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archivesSuper and Inner — Together at Last!
Super and Inner — Together at Last! by David S. Goldberg, Robert Bruce Findler, and Matthew Flatt, 2004.
In an object-oriented language, a derived class may declare a method with the same signature as a method in the base class. The meaning of the re-declaration depends on the language. Most commonly, the new declaration overrides the base declaration, perhaps completely replacing it, or perhaps using super to invoke the old implementation. Another possibility is that the base class always controls the method implementation, and the new declaration merely augments the method in the case that the base method calls inner. Each possibility has advantages and disadvantages. In this paper, we explain why programmers need both kinds of method redeclaration, and we present a language that integrates them. We also present a formal semantics for the new language, and we describe an implementation for MzScheme.To me, an interesting aspect was interleaving of overrides and augmentations of the same method. The AI Systems of Left 4 DeadThere's no PL content per se in this presentation, but a PL weenie will surely think of a DSL for almost every slide, so I hope posting this is warranted. Tim Sweeney has written previously on the programming challenges raised by game development (The Next Mainstream Programming Languages: A Game Developer's Perspective), and I think this presentation is another showcase of the huge problems that need solving in game development. Finally, I wonder why anyone would use a language that doesn't allow quick and simple syntax extension for driving a game engine? Seriously, the possibilities for ad-hoc DSLs seem endless. By Manuel J. Simoni at 2009-12-22 13:48 | DSL | Parallel/Distributed | 13 comments | other blogs | 19098 reads
EASTL -- Electronic Arts Standard Template LibraryThe gaming studio Electronic Arts maintains their own version of the Standard Template Library. Despite the fact this is old news, I checked the LtU Archives and the new site, and there is no mention of EASTL anywhere. There are quite a few good blog posts about EASTL on the Internet, as well as the the following paper, EASTL -- Electronic Arts Standard Template Library by Paul Pedriana:
This paper is a good introduction to a unique set of requirements video game development studios face, and compliments Manuel Simoni's recent story about The AI Systems of Left 4 Dead. This paper could be a useful inroad to those seeking to apply newer object-functional programming languages and ideas to game development. By Z-Bo at 2009-12-22 15:05 | Critiques | Implementation | Meta-Programming | 1 comment | other blogs | 17463 reads
Semantic types: a fresh look at the ideal model for typesSemantic types: a fresh look at the ideal model for types, Jerome Vouillon and Paul-André Melliès. POPL 2004.
A couple of days ago, we had a post about game models of linear logic, which led to a discussion of Girard's ludics. One of the key ingredients of ludics is the idea of biorthogonality, which is the idea that the semantics of types should be stable under biorthogonality. Now, the idea of biorthogonality is that for every term in a language has an orthogonal -- the set of client programs with which our term will run safely together. A set of terms is a biorthogonal when it is equal to the orthogonal of its orthogonal. The reason this idea is interesting is that it offers a way to sensibly pass back and forth between a local, proof-theoretic notion of "type as intro and elim rule" and a global, semantic notion of type as "predicate on terms". This paper offers a relatively accessible entry point to those ideas, assuming you're familiar with the basic ideas behind either solving domain equations or doing logical relations proofs. |
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