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Names, Bindings, Type Checking, and Scopes: Chapter 5 Topics

This chapter discusses names, bindings, type checking, and scopes in programming languages. It introduces variables as abstractions of memory cells that can be characterized by name, address, value, type, lifetime, and scope. Bindings associate attributes, such as type, to variables. Type bindings can be static, determined at compile-time, or dynamic, determined at run-time. Languages vary in whether they use implicit or explicit declarations to determine types. Scope and lifetime rules also impact variable attributes.

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0% found this document useful (0 votes)
137 views20 pages

Names, Bindings, Type Checking, and Scopes: Chapter 5 Topics

This chapter discusses names, bindings, type checking, and scopes in programming languages. It introduces variables as abstractions of memory cells that can be characterized by name, address, value, type, lifetime, and scope. Bindings associate attributes, such as type, to variables. Type bindings can be static, determined at compile-time, or dynamic, determined at run-time. Languages vary in whether they use implicit or explicit declarations to determine types. Scope and lifetime rules also impact variable attributes.

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Advait Kale
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Chapter 5

Names, Bindings, Type Checking, and Scopes

Chapter 5 Topics
• Introduction
• Names
• Variables
• The Concept of Binding
• Type Checking
• Strong Typing
• Scope
• Scope and Lifetime
• Referencing Environments
• Named Constants
• Variable Initialization
Chapter 5
Names, Bindings, Type Checking, and Scopes

Introduction
• Imperative languages are abstractions of von Neumann architecture
– Memory: stores both instructions and data
– Processor: provides operations for modifying the contents of
memory
• Variables characterized by attributes
– Type: to design, must consider scope, lifetime, type checking,
initialization, and type compatibility

Names
Design issues for names:
• Maximum length?
• Are connector characters allowed?
• Are names case sensitive?
• Are special words reserved words or keywords?

Name Forms
ƒ A name is a string of characters used to identify some entity in a program.
ƒ If too short, they cannot be connotative
ƒ Language examples:
• FORTRAN I: maximum 6
• COBOL: maximum 30
• FORTRAN 90 and ANSI C: maximum 31
• Ada and Java: no limit, and all are significant
• C++: no limit, but implementers often impose a length limitation
because they do not want the symbol table in which identifiers are
stored during compilation to be too large and also to simplify the
maintenance of that table.
ƒ Names in most programming languages have the same form: a letter
followed by a string consisting of letters, digits, and (_).
ƒ Although the use of the _ was widely used in the 70s and 80s, that
practice is far less popular.
ƒ C-based languages (C, C++, Java, and C#), replaced the _ by the “camel”
notation, as in myStack.
ƒ Prior to Fortran 90, the following two names are equivalent:

Sum Of Salaries // names could have embedded spaces


SumOfSalaries // which were ignored

• Case sensitivity
– Disadvantage: readability (names that look alike are different)
• worse in C++ and Java because predefined names are
mixed case (e.g. IndexOutOfBoundsException)
• In C, however, exclusive use of lowercase for names.
– C, C++, and Java names are case sensitive Î rose, Rose, ROSE
are distinct names “What about Readability”

Special words
• An aid to readability; used to delimit or separate statement clauses
• A keyword is a word that is special only in certain contexts.
• Ex: Fortran

Real Apple // Real is a data type followed with a


name, therefore Real is a keyword
Real = 3.4 // Real is a variable name

• Disadvantage: poor readability. Compilers and users must recognize the


difference.
• A reserved word is a special word that cannot be used as a user-defined
name.
• As a language design choice, reserved words are better than keywords.
• Ex: In Fortran, one could have the statements

Integer Real // keyword “Integer” and variable “Real”


Real Integer // keyword “Real” and variable “Integer”
Variables
• A variable is an abstraction of a memory cell(s).
• Variables can be characterized as a sextuple of attributes:
• Name
• Address
• Value
• Type
• Lifetime
• Scope

Name
- Not all variables have names: Anonymous, heap-dynamic variables

Address
• The memory address with which it is associated
• A variable name may have different addresses at different places and at
different times during execution.

// sum in sub1 and sub2

• A variable may have different addresses at different times during


execution. If a subprogram has a local var that is allocated from the run
time stack when the subprogram is called, different calls may result in that
var having different addresses.

// sum in sub1

• The address of a variable is sometimes called its l-value because that is


what is required when a variable appears in the left side of an assignment
statement.
Aliases
• If two variable names can be used to access the same memory
location, they are called aliases
• Aliases are created via pointers, reference variables, C and C++
unions.
• Aliases are harmful to readability (program readers must remember all of
them)
Type
• Determines the range of values of variables and the set of operations
that are defined for values of that type; in the case of floating point, type
also determines the precision.
• For example, the int type in Java specifies a value range of -2147483648
to 2147483647, and arithmetic operations for addition, subtraction,
multiplication, division, and modulus.
Value
• The value of a variable is the contents of the memory cell or cells
associated with the variable.
• Abstract memory cell - the physical cell or collection of cells associated
with a variable.
• A variable’s value is sometimes called its r-value because that is what is
required when a variable appears in the right side of an assignment
statement.
The Concept of Binding
• The l-value of a variable is its address.
• The r-value of a variable is its value.
• A binding is an association, such as between an attribute and an entity,
or between an operation and a symbol.
• Binding time is the time at which a binding takes place.
• Possible binding times:
• Language design time: bind operator symbols to operations.
• For example, the asterisk symbol (*) is bound to the
multiplication operation.
• Language implementation time:
• A data type such as int in C is bound to a range of possible
values.
• Compile time: bind a variable to a particular data type at compile
time.
• Load time: bind a variable to a memory cell (ex. C static variables)
• Runtime: bind a nonstatic local variable to a memory cell.

Binding of Attributes to Variables

• A binding is static if it first occurs before run time and remains unchanged
throughout program execution.
• A binding is dynamic if it first occurs during execution or can change
during execution of the program.

Type Bindings
• If static, the type may be specified by either an explicit or an implicit
declaration.

Variable Declarations

• An explicit declaration is a program statement used for declaring the


types of variables.
• An implicit declaration is a default mechanism for specifying types of
variables (the first appearance of the variable in the program.)
• Both explicit and implicit declarations create static bindings to types.
• FORTRAN, PL/I, BASIC, and Perl provide implicit declarations.
• EX:
– In Fortran, an identifier that appears in a program that is not
explicitly declared is implicitly declared according to the following
convention:
I, J, K, L, M, or N or their lowercase versions is implicitly declared
to be Integer type; otherwise, it is implicitly declared as Real type.
– Advantage: writability.
– Disadvantage: reliability suffers because they prevent the
compilation process from detecting some typographical and
programming errors.
– In Fortran, vars that are accidentally left undeclared are given
default types and unexpected attributes, which could cause subtle
errors that, are difficult to diagnose.
• Less trouble with Perl: Names that begin with $ is a scalar, if a name
begins with @ it is an array, if it begins with %, it is a hash structure.
– In this scenario, the names @apple and %apple are unrelated.
• In C and C++, one must distinguish between declarations and definitions.
– Declarations specify types and other attributes but do no cause
allocation of storage. Provides the type of a var defined external to
a function that is used in the function.
– Definitions specify attributes and cause storage allocation.
Dynamic Type Binding (JavaScript and PHP)
• Specified through an assignment statement
• Ex, JavaScript

list = [2, 4.33, 6, 8]; Î single-dimensioned array


list = 47; Î scalar variable

– Advantage: flexibility (generic program units)


– Disadvantages:
– High cost (dynamic type checking and interpretation)
• Dynamic type bindings must be implemented using pure
interpreter not compilers.
• Pure interpretation typically takes at least ten times as
long as to execute equivalent machine code.
– Type error detection by the compiler is difficult because any
variable can be assigned a value of any type.
• Incorrect types of right sides of assignments are not
detected as errors; rather, the type of the left side is
simply changed to the incorrect type.
• Ex:

i, x Î Integer
y Î floating-point array
i = xÎ what the user meant to type
i = yÎ what the user typed instead

• No error is detected by the compiler or run-time system.


i is simply changed to a floating-point array type. Hence,
the result is erroneous. In a static type binding language,
the compiler would detect the error and the program
would not get to execution.

Type Inference (ML, Miranda, and Haskell)


• Rather than by assignment statement, types are determined from the
context of the reference.
• Ex:
fun circumf(r) = 3.14159 * r * r;
The argument and functional value are inferred to
be real.

fun times10(x) = 10 * x;
The argument and functional value are inferred to
be int.
Storage Bindings & Lifetime
– Allocation - getting a cell from some pool of available cells.
– Deallocation - putting a cell back into the pool.
– The lifetime of a variable is the time during which it is bound to a
particular memory cell. So the lifetime of a var begins when it is
bound to a specific cell and ends when it is unbound from that cell.
– Categories of variables by lifetimes: static, stack-dynamic,
explicit heap-dynamic, and implicit heap-dynamic

Static Variables:
– bound to memory cells before execution begins and remains bound
to the same memory cell throughout execution.
– e.g. all FORTRAN 77 variables, C static variables.
– Advantages:
• Efficiency: (direct addressing): All addressing of static vars
can be direct. No run-time overhead is incurred for allocating
and deallocating vars.
• History-sensitive: have vars retain their values between
separate executions of the subprogram.
– Disadvantage:
• Storage cannot be shared among variables.
• Ex: if two large arrays are used by two subprograms, which
are never active at the same time, they cannot share the
same storage for their arrays.

Stack-dynamic Variables:
– Storage bindings are created for variables when their declaration
statements are elaborated, but whose types are statically bound.
– Elaboration of such a declaration refers to the storage allocation
and binding process indicated by the declaration, which takes place
when execution reaches the code to which the declaration is
attached.
– Ex:
• The variable declarations that appear at the beginning of a
Java method are elaborated when the method is invoked
and the variables defined by those declarations are
deallocated when the method completes its execution.
– Stack-dynamic variables are allocated from the run-time stack.
– If scalar, all attributes except address are statically bound.
– Ex:
• Local variables in C subprograms and Java methods.
– Advantages:
• Allows recursion: each active copy of the recursive
subprogram has its own version of the local variables.
• In the absence of recursion it conserves storage b/c all
subprograms share the same memory space for their locals.
– Disadvantages:
• Overhead of allocation and deallocation.
• Subprograms cannot be history sensitive.
• Inefficient references (indirect addressing) is required b/c the
place in the stack where a particular var will reside can only
be determined during execution.
– In Java, C++, and C#, variables defined in methods are by default
stack-dynamic.

Explicit Heap-dynamic Variables:


– Nameless memory cells that are allocated and deallocated by
explicit directives “run-time instructions”, specified by the
programmer, which take effect during execution.
– These vars, which are allocated from and deallocated to the heap,
can only be referenced through pointers or reference variables.
– The heap is a collection of storage cells whose organization is
highly disorganized b/c of the unpredictability of its use.
– e.g. dynamic objects in C++ (via new and delete)

int *intnode;

intnode = new int; // allocates an int cell

delete intnode; // deallocates the cell to which
// intnode points

– An explicit heap-dynamic variable of int type is created by the new


operator.
– This operator can be referenced through the pointer, intnode.
– The var is deallocated by the delete operator.
– Java, all data except the primitive scalars are objects.
– Java objects are explicitly heap-dynamic and are accessed through
reference variables.
– Java uses implicit garbage collection.
– Explicit heap-dynamic vars are used for dynamic structures, such
as linked lists and trees that need to grow and shrink during
execution.
– Advantage:
– Provides for dynamic storage management.
– Disadvantage:
– Inefficient “Cost of allocation and deallocation” and
unreliable “difficulty of using pointer and reference variables
correctly”

Implicit Heap-dynamic Variables:


– Bound to heap storage only when they are assigned value.
Allocation and deallocation caused by assignment statements.
– All their attributes are bound every time they are assigned.
– e.g. all variables in APL; all strings and arrays in Perl and
JavaScript.
– Advantage:
– Flexibility allowing generic code to be written.
– Disadvantages:
• Inefficient, because all attributes are dynamic “run-time.”
• Loss of error detection by the compiler.
Type Checking

• Type checking is the activity of ensuring that the operands of an operator are
of compatible types.
• A compatible type is one that is either legal for the operator, or is allowed
under language rules to be implicitly converted, by compiler-generated code,
to a legal type.
• This automatic conversion is called a coercion.
• Ex: an int var and a float var are added in Java, the value of the int var is
coerced to float and a floating-point is performed.
• A type error is the application of an operator to an operand of an
inappropriate type.
• Ex: in C, if an int value was passed to a function that expected a float value,
a type error would occur (compilers didn’t check the types of parameters)
• If all type bindings are static, nearly all type checking can be static.
• If type bindings are dynamic, type checking must be dynamic and done at
run-time.
Strong Typing
• A programming language is strongly typed if type errors are always detected.
It requires that the types of all operands can be determined, either at compile
time or run time.
• Advantage of strong typing: allows the detection of the misuses of variables
that result in type errors.
• Java and C# are strongly typed. Types can be explicitly cast, which would
result in type error. However, there are no implicit ways type errors can go
undetected.
• The coercion rules of a language have an important effect on the value of
type checking.
• Coercion results in a loss of part of the reason of strong typing – error
detection.
• Ex:
int a, b;
float d;
a + d; // the programmer meant a + b, however
– The compiler would not detect this error. Var a would be coerced to float.
Scope
– The scope of a var is the range of statements in which the var is visible.
– A var is visible in a statement if it can be referenced in that statement.
– Local var is local in a program unit or block if it is declared there.
– Non-local var of a program unit or block are those that are visible within the
program unit or block but are not declared there.

Static Scope
– Binding names to non-local vars is called static scoping.
– There are two categories of static scoped languages:
ƒ Nested Subprograms.
ƒ Subprograms that can’t be nested.
– Ada, and JavaScript allow nested subprogram, but the C-based languages
do not.
– When a compiler for static-scoped language finds a reference to a var, the
attributes of the var are determined by finding the statement in which it was
declared.
– Ex: Suppose a reference is made to a var x in subprogram Sub1. The
correct declaration is found by first searching the declarations of subprogram
Sub1.
– If no declaration is found for the var there, the search continues in the
declarations of the subprogram that declared subprogram Sub1, which is
called its static parent.
– If a declaration of x is not found there, the search continues to the next larger
enclosing unit (the unit that declared Sub1’s parent), and so forth, until a
declaration for x is found or the largest unit’s declarations have been
searched without success. Î an undeclared var error has been detected.
– The static parent of subprogram Sub1, and its static parent, and so forth up to
and including the main program, are called the static ancestors of Sub1.
Ex: Ada procedure:

Procedure Big is
X : Integer;
Procedure Sub1 is
Begin -- of Sub1
…X…
end; -- of Sub1
Procedure Sub2 is
X Integer;
Begin -- of Sub2
…X…
end; -- of Sub2
Begin -- of Big

end; -- of Big
– Under static scoping, the reference to the var X in Sub1 is to the X declared in
the procedure Big.
– This is true b/c the search for X begins in the procedure in which the
reference occurs, Sub1, but no declaration for X is found there.
– The search thus continues in the static parent of Sub1, Big, where the
declaration of X is found.
– Ex: Skeletal C#

void sub()
{
int count;

while (…)
{
int count;
count ++;

}

}

– The reference to count in the while loop is to that loop’s local count. The
count of sub is hidden from the code inside the while loop.
– A declaration for a var effectively hides any declaration of a var with the same
name in a larger enclosing scope.
– C++ and Ada allow access to these "hidden" variables
ƒ In Ada: Main.X
ƒ In C++: class_name::name

Blocks
– Allows a section of code to have its own local vars whose scope is minimized.
– Such vars are stack dynamic, so they have their storage allocated when the
section is entered and deallocated when the section is exited.
– From ALGOL 60:
– Ex:
C and C++:
for (...)
{
int index;
...
}

Ada:
declare LCL : FLOAT;
begin
...
end
Dynamic Scope
ƒ The scope of variables in APL, SNOBOL4, and the early versions of LISP is
dynamic.
ƒ Based on calling sequences of program units, not their textual layout
(temporal versus spatial) and thus the scope is determined at run time.
ƒ References to variables are connected to declarations by searching back
through the chain of subprogram calls that forced execution to this point.
ƒ Ex:

Procedure Big is
X : Integer;
Procedure Sub1 is
Begin -- of Sub1
…X…
end; -- of Sub1
Procedure Sub2 is
X Integer;
Begin -- of Sub2
…X…
end; -- of Sub2
Begin -- of Big

end; -- of Big

ƒ Big calls Sub1


o The dynamic parent of Sub1 is Big. The reference is to the X in
Big.
ƒ Big calls Sub2 and Sub2 calls Sub1
o The search proceeds from the local procedure, Sub1, to its caller,
Sub2, where a declaration of X is found.
ƒ Note that if static scoping was used, in either calling sequence the
reference to X in Sub1 would be to Big’s X.
Scope and Lifetime
ƒ Ex:
void printheader()
{

} /* end of printheader */
void compute()
{
int sum;

printheader();
} /* end of compute */

ƒ The scope of sum in contained within compute.


ƒ The lifetime of sum extends over the time during which printheader
executes.
ƒ Whatever storage location sum is bound to before the call to printheader,
that binding will continue during and after the execution of printheader.
Referencing environment
ƒ It is the collection of all names that are visible in the statement.
• In a static-scoped language, it is the local variables plus all of the visible
variables in all of the enclosing scopes.
• The referencing environment of a statement is needed while that
statement is being compiled, so code and data structures can be created
to allow references to non-local vars in both static and dynamic scoped
languages.
• A subprogram is active if its execution has begun but has not yet
terminated.
• In a dynamic-scoped language, the referencing environment is the local
variables plus all visible variables in all active subprograms.
• Ex, Ada, static-scoped language
procedure Example is
A, B : Integer;

procedure Sub1 is
X, Y : Integer;
begin -- of Sub1
… Í 1
end -- of Sub1
procedure Sub2 is
X : Integer;

procedure Sub3 is
X : Integer;
begin -- of Sub3
… Í 2
end; -- of Sub3
begin -- of Sub2
… Í 3
end; { Sub2}
begin
… Í 4
end; {Example}

ƒ The referencing environments of the indicated program points are as


follows:

Point Referencing Environment


1 X and Y of Sub1, A & B of Example
2 X of Sub3, (X of Sub2 is hidden), A and B of Example
3 X of Sub2, A and B of Example
4 A and B of Example
ƒ Ex, dynamic-scoped language
ƒ Consider the following program; assume that the only function calls are
the following: main calls sub2, which calls sub1

void sub1( )
{
int a, b;
… Í1
} /* end of sub1 */
void sub2( )
{
int b, c;
… Í2
sub1;
} /* end of sub2 */
void main ( )
{
int c, d;
… Í3
sub2( );
} /* end of main */

ƒ The referencing environments of the indicated program points are as


follows:

Point Referencing Environment


1 a and b of sub1, c of sub2, d of main
2 b and c of sub2, d of main
3 c and d of main
Named Constants
ƒ It is a var that is bound to a value only at the time it is bound to storage; its
value can’t be change by assignment or by an input statement.
ƒ Ex, Java

final int LEN = 100;

ƒ Advantages: readability and modifiability

Variable Initialization
• The binding of a variable to a value at the time it is bound to storage is
called initialization.
• Initialization is often done on the declaration statement.
• Ex, Java
int sum = 0;

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