





                       COP-5641/4640

             Programming Language Translators I


11..  TThhee CCooddee GGeenneerraattoorr..

     The  code  generator operates in a manner quite similar
to the constrainer: it performs one recursive  walk  of  the
abstract syntax tree, generating code along the way.

11..11..  SSuuppppoorrtt MMoodduulleess..

     We have a code module, to store the instructions in the
code, and to create labels.  Below is an  abstract  descrip-
tion.















































                             -2-


     ---------------------   CODE & LABEL MODULE -----------------------

          const NoLabel = UndefinedString;

          var   FrameSize: integer;

                Labels, Instr, Operand1, Operand2: Table;

          { It is quite convenient to use "Table"s to store instructions }

          procedure InitializeCode;
          - Initializes the data structures, if necessary.

          function MakeLabel: String;
          -  Makes a new label, which is a string.

          procedure CodeGen0 (Instruction: String; L:Label);
          - Adds an instruction, with no operands, to the code.
            The instruction is called Instr, and is labeled with L.

          procedure CodeGen1 (Instr,Op1: String; L:Label);
          - Adds an instruction, with one operand, to the code.
            The instruction is called Instr, and is labeled with L.
            The operand is called Op1.

          procedure CodeGen2 (Instr,Op1,Op2: String; L:Label);
          - Adds an instruction, with two operands, to the code.
            The instruction is called Instr, and is labeled with L.
            The operands are called Op1 and Op2.

          procedure IncrementFrameSize;
          - Increments the current frame size.

          procedure DecrementFrameSize;
          - Decrements the current frame size.

          procedure OpenFrame;
          - Opens a frame, by pushing the current frame size on some
            stack, and re-setting FrameSize to zero.
            Note: Since there are no functions or procedures in Tiny, you
                  may defer implementing this until... well, whenever.






















                             -3-


          procedure CloseFrame;
          - Closes a frame, by restoring the current frame size to what
            it was before the last OpenFrame.  This is done by popping
            the stack used by OpenFrame, and re-setting FrameSize to
            the value popped.
            Note: You may defer implementing this one, too.

          function MakeAddress:integer;
          - Makes an address out of the current frame size.  An easy
            choice (for now) is to have the address be FrameSize itself.
            Details in class.

          procedure DumpCode (var File: text);
          - Dumps the code to File.

     ------------------   END OF CODE & LABEL MODULE -------------------


11..22..  TThhee CCooddee GGeenneerraattoorr MMoodduullee..

     This module reads in the abstract syntax tree, walks it
recursively, and generates code, using procedures  from  the
code module.  The central ideas are as follows:

1)   Declaration nodes are processed before the main body of
     the program.  In each declaration node,  each  <identi-
     fier>  node  is RE-DECORATED with the result of MakeAd-
     dress.  Thus the decoration of  these  nodes  will  not
     point to their TYPE, but instead the decoration will be
     an offset from the GBR, FOR THAT  PARTICULAR  VARIABLE.
     We  must  also reserve locations for all these declared
     variables at the bottom of the stack, by  generating  a
     "LIT  0"  instruction  for  each variable.  Finally, we
     must call IncrementFrameSize for  each  variable  being
     declared,  so  that  the next variable that is declared
     gets a different (in fact the next) slot in the  global
     frame allocated to it.

2)   In  the  body of the program, a reference to a variable
     (an <identifier> node) could occur on the left side  of
     assignment, or on the right side.  The former implies a
     store operation, the latter implies a  load  operation.
     From  the  constrainer, we know that each such <identi-
     fier> node is decorated with a pointer to the  declara-
     tion  of  that variable.  That declaration has now been
     re-decorated (as described in 1)  above),  with  essen-
     tially the "address" of the variable, in the form of an
     offset from the GBR.  When processing such an  <identi-
     fier> node, we must generate either a "LGV i" or a "SGV
     i" instruction, depending on where the  node  has  been
     encountered  (left  or  right  of  an assignment).  THE
     ACTUAL  VALUE  of  "i"   SHOULD   BE   SIMPLY   Decora-
     tion(Decoration(T)),  where T is the <identifier> node.










                             -4-


3)   Aside from this, the rest of the activity of code  gen-
     eration  is purely a matter of common sense, a thorough
     understanding of the machine you  are  generating  code
     for, and persistence.


To  get  you  started, a skeleton form of the code generator
module is shown below.























































                             -5-


     ---------------------   CODE GENERATOR  MODULE -----------------------

      type Mode = (LeftMode, RightMode);  { For store and load, respectively}

      procedure InitializeCodeGenerator;
         - Sets up names of nodes to be expected in the tree, and names of
           instructions and operands.  Initializes FrameSize to zero.

     procedure Reference (T:TreeNode;M:Mode;L:Label);
        - Generates an "L" labeled "LGV i" or a "SGV i" instruction,
          depending on mode M.  As discussed above,  "i" should be
          Decoration(Decoration(T)).

     function ProcessNode (T:TreeNode;CurrLabel:Label): Label;
        { Generates code for node T.  The first instruction to be generated
          by this procedure (or any procedure/function it calls) is to be
          labeled with CurrLabel.  Returns the label to placed ON THE FIRST
          INSTRUCTION THAT IS GENERATED AFTER THIS CALL TO ProcessNode.
        }

         procedure Expression (T:TreeNode; CurrLabel:Label);
            { Generates code for node T.  The first instruction to be
           generated by this procedure (or any procedure/function it
           calls) is to be labeled with CurrLabel.
            }
         begin
         case NodeName (T) of
             NotNode       : begin
                              Expression ( Son (T,1) , CurrLabel) ;
                        CodeGen1 (UOPOP, UNOT, NoLabel);
                             end;
             PlusNode      : begin
                        Expression ( Son(T,1) , CurrLabel);
                        Expression ( Son(T,2) , NoLabel);
                        CodeGen1 (BOPOP, BPLUS, NoLabel);
                             end;
             EQNode        :
             MinusNode     :
             ReadNode      :    { YOU FILL THESE IN ! }
             IntegerNode   :
             IdentifierNode: Reference (T,RightMode,CurrLabel);

         end { case }
         end { Expression }

     begin   { ProcessNode }         {  YOU FILL IN THE BLANK CASES !! }
     case NodeName (T) of
        ProgramNode    : begin
                          for Kid:=3 to Nkids-1 do  { Don't process types }
                    CurrLabel := ProcessNode (Son(T,Kid), CurrLabel);
                    ProcessNode := CurrLabel
                         end;

        DclnsNode      :









                             -6-


        DclnNode       : begin
                     for Kid := 1 to Nkids - 1 do
                     begin
                              CodeGen1 (LITOP,0,NoLabel)
                        Decorate ( Son(T,Kid), MakeAddress);
                              IncrementFrameSize;
                           end;
                     ProcessNode := NoLabel
                         end;
        BlockNode      :
        AssignNode     : begin
                     Expression (Son(T,2), CurrLabel);
                     Reference (Son(T,1), LeftMode, NoLabel);
                           ProcessNode := NoLabel
                   end;
        OutputNode     :
        IfNode         :
        WhileNode      :

     end  { case }
     end  { ProcessNode }

     procedure CodeGenerate;
     begin
        ReadTree (TreeFile);
        HaltLabel := ProcessNode ( Root , NoLabel);
        CodeGen0 (HALTOP, HaltLabel);
        DumpCode (CodeFile);
     end;
     -----------------   END OF CODE GENERATOR  MODULE -----------------



     Once you get the picture of what's going on, it  should
be  obvious  that  making simple extensions to Tiny is quite
easy.  Adding more operators, such as multiplication,  divi-
sion,   mod,  and  all  the  other  comparison  operators  (
<,>,<>,etc.) is quite easy.   At that point, Tiny will be  a
workable  language, and working on a compiler, believe it or
not, will actually be fun.  In the anxiousness to  test  the
compiler,  one  introduces semantic errors in test programs.
It is a pleasant surprise to discover that the  COMPILER  is
right, and that our test program does not do what we thought
it did.

     Finally, involved issues such as adding procedures  and
functions  to  Tiny,  adding  records, arrays (pointers ??),
will probably be addressed later  on  in  the  course.  Stay
tuned ...











