice; a rigorous execution of law; a rigorous definition or demonstration.
I.e., the rules for a markup language should be specified in such a way as to leave no ambiguity and no doubt as to their interpretation.

Rigorous XML for instance just means valid XML that follows all the markup rules.

Related

What should I read on json and html parsers to build one myself?

I want to create a json and html parser to deepen my knowledge in them (I don't want to reinvent it to be "more efficient", as you could think).
What should I read to succede with it?
P.S: I know about parsing laws, but couldn't find some on json.
P.P.S: C++ implementation is my target.
JSON is specified in RFC 8259 (using EBNF) and ECMA-404 (using railroad diagrams). Since they both define the same grammar, which of the two you use is unimportant; go for the one you fibd easier.
JSON parsing is pretty simple. HTML, on the other hand, is a huge project, made more complicated by the absence of a versioned authoritative standard which makes it a bit of a moving target.
HTML parsing as currently defined by the "living standard" is a procedure which probably cannot be encapsulated in a context-free grammar. No real attempt is made to use grammatical descriptions in the standard, although it is possible to extract at least a lexical grammar, if you ignore the sections dealing with the handling of lexical errors.
Certainly, you could write a parser for a well-behaved subset, but that parser might not cope well with many of the "HTML" documents you will want to process. Personally, for learning purposes, I'd suggest trying your hand at XML. (Also see XML Namespaces].

What's the use of abstract syntax trees?

I am learning on my own about writing an interpreter for a programming language, and I have read about Abstract Syntax Trees. I have an idea of what they are, but I do not see their use.
Why are ASTs useful?
They represent the logic/syntax of the code, which is naturally a tree rather than a list of lines, without getting bogged down in concrete syntax issues such as where you place your asterisk.
The logic can then be manipulated in a manner more consistent and convenient from the backend's POV, which can be (and is, for everything but Lisps ;) very different from how we write the concrete syntax.
The main benefit os using an AST is that you separate the parsing and validation logic from the implementation piece. Interpreters implemented as ASTs really are easier to understand and maintain. If you have a problem parsing some strange syntax you look at the AST parser , if a pices of code is not producing the expected results than you look at the code that interprets the AST.
The other great advantage is when you syntax requires "lookahead" e.g. if your syntax allows a subroutine to be used before it is defined it is trivial to validate the existence of a subroutine when you are using an AST - its much more difficult with an "on the fly" parser.
You need "syntax trees" to represent the structure of most programming langauges, in order to carry out analysis or transformation on documents that contain programming language text. (You can see some fancy examples of this via my bio).
Whether that tree is abstract (AST) or concrete (CST) is a matter of taste, convenience, and engineering sweat. The term CST is specially used to describe the parse derivation tree when a grammar is used to deconstruct source code; it usually contains tree elements for lots of concrete syntax such as statement terminator semicolons. AST is used to mean "something simpler than the CST", e.g., leaving out semicolon tree nodes because they don't affect program analysis much, and thus writing analyzers that process ASTs is less conceptual and engineering effort than writing the same analyzer on a CST. A better way to understand this is to realize that the AST is usually as isomorphic equivalent of the CST, that is, you should be able to regenerate the CST from it. If you want to transform the source text and regenerate it, then the CST is often a better choice as it loses less information from the original program (and my fancy example uses this approach).
I think you will find the SO discussion on abstract vs. concrete syntax trees pretty helpful.
In general you are going to parse you code into some form of AST, it may be more or less of a formal model. So I think what Kirk Woll was getting at by his comment above is that when you parse the language, you very often use the parser to create some sort of data model of the raw content of what you are reading, generally organized in a tree fashion. So by that definition an AST is hard to avoid unless you are doing a very simple translator.
I use ANTLR often for parsing complex languages and in that context there is a slightly more specific meaning of an AST. ANTLR has a handy way of generating an AST in the parser grammar using pretty simple actions. You then write a generally much simpler parser for this AST which you can operate on like a much simpler version the language you are processing. Whether the extra work of building two parsers is a net gain is a function of the language complexity and what you are planning on doing with with it once you parsed it.
A good book on the subject that you may want to take a look at is "Language Implementation Patterns" by Terrence Parr the ANTLR author. He addresses this topic pretty thoroughly. That said, I didn't really get ASTs until I started using them, so that (as usual) is the best way to understand them.
Late to the question but I thought I'd add something. You don't actually have to build an AST. It is possible to emit instructions directly as you parse the source code. In this case, the AST is implied in the parsing grammar. For simple languages, especially dynamically typed languages, this is a perfectly ok strategy. For more complex languages or where you need to further analyze the source code, an AST can be very useful. For example, if your language is statically typed, ie your variables are declared with fixed types then the AST can be used to check that you're not assigning the wrong type to a variable. eg assigning a string to a variable that is declared to hold an integer would be wrong and this can be caught more conveniently with the AST.
Also, as others have mentioned, the AST offers a clean separation between syntax analysis and code generation and makes the code much more modular.

Are preprocessors obsolete in modern languages?

I'm making a simple compiler for a simple pet language I'm creating and coming from a C background(though I'm writing it in Ruby) I wondered if a preprocessor is necessary.
What do you think? Is a "dumb" preprocessor still necessary in modern languages? Would C#'s conditional compilation capabilities be considered a "preprocessor"? Does every modern language that doesn't include a preprocessor have the utilities necessary to properly replace it? (for instance, the C++ preprocessor is now mostly obsolete(though still depended upon) because of templates.)
C's preprocessing can do really neat things, but if you look at the things it's used for you realize it's often for just adding another level of abstraction.
Preprocessing for different operations on different platforms? It's basically a layer of abstraction for platform independence.
Preprocessing for easily adding complex code? Abstraction because the language isn't generic enough.
Preprocessing for adding extensions into your code? Abstraction because your code / your language isn't flexible enough.
So my answer is: you don't need a preprocessor if your language is high-level enough *. I wouldn't call preprocessing evil or useless, I just say that the more abstract the language gets, the less reason I can think for it needing preprocessing.
* What's high-level enough? That is, of course, entirely subjective.
EDIT: Of course, I'm only really referring to macros. Using preprocessors for interfacing with other code files or for defining constants is evil.
The preprocessor is a cheap method to provide incomplete metaprogramming facilities to a language in an ugly fashion.
Prefer true metaprogramming or Lisp-style macros instead.
A preprocesssor is not necessary. For real metaprogramming, you should have something like MetaML or Template Haskell or hygienic macros à la Scheme. For quick and dirty stuff, if your users absolutely must have it, there's always m4.
However, a modern language should support the equivalent of C's #line directives. Such directives enable the compiler to locate errors in the original source, even when that source is embedded in a parser generator or a lexer generator or a literate program. In other words,
Design your language so as not to need a preprocessor.
Don't bundle your language with a blessed preprocessor.
But if others have their own reasons for using a preprocessor (parser generation is a popular one), provide support for accurate error messages.
I think that preprocessors are a crutch to keep a language with poor expressive power walking.
I have seen so much abuse of preprocessors that I hate them with a passion.
A preprocessor is a separated phase of compilation.
While preprocessing can be useful in some cases, the headaches and bugs it can cause make it a problem.
In C, preprocessor is used mostly for:
Including data - While powerful, the most common use-cases do not need such power, and "import"/"using" stuff(like in Java/C#) is much cleaner to use, and few people need the remaining cases;
Defining constants - Why not just provide a "const" statement
Macros - While C-style macros are very powerful(they can include statements such as returns), they also harm readability. Generics/Templates are cleaner and, while less powerful in a few ways, they are easier to understand.
Conditional compilation - This is possibly the most legitimate use-case for preprocessors, but once again it's painful for readability. Separating platform-specific code in platform-specific source code and using common if statements ends up being better for readability.
So my answer is while powerful, the preprocessor harms readability and/or isn't the best way to deal with some problems. Newer languages tend to consider code maintenance very important, and for those reasons the preprocessor appears to be obsolete.
It's your language so you can build whatever capabilities you want into the language itself, without a need for a preprocessor. I don't think a preprocessor should be necessary, and it adds a layer of complexity and obscurity on top of a language. Most modern languages don't have preprocessors, and in C++ you only use it when you have no other choice.
By the way, I believe D handles conditional compilation without a preprocessor.
It depends on exactly what other features you offer. For example, if I have a const int N, do you offer for me to take N variables? Have N member variables, take an argument to construct all of them? Create N functions? Perform N operations that don't necessarily work in loops (for example, pass N arguments)? N template arguments? Conditional compilation? Constants that aren't integral?
The C preprocessor is so absurdly powerful in the proper hands, you'd need to make a seriously powerful language not to warrant one.
I would say that although you should avoid the pre-processor for most everything you normally do, it's still necessary.
For example, in C++, in order to write a unit-testing library like Catch, a pre-processor is absolutely necessary. They use it in two different ways: One for assertion expansion1, and one for nesting sections in test cases2.
But, the pre-processor shouldn't be abused to do compile-time computations in C++ where const-expressions and template meta-programming can be used.
Sorry, I don't have enough reputation to post more than two links, so I'm putting this here:
github.com/philsquared/Catch/blob/master/docs/assertions.md
github.com/philsquared/Catch/blob/master/docs/test-cases-and-sections.md
A others have pointed out, much of the functionality provided by the C preprocessor exists to compensate for limitations of the C language. For example, #include and inclusion guards exist due to the lack of an import statement, and macros largely exist due to the lack of inline functions and constant declarations.
However, the one feature of the C preprocessor that would still be beneficial in more modern languages is the #line directive, since this supports the use of semantically-rich preprocessors/compilers. An an example, consider yacc, which is a domain-specific-language (DSL) for writing a parser as a collection of BNF grammar rules. A central feature of yacc is that chunks of C code called actions can be embedded within BNF rules. When a BNF rule is used to parse a piece of an input file, an action embedded in that rule will be executed. The yacc compiler generates a C file that implements the BNF-based parser specified in the input file, and any actions that appeared in the input Yacc file are copied to the generated C file, but each action is surrounded by #line directives. This use of #line directives provides two important benefits.
First, if there is a syntax error in an action, then the error message generated by the C compiler can specify that the error occurred in, say, <input-file-to-yacc>, line 42 rather than in <output-file-generated-by-yacc>.c, line 3967.
Second, the location information provided by #line directives is copied into generated object code files created by the C compiler. So if you are using a debugger to investigate a program crash, if the bug that caused the crash originated from an action embedded in a Yacc input file, then the debugger will report the location of that buggy line of source code as being in <input-file-to-yacc>, line 42 rather than in <output-file-generated-by-yacc>.c, line 3967.
The designers of C# and Perl wisely provided a #line directive. Unfortunately, the designers of many other languages (Java being one that springs to mind) neglected to provide a #line directive. Because of this, Yacc-like parser generators for many languages are unable to communicate the source location of embedded actions to compilers (and, therefore, to debuggers).

Idiom vs. pattern

In the context of programming, how do idioms differ from patterns?
I use the terms interchangeably and normally follow the most popular way I've heard something called, or the way it was called most recently in the current conversation, e.g. "the copy-swap idiom" and "singleton pattern".
The best difference I can come up with is code which is meant to be copied almost literally is more often called pattern while code meant to be taken less literally is more often called idiom, but such isn't even always true. This doesn't seem to be more than a stylistic or buzzword difference. Does that match your perception of how the terms are used? Is there a semantic difference?
Idioms are language-specific.
Patterns are language-independent design principles, usually written in a "pattern language" (a uniform template) describing things such as the motivating circumstances, pros & cons, related patterns, etc.
When people observing program development from On High (Analysts, consultants, academics, methodology gurus, etc) see developers doing the same thing over and over again in various situations and environments, then the intelligence gained from that observation can be distilled into a Pattern. A pattern is a way of "doing things" with the software tools at hand that represent a common abstraction.
Some examples:
OO programming took global variables away from developers. For those cases where they really still need global variables but need a way to make their use look clean and object oriented, there's the Singleton Pattern.
Sometimes you need to create a new object having one of a variety of possible different types, depending on some circumstances. An ugly way might involve an ever-expanding case statement. The accepted "elegant" way to achieve this in an OO-clean way is via the "Factory" or "Factory Method" pattern.
Sometimes, a lot of developers do things in a certain way but it's a bad way that should be disrecommended. This can be formalized in an antipattern.
Patterns are a high-level way of doing things, and most are language independent. Whether you create your objects with new Object or Object.new is immaterial to the pattern.
Since patterns are something a bit theoretical and formal, there is usually a formal pattern (heh - word overload! let's say "template") for their description. Such a template may include:
Name
Effect achieved
Rationale
Restrictions and Limitations
How to do it
Idioms are something much lower-level, and usually operate at the language level. Example:
*dst++ = *src++
in C copies a data element from src to dst while incrementing the pointers to both; it's usually done in a loop. Obviously, you won't see this idiom in Java or Object Pascal.
while <INFILE> { print chomp; }
is (roughly quoted from memory) a Perl idiom for looping over an input file and printing out all lines in the file. There's a lot of implicit variable use in that statement. Again, you won't see this particular syntax anywhere but in Perl; but an old Perl hacker will take a quick look at the statement and immediately recognize what you're doing.
Contrary to the idea that patterns are language agnostic, both Paul Graham and Peter Norvig have suggested that the need to use a pattern is a sign that your language is missing a feature. (Visitor Pattern is often singled out as the most glaring example of this.)
I generally think the main difference between "patterns" and "idioms" to be one of size. An idiom is something small, like "use an interface for the type of a variable that holds a collection" while Patterns tend to be larger. I think the smallness of idioms does mean that they're more often language specific (the example I just gave was a Java idiom), but I don't think of that as their defining characteristic.
Since if you put 5 programmers in a room they will probably not even agree on what things are patterns, there's no real "right answer" to this.
One opinion that I've heard once and really liked (though can't for the life of me recall the source), is that idioms are things that should probably be in your language or there is some language that has them. Conversely, they are tricks that we use because our language doesn't offer a direct primitive for them. For instance, there's no singleton in Java, but we can mimic it by hiding the constructor and offering a getInstance method.
Patterns, on the other hand, are more language agnostic (though they often refer to a specific paradigm). You may have some infrastructure to support them (e.g., Spring for MVC), but they're not and not going to be language constructs, and yet you could need them in any language from that paradigm.

Theory, examples of reversible parsers?

Does anyone out there know about examples and the theory behind parsers that will take (maybe) an abstract syntax tree and produce code, instead of vice-versa. Mathematically, at least intuitively, I believe the function of code->AST is reversible, but I'm trying to find work/examples of this... besides the usual resources like the Dragon book and such. Any ideas?
Such thing is called a Visitor. Is traverses the tree and does whatever has to be done, for example optimize or generate code.
Our DMS Software Reengineering Toolkit insists on parsers and parser-inverses (called "prettyprinters") as "poker-ante" to mechanical processing (analyzing/transforming) of arbitrary languages. These provide full round-trip: source text to ASTs with captured position information (file/line/column) and comments, and AST to legal source text including regenerating the original token positions ("fidelity printing") or nicely formatted ("prettyprinting") options, including regeneration of the comments.
Parsers are often specified by a combination of grammars and lexical definitions of tokens; these notations are typically compiled into efficient parsing engines, and DMS does that for the "parser" side, as you might expect. Other folks here suggest that a "visitor" is the way to do prettyprinting, and, like assembly code, it is the right way to implement prettyprinting at the lowest level of abstraction. However, DMS prettyprinters are specified in terms of a text-box construction language over grammar terms something like Latex, that enables one to control the placement of the various language elements horizontally, vertically, embedded, spaced, concatenated, laminated, etc. DMS compiles these into efficient low-level visitors (as other answers suggest) that implement the box generation. But like the parser generator, you don't have see all the ugly detail.
DMS has some 30+ sets of these language front ends for a various programming langauge and formal notations, ranging from C++, C, Java, C#, COBOL, etc. to HTML, XML, assembly languages from some machines, temporaral property specifications, specs for composable abstract algebras, etc.
I rather like lewap's response:
find a mathematical way to express a
visitor and you have a dual to the
parser
But you asked for a sample, so try this on for size: Visual Studio contains a UML editor with excellent symmetry. The way both it and the editors are implemented, all constitute views of the model, and editing either modifies the model resulting in all remaining in synch.
Actually, generating code from a parse tree is strictly easier than parsing code, at least in a mathematical sense.
There are many grammars which are ambiguous, that is, there is no unique way to parse them, but a parse tree can always be converted to a string in a unique way, modulo whitespace.
The Dragon book gives a good description of the theory of parsers.
There are theory, working implementations and examples of reversible parsing in Haskell. The library is by Paweł Nowak. Please refer to
https://hackage.haskell.org/package/syntax
as your starting point. You can find the examples at following URLs.
https://hackage.haskell.org/package/syntax-example
https://hackage.haskell.org/package/syntax-example-json
I don't know where to find much about the theory, but boost::spirit 2.0 has both qi (parser) and karma (generator), sharing the same underlying structure and grammar, so it's a practical implementation of the concept.
Documentation on the generator side is still pretty thin (spirit2 was new in Boost 1.38, and is still in beta), but there are a few bits of karma sample code around, and AFAIK the library's in a working state and there are at least some examples available.
In addition to 'Visitor', 'unparser' is another good keyword to web-search for.
That sounds a lot like the back end of a non-optimizing compiler that has it's target language the same as it's source language.
One question would be whether you require the "unparsed" code to be identical to the original, or just functionally equivalent.
For example, would it be OK for the output to use a different indentation style than the original? That information wouldn't normally be stored in the AST because it's not semantically important.
One thing to look at would be automatic code refactoring tools.
I've been doing these forever, and calling them "DeParse".
It only gets tricky if you also want to recapture whitespace and comments. You have to tuck them into the parse tree so you can regenerate them on output.
The "Visitor Pattern" idea is good. But, I should consider "Visitor" pattern as a lineal list pattern, or, as a generic pattern, and add patterns for more specific cases like Lists, Matrices, and Trees.
Look for a "Hierarchical Visitor Pattern" or "Tree Visitor Pattern" on the web.
You have a tree data structure ("Collection") and want to do something with the data, each time you "visit", "iterate" or "read" an item from the tree.
In your case, you have a tree data structure, that represents the result of scanning/parsing some source code. Then you have read each item's data, and transform it into destination code.
There are several "lens languages" that allow bidirection transformation of source code.
It is also possible to implement reversible parsers using definite clause grammars in Prolog. In SWI-Prolog, the phrase/3 predicate converts parse trees into text and vice-versa. This book provides some additional examples of reversible parsing in Prolog.