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105 lines
6.5 KiB
ReStructuredText
.. _comparingprog8:
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============================
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Prog8 versus other languages
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============================
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This chapter is meant for new Prog8 users coming with existing knowledge in another programming language such as C or Python.
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It discusses some key design aspects of Prog8 and how it differs from what you may know from those languages.
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The language
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------------
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- Prog8 is a structured imperative programming language. It looks like a mix of Python and C.
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- It is meant to sit well above low level assembly code, but still allows that low level access to the system it runs on.
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Via language features, or even simply by using inline hand-written assembly code.
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- Prog8 is targeting very CPU and memory constrained 8-bit systems, this reflects many design choices to work within those limitations
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(single digit Megaherz cpu clock speeds, and memory capacity counted in Kilobytes)
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- Identifiers and string literals can contain non-ASCII characters so for example ``knäckebröd`` and ``見せしめ`` are valid identifiers.
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- There's usually a single statement per line. There is no statement separator.
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- Semicolon ``;`` is used to start a line comment. Multi-line comments are also possible by enclosing it all in ``/*`` and ``*/``.
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No linker
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---------
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- Even though your programs can consist of many separate module files, the compiler always outputs a single program file. There is no separate linker step.
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Currently, it's not easily possible to integrate object files created elsewhere.
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- The prog8 compiler is self-contained in a single jar file. You do need 1 external tool namely 64tass, which performs the assembler step.
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Data types
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----------
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- There are byte, word (16 bits) and float datatypes for numbers. There are no bigger integer types natively available.
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- There is no automatic type enlargement: calculations remain within the data type of the operands. Any overflow silently wraps or truncates.
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You'll have to add explicit casts to increase the size of the value if required.
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For example when adding two byte variables having values 100 and 200, the result won't be 300, because that doesn't fit in a byte. It will be 44.
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You'll have to cast one or both of the *operands* to a word type first if you want to accomodate the actual result value of 300.
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Variables
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---------
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- There is no dynamic memory management in the language; all variables are statically allocated.
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(but user written libraries are possible that provide that indirectly).
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- Variables can be declared everywhere inside the code but all variable declarations in a subroutine
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are moved to the top of the subroutine. A for loop, or if/else blocks do not introduce a new scope.
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- All variables are initialized at the start of the program. There is no random garbage in them: they are zero or any other initialization value you provide.
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- This als means you can run a Prog8 program multiple times without having to reload it from disk, unlike programs produced by most other compilers targeting these 8 bit platforms.
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Subroutines
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-----------
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- There is no function overloading (except for a couple of builtin functions).
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- Some subroutine types can return multiple return values, and you can multi-assign those in a single statement.
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- Because every declared variable allocates some memory, it might be beneficial to share the same variables over different subroutines
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instead of defining the same sort of variables in every subroutine.
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This reduces the memory needed for variables. A convenient way to do this is by using nested subroutines - these can easily access the
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variables declared in their parent subroutine(s).
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- Everything in prog8 is publicly accessible from everywhere else (via fully scoped names) - there is no notion of private or public symbol accessibility.
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Pointers
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--------
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- There is no specific pointer datatype.
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However, variables of the ``uword`` datatype can be used as a pointer to one of the possible 65536 memory locations,
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so the value it points to is always a single byte. This is similar to ``uint8_t*`` from C.
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You have to deal with the uword manually if the object it points to is something different.
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- Note that there is the ``peekw`` builtin function that *does* allow you to directy obtain the *word* value at the given memory location.
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So if you use this, you can use uword pointers as pointers to word values without much hassle.
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- "dereferencing" a uword pointer is done via array indexing (where index value can be 0-65535!) or via the memory read operator ``@(ptr)``, or ``peek/peekw(ptr)``.
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- Pointers don't have to be a variable, you can immediately access the value of a given memory location using ``@($d020)`` for instance.
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Reading is done by assigning it to a variable, writing is done by just assigning the new value to it.
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Strings and Arrays
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------------------
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- these are allocated once, statically, and never resized.
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- they are mutable: you can change their contents, but always keep the original storage size in mind to avoid overwriting memory outside of the buffer.
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- Maximum size is 256 bytes (512 for split word arrays)
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Foreign function interface (external/ROM calls)
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-----------------------------------------------
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- You can use the ``romsub`` keyword to define the call signature of foreign functions (usually ROM routines, hence the name) in a natural way.
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Calling those generates code that is as efficient or even more efficient as calling regular subroutines.
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No additional stubs are needed. (unless there is bank switching going on, but this *may* be improved in a future language version)
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Optimizations
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-------------
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- Prog8 contains many compiler optimizations to generate efficent code, but also lacks many optimizations that modern compilers do have.
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While empirical evidence shows that Prog8 generates more efficent code than some C compilers that also target the same 8 bit systems,
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it still is limited in how sophisticated the optimizations are that it performs on your code.
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- For time critical code, it may be worth it to inspect the generated assembly code to see if you could write things differently
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to help the compiler generate more efficient code (or even replace it with hand written inline assembly altogether).
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For example, if you repeat an expression multiple times it will be evaluated every time, so maybe you should store it
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in a variable instead and reuse that variable::
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if board[i+1]==col or board[i+1]-j==col-row or board[i+1]+j==col+row {
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...do something...
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}
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; more efficiently written as:
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ubyte boardvalue = board[i+1]
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if boardvalue==col or boardvalue-j==col-row or boardvalue+j==col+row {
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...do something...
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}
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