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Most programming languages allow programmer defined data structures (e.g. array … of …) and when there is a rich choice available (array, record, set, pointer, etc.) there is no doubt that very neat, expressive data models can be built. However there is one major drawback. That is that the syntax used for accessing each type of structure is distinctive and fixed. This has two effects. Firstly, if for example, a list structure is altered from an array implementation to a record-with-pointer implementation then every reference to the list in the program must be changed. The distinctive array reference syntax (a[i]) has to be changed to record/pointer reference syntax (p↑. field). Secondly the program becomes more machine-oriented and less problem-oriented because of the intrusion of programming details.
The way of avoiding the problems mentioned above is to think of a data structure not just as a storage area but as a collection of distinctive operations on certain data. This almost establishes the informal definition of an abstract data type (ADT)
ADT = Data Structure + Distinctive Operations
We have been using one abstract data type (the list) without naming it as such. Its distinctive operations are head and tail, ‘concatenate’ (∥) and ‘creation from elements’ (〈e1, e2, …, en〉). We have also introduced realisations or implementations of the abstract data type list in various languages – see Chapter 6. In fact in Section 6.3, Templates for FORTRAN, the implementation of LIST as a module shows the clear intention to treat the data space and the operations as an indivisible unit.
In this chapter we address the issues of coding from a PDL into various real imperative programming languages. The PDL stage described in the previous chapter contains a complete (imperative) solution to the original problem so that the coding can now be finished without reference to the original problem. The intention in this chapter is to show that the final code generation can be accomplished using coding templates. Coding templates are shown for a variety of programming languages in common use.
Templates
Coding templates are stylised translations of each feature of a PDL. The methodical application of the templates to the PDL solution will yield the final code.
For any particular final coding language, a set of (coding) templates is created to translate each feature of the PDL in use. This means for example that every ‘if’ statement in the PDL is translated in the same way. Each time the ‘if’ statement is met it is coded using the same pattern or template. The templates are different for each different final coding language. They are chosen more for generality than for elegance or efficiency. There may well be features of a final coding language that are not used in any template. In this methodology these features will never be used. This may seem an unacceptable loss at first sight. However the experience of the authors is that the features which are not used in templates are those which are less widely used anyway or not universally supported or inconsistently supported and so their omission leads to more portable programs.
So far we have only considered the construction of new programs, but of course there are very many programs which are already in existence and which we may need to use. Like much old electronics equipment they may or may not have been well-designed but in any case there is a great tendency to ‘leave well alone’ just in case they stop working.
When a program exists only in its object form (i.e. translated into machine code) little can be usefully done – decompilers, which translate a program back into a high-level language form, do exist but the resulting program is usually pretty unintelligible. Such (object only) programs should be candidates for rewriting as soon as time is available since in their current form they cannot be safely and quickly amended and this, in practice, is an ever-likely requirement.
Programs which exist in source form present a more approachable problem. Because of their age and the rapid development of programming methodology, it is likely that these programs will not have formal specifications from which their correctness could have been demonstrated. Also, in view of their preoccupation with making best use of slow and expensive hardware, it is very probable that the early programmers were not permitted the luxury of programming style. These economic factors served to encourage the production of unintelligible ‘spaghetti’ code which was very difficult to analyse and/or modify.
We have been discussing the specification of programs and the refinement of specifications. These are clearly processes that precede the coding into the final programming language. On the assumption that the final programming language will be imperative rather than declarative, we introduce another stage in the programming methodology before the final coding. This stage will use a PDL –a Program Development Language (or Program Design Language).
In this chapter we compare imperative languages and declarative languages and show why the transition from a declarative specification to final (imperative) code should be performed in two stages (i.e. via PDL). We then introduce one possible PDL but point out that a PDL should be chosen to suit a particular team or project. PDL versions of all the specifications in earlier chapters are shown as examples. Chapter 6 deals with the translation of PDL into various real imperative languages.
Imperative and declarative languages
The great majority of programs in existence are written in imperative style. This is because FORTRAN, COBOL, PL/1, Algol, Pascal, Ada and assembly languages are all imperative languages.
In case this seems to include the whole world of programming languages, let us point out that the alternative to the imperative languages is the use of declarative programming languages which include functional languages (e.g. (Pure) Lisp, KRC, Hope, Miranda, FP) and the logic languages (e.g. Prolog).
In this context the word imperative is intended to convey the sense of a command or instruction to do something straight away.
This text promotes the disciplined construction of procedural programs from formal specifications. As such it can be used in conjunction with any of the more conventional programming texts which teach a mixture of ‘coding’ in a specific language and ad hoc algorithm design.
The awareness of the need for a more methodical approach to program construction is epitomised by the use of phrases such as ‘software engineering’, ‘mathematical theory of programming’, and ‘science of programming’. The hitherto all-too-familiar practices of ‘designing’ a program ‘as you write it’ and ‘patching’ wrong programs being more appropriate to a cottage industry rather than a key activity in the current technological revolution.
The cost of producing hardware is decreasing while the production of software (programs) is becoming more expensive by the day. The complexity and importance of programs is also growing phenomenally, so much so that the high cost of producing them can only be justified when they are reliable and do what they are supposed to do – when they are correct.
No methodology can exist by which we can produce a program to perform an arbitrary task. Consequently that is not the aim of the book. What we shall do is to show how, by using a Program Design Language and templates for your chosen target language, you can develop programs from certain forms of specification.
Although programming is essentially a practical activity, the degree of formality adopted throughout the development process means that sufficient information is available to enable correctness proofs to be investigated if and when required.
In this chapter many kinds of diagram are discussed. They all show structure in some way. They may broadly be classified into program structure diagrams and data structure diagrams – but note that sometimes programs are data to other programs so the distinction is imprecise.
Diagrams used in the program development process
This section discusses the use of diagrams in the program development process.
There are many kinds of diagram and everyone has favourites. It is the intention of this chapter to demonstrate the usefulness of a disciplined approach to diagrams and to stress the similarities between kinds of diagrams rather than to advocate one particular diagramming technique above all others.
In computer programming, the main uses for diagrams are:
to show the flow of control in a program (= flowchart)
to show the structure of data (= data structure diagram), and
to show the structure of a programming language (= syntax diagram).
All these diagramming systems show structure in some way.
All the systems can be used intuitively and informally to organise initial ideas or they can be used formally as part of a disciplined design process.
In looking for the similarities rather than differences between different diagramming systems, the critical observation is that all systems have a way of showing
sequencing
selection
repetition
The diagram below shows the way these structure forms are drawn in three different diagramming systems.
In Chapter 7 we discussed the desired logical relationships between segments of program and their specifications. In that discussion it was sufficient to take for granted all the common properties of integers, etc., and to concentrate on the more important (deductive) issues. However, in order to make our arguments mathematically sound we must explain how these ‘facts’ are introduced into a programming system. The method, outlined below, not only gives a foundation for the mathematical manipulations that are central to our methodology, but also provides a set of requirements against which implementations can be checked, and can also be applied to (abstract) data types which may not be native to the target computer system.
We begin, in Section 10.1, with a look at probably the most fundamental data type, Boolean. Objects and expressions of type Boolean are required in one form or another in all programming languages to control the flow of a computation. They are also used to manipulate tests associated with other, more explicitly data-related, types and since the type has only two data values we can defer consideration of problems associated with large, potentially infinite, sets of data values.
Next, in Section 10.2, we look at lists. Constructing a list-of-something is one of the more familiar ways of building a new type from an existing one. Although a set of lists may be infinite, lists provide a vehicle for the introduction of more facilities of our definition system before going on to discussing problems associated with numeric types in Section 10.3.