%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % Kraken Documentation %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %---------------------------------------------------------------------------------------- % PACKAGES AND DOCUMENT CONFIGURATIONS %---------------------------------------------------------------------------------------- \documentclass{article} \usepackage{graphicx} % Required for the inclusion of images \usepackage{amsmath} % Required for some math elements \renewcommand{\labelenumi}{\alph{enumi}.} % Make numbering in the enumerate environment by letter rather than number (e.g. section 6) \usepackage{times} \usepackage{listings} \usepackage{color} %---------------------------------------------------------------------------------------- % DOCUMENT INFORMATION %---------------------------------------------------------------------------------------- \title{Kraken Programming Guide v0.0} % Title \author{Jack \textsc{Sparrow}} % Author name \date{\today} % Date for the report \begin{document} \maketitle % Insert the title, author and date %---------------------------------------------------------------------------------------- % SECTION Compiling %---------------------------------------------------------------------------------------- \section{Compiling} Kraken compilation currently only supports building the compiler from source. You can clone the repository from a terminal using: \begin{lstlisting} git clone https://github.com/Limvot/kraken.git \end{lstlisting} Once you have the repository, run the following commands: \begin{lstlisting} mkdir build %Create a build directory cd build cmake .. %Requires cmake to build the compiler make %Create the compiler executable \end{lstlisting} This will create a kraken executable, which is how we will call the compiler. Kraken supports several ways of invoking the compiler. These include: \begin{lstlisting} kraken source.krak kraken source.krak outputExe kraken grammarFile.kgm source.krak outputExe \end{lstlisting} The grammar file is a file specific to the compiler, and should be included in the github repository. When you run the compile command, a new directory with the name of the outputExe you specified will be created. In this directory is a shell script, which will compile the created C file into a binary executable. This binary exectuable can then be run as a normal C executable. %---------------------------------------------------------------------------------------- % SECTION Variables %---------------------------------------------------------------------------------------- \section{Variables} \label{sec:var} Kraken has automatic type deduction. This is sort of like the duck typing of Python. The difference is that variables cannot change types. In this way, it is much more like an implicit "auto" keyword in C++. Unlike C++, semicolons are optional after declarations. \subsection{Variable Declaration} \begin{lstlisting}[language=C++] var A: int; //A is unitialized int var B = 1; //B is integer var C = 2.0; //C is double var D: float = 3.14 //D is double \end{lstlisting} \subsection{Primitive Types} The primitive types found in kraken are: \begin{enumerate} \item int \item float \item double \item char \item bool \item void \end{enumerate} %---------------------------------------------------------------------------------------- % SECTION 2: Functions %---------------------------------------------------------------------------------------- \section{Functions} \begin{lstlisting}[language=C++] fun FunctionName(arg1 : arg1_type, arg2 : arg2_type) : returnType { var result = arg1 + arg2; return result; } \end{lstlisting} Functions are declared using the {\bf{fun}} keyword. If you pass in variables as shown, there will be passed by value, not by reference. Therefore if you pass a variable in, it will not be modified outside the function. %---------------------------------------------------------------------------------------- % SECTION I/O %---------------------------------------------------------------------------------------- \section{Input and Output} In order to print to a terminal or file, the {\bf{io}} library must be imported. There are a few different functions you can use to print to the terminal. The print() function will print out to the terminal without a newline character. Like java, there is a println() function that will print whatever you pass in, as well as a newline. There are also functions that can print colors in a unix terminal. The color will continue when you print until you call the function Reset(). \begin{enumerate} \item {\color{red}{BoldRed()}} \item {\color{green}{BoldGreen()}} \item {\color{yellow}{BoldYellow()}} \item {\color{blue}{BoldBlue()}} \item {\color{magenta}{BoldMagneta()}} \item {\color{cyan}{BoldCyan()}} \end{enumerate} \begin{lstlisting}[language=C++] io::print(3.2); //print without a newline character io::println(varA); //print variable A with a newline character io::BoldRed(); io::println("This line is printed Red"); io::Reset(); io::println("This line is printed black"); \end{lstlisting} You can also use kraken to read and write to files. The functions are as follows: \begin{lstlisting}[language=C++] //returns true if file exists var ifExists = io::file_exists("/usr/bin/clang"); //read file into string var fileString = io::read_file("~/Documents/file.txt"); //write a string to the file io::write_file("/",SteamString); //read file into vector of chars var charVec = io::read_file_binary("~/Documents/file2.txt"); //write a vector of chars to a file io::write_file_binary("/",md5checkSum); \end{lstlisting} %---------------------------------------------------------------------------------------- % SECTION Memory Management %---------------------------------------------------------------------------------------- \section{Memory Management} \subsection{Pointers} Pointers in kraken work like they do in C. The notation is the {\bf{*}} symbol. This is a dereference operator. This means that it operates on a pointer, and gives the variable pointed to. For instance: \begin{lstlisting}[language=C++] var B: *int = 4; //B is a pointer to an integer 4 *B = 3; //B is now equal to 3 print(B); //would print an address, like "0xFFA3" \end{lstlisting} \subsection{References} References are a way to create "automatic" pointers. If a function takes in a reference, the variable is passed by reference, instead of by value. This means that no copy of the variable is made, and any changes made to the variable in the function will remain after the end of the function. References also allow left-handed assignment. This means that an array indexed on the left hand of an equal sign can have its value changed. \begin{lstlisting}[language=C++] fun RefFunction(arg1: ref int): ref int{ return arg1 + 1; } var a = 6; var b = RefFunction(a); println(a); //a is now equal to 6 println(b); //b is now equal to 6 RefFunction(b) = 15; println(b); //b is now equal to 15 \end{lstlisting} \subsection{Dynamic Memory Allocation} In order to allocate memory on the heap instead of the stack, dynamic memory allocation must be used. The data must be explicitly allocated with the {\bf{new}} keyword, and deleted with the {\bf{delete}} keyword. The size in both instances must be provided. \begin{lstlisting}[language=C++] var data = new(8); //Allocate 8 integers on the heap delete(data,8); //Free the memory when its no longer used. \end{lstlisting} %---------------------------------------------------------------------------------------- % SECTION Classes %---------------------------------------------------------------------------------------- \section{Classes} \subsection{Constructors} As with most of kraken, classes are based on their C++ counterparts, with a few key differences. Constructors in kraken are not called by default. You must actually call the constructor function. The constructor must return a pointer to the object, which is denoted by the {\bf{this}} keyword. The destructor is automatically called when the object goes out of scope, and is just called destruct(). An example class is shown below: \begin{lstlisting}[language=C++] obj MyObject (Object) { var variable1: int; var variable2: vector::vector; fun construct(): *MyObject { variable1 = 42; variable2.construct(); return this; } //Could also pass by reference??? fun copy_construct(old: *MyObject): void { variable1 = &old->variable1; variable2.copy_construct(&old->variable2); } fun destruct() { variable2.destruct(); } } \end{lstlisting} \subsection{Operator Overloading} Operator overloading allows you to use operators for syntactic sugar, and make your code look nicer. This again borrow mostly from C++, and you can overload most of the operators that you can in C++. An example is shown below: \begin{lstlisting} //Inside a class //overload the assignment operator fun operator=(other: SampleObject): void{ destruct(); copy_construct(&other); } //overload the equality operator fun operator==(other: SampleObject): bool{ return EqualTest == other.EqualTest; } \end{lstlisting} \subsection{Inheritance} Inheritance is one of the keys of Object Oriented Progamming. It allows you to have related classes be derived from a base class. The classic example is having a dog and a cat class inherit from an animal class. The animal class is the base class, while the dog and cat are derived classes. \\ Derived classes have the same members and functions as the base class, but can also overload them with implementations specific to the derived class. For instance, the animal class may have a run function, that returns some standard speed for an animal. The derived classes would overload that run function, and return their specific speed. Dog and cat can be passed to functions that take in the animal class, and this is something called polymorphism. Kraken's inheritance is taken in part from the Java style of inheritance. All base class objects inherit from the Object class. The derived classes only need to inherit from the base class. \begin{lstlisting}[language=C++] //brief class for clarity obj Animal(Object){ var speed: int; //returns the standard speed fun run(): int; } obj Dog(Animal){ //returns the speed specific to dog fun run(): int; } obj Cat(Animal){ //returns the speed specific to cat fun run(): int; } fun OutrunBear(me: Animal, you:Animal): bool{ var BearSpeed = 10; if(me.run() > you.run()) { //I don't have to outrun the bear //I just have to outrun you return true; } else if(me.run() > BearSpeed){ //Months at the gym paid off return true; }else{ //New Year's Resolution. //Going to hit the gym. return false; } } \end{lstlisting} %---------------------------------------------------------------------------------------- % SECTION Templates %---------------------------------------------------------------------------------------- \section{Templates} Section T %---------------------------------------------------------------------------------------- % SECTION Standard Library %---------------------------------------------------------------------------------------- \section{Standard Library} \subsection{Import Statements} \subsection{Vector} \subsection{String} \subsection{Regex} \subsection{Util} \subsection{Data Structures} \subsubsection{Stack} \subsubsection{Queue} \subsubsection{Set} \subsubsection{Map} %---------------------------------------------------------------------------------------- % SECTION Understanding Kraken Errors %---------------------------------------------------------------------------------------- \section{Understanding Kraken Errors} Section error %---------------------------------------------------------------------------------------- % SECTION C Passthrough %---------------------------------------------------------------------------------------- \section{C Passthrough} \end{document}