Toi (programming language)


Toi is an imperative, type-sensitive language that provides the basic functionality of a programming language. The language was designed and developed from the ground-up by Paul Longtine. Written in C, Toi was created with the intent to be an educational experience and serves as a learning tool for those looking to familiarize themselves with the inner-workings of a programming language.

Specificationhttp://dev.nanner.co/language/file/doc/SPECIFICATION.html

Types">Type (computer science)">Types

0 VOID - Null, no data
1 ADDR - Address type
2 TYPE - A `type` type
3 PLIST - Parameter list
4 FUNC - Function
5 OBJBLDR - Object builder
6 OBJECT - Object/Class
7 G_PTR - Generic pointer
8 G_INT - Generic integer
9 G_FLOAT - Generic double
10 G_CHAR - Generic character
11 G_STR - Generic string
12 S_ARRAY - Static array
13 D_ARRAY - Dynamic array
14 H_TABLE - Hashtable
15 G_FIFO - Stack

Runtime">Run time (program lifecycle phase)">Runtime

Runtime context definition

The runtime context keeps track of an individual threads metadata, such as:
This context gives definition to an 'environment' where code is executed.

[Namespace] definition

A key part to any operational computer language is the notion of a 'Namespace'.
This notion of a 'Namespace' refers to the ability to declare a name, along with
needed metadata, and call upon the same name to retrieve the values associated
with that name.
In this definition, the namespace will provide the following key mechanisms:
The scope argument is a single byte, where the format is as follows:
Namespace|Scope
0000000 |0
Scopes are handled by referencing to either the Global Scope or the Local Scope.
The Local Scope is denoted by '0' in the scope argument when referring to names,
and this scope is initialized when evaluating any new block of code. When a different block of code is called, a new scope is added as a new Namespace level. Namespace levels act as context switches within function contexts. For example, the local namespace must be 'returned to' if that local namespace context needs to be preserved on return. Pushing 'Namespace levels' ensures that for every n function calls, you can traverse n instances of previous namespaces. For example, take this namespace level graphic, where each Level is a namespace instance:
Level 0: Global namespace, LSB '1'.
Level 1: Namespace level, where Local Level is at 1, LSB '0'.
When a function is called, another namespace level is created and the local
level increases, like so:
Level 0: Global namespace, LSB '1'.
Level 1: Namespace level.
Level 2: Namespace level, where Local Level is at 2, LSB '0'.
Global scope names are persistent through the runtime as they handle all function definitions, objects, and
names declared in the global scope. The "Local Level" is at where references
that have a scope argument of '0' refer to when accessing names.
The Namespace argument refers to which Namespace the variable exists in.
When the namespace argument equals 0, the current namespace is referenced.
The global namespace is 1 by default, and any other namespaces must be declared
by using the

Variable">Variable (computer science)">Variable definition

Variables in this definition provide the following mechanisms:
For a given variable V, V defines the following attributes
V -> Ownership
V -> Type
V -> Pointer to typed space in memory
Each variable then can be handled as a generic container.
In the previous section, the notion of Namespace levels was introduced. Much
like how names are scoped, generic variable containers must communicate their
scope in terms of location within a given set of scopes. This is what is called
'Ownership'. In a given runtime, variable containers can exist in the following
structures: A stack instance, Bytecode arguments, and Namespaces
The concept of ownership differentiates variables existing on one or more of the
structures. This is set in place to prevent accidental deallocation of variable
containers that are not copied, but instead passed as references to these
structures.

Function">Function (computer science)">Function definition

Functions in this virtual machine are a pointer to a set of instructions in a
program with metadata about parameters defined.

Object">Object (computer science)">Object definition

In this paradigm, objects are units that encapsulate a separate namespace and
collection of methods.

[Bytecode] spec

Bytecode is arranged in the following order:
, , ,
Where the is a single byte denoting which subroutine to call with the
following arguments when executed. Different opcodes have different argument
lengths, some having 0 arguments, and others having 3 arguments.
Interpreting Bytecode Instructions
A bytecode instruction is a single-byte opcode, followed by at maximum 3
arguments, which can be in the following forms:
  • Static
  • Name
  • Address
  • Dynamic
  • * i.e. FF FF 00 <0xFFFF bytes of data>,
  • * 01 00 <0x1 bytes of data>,
  • * 06 00 <0x6 bytes of data>, etc.
Below is the specification of all the instructions with a short description for
each instruction, and instruction category:

[Opcode]

Keywords:
TOS - 'Top Of Stack' The top element
TBI - 'To be Implemented'
S<> - Static Argument.
N<> - Name.
A<> - Address Argument.
D<> - Dynamic bytecode argument.
----
Hex | Memnonic | arguments - description

Stack manipulation

These subroutines operate on the current-working stack.
----
10 POP S - pops the stack n times.
11 ROT - rotates top of stack
12 DUP - duplicates the top of the stack
13 ROT_THREE - rotates top three elements of stack

Variable management

20 DEC S S N - declare variable of type
21 LOV S N - loads reference variable on to stack
22 STV S N - stores TOS to reference variable
23 CTV S N D - loads constant into variable
24 CTS D - loads constant into stack

Type management

Types are in the air at this moment. I'll detail what types there are when
the time comes
----
30 TYPEOF - pushes type of TOS on to the stack TBI
31 CAST S - Tries to cast TOS to TBI

Binary Ops

OPS take the two top elements of the stack, perform an operation and push
the result on the stack.
----
40 ADD - adds
41 SUB - subtracts
42 MULT - multiplies
43 DIV - divides
44 POW - power, TOS^TOS1 TBI
45 BRT - base root, TOS root TOS1 TBI
46 SIN - sine TBI
47 COS - cosine TBI
48 TAN - tangent TBI
49 ISIN - inverse sine TBI
4A ICOS - inverse consine TBI
4B ITAN - inverse tangent TBI
4C MOD - modulus TBI
4D OR - or's TBI
4E XOR - xor's TBI
4F NAND - and's TBI

Conditional Expressions">Conditional (computer programming)">Conditional Expressions

Things for comparison, < > = ! and so on and so forth.
Behaves like Arithmetic instructions, besides NOT instruction. Pushes boolean
to TOS
----
50 GTHAN - Greater than
51 LTHAN - Less than
52 GTHAN_EQ - Greater than or equal to
53 LTHAN_EQ - Less than or equal to
54 EQ - Equal to
55 NEQ - Not equal to
56 NOT - Inverts TOS if TOS is boolean
57 OR - Boolean OR
58 AND - Boolean AND

Loops

60 STARTL - Start of loop
61 CLOOP - Conditional loop. If TOS is true, continue looping, else break
6E BREAK - Breaks out of loop
6F ENDL - End of loop

Code flow

These instructions dictate code flow.
----
70 GOTO A - Goes to address
71 JUMPF A - Goes forward lines
72 IFDO - If TOS is TRUE, do until done, if not, jump to done
73 ELSE - Chained with an IFDO statement, if IFDO fails, execute ELSE
block until DONE is reached.
74 JTR - jump-to-return. TBI
75 JTE - jump-to-error. Error object on TOS TBI
7D ERR - Start error block, uses TOS to evaluate error TBI
7E DONE - End of block
7F CALL N - Calls function, pushes return value on to STACK.

Generic object interface. Expects object on TOS

80 GETN N - Returns variable associated with name in object
81 SETN N - Sets the variable associated with name in object
Object on TOS, Variable on TOS1
82 CALLM N - Calls method in object
83 INDEXO - Index an object, uses argument stack
84 MODO S - Modify an object based on op.

F - Functions/classes

FF DEFUN NS D - Un-funs everything. no, no- it defines a
function. D is its name, S is
the return value, D is the args.
FE DECLASS ND - Defines a class.
FD DENS S - Declares namespace
F2 ENDCLASS - End of class block
F1 NEW S N - Instantiates class
F0 RETURN - Returns from function

Special Bytes

00 NULL - No-op
01 LC N - Calls OS function library, i.e. I/O, opening files, etc. TBI
02 PRINT - Prints whatever is on the TOS.
03 DEBUG - Toggle debug mode
0E ARGB - Builds argument stack
0F PC S - Primitive call, calls a subroutine A. A list of TBI
primitive subroutines providing methods to tweak
objects this bytecode set cannot touch. Uses argstack.

Compiler/Translator/Assembler">Compiler">Compiler/Translator/Assembler

[Lexical analysis]

Going from code to bytecode is what this section is all about. First off an
abstract notation for the code will be broken down into a binary tree as so:

/\
/ \
/ \

node> can be an argument of its parent node, or the next instruction.
Instruction nodes are nodes that will produce an instruction, or multiple based
on the bytecode interpretation of its instruction. For example, this line of
code:
int x = 3
would translate into:
def
/\
/ \
/ \
/ \
/ \
int set
/\ /\
/ \ / \
null 'x' 'x' null
/\
/ \
null 3
Functions are expressed as individual binary trees. The root of any file is
treated as an individual binary tree, as this is also a function.
The various instruction nodes are as follows:
  • def
  • * Define a named space in memory with the type specified
  • ** See the 'TYPES' section under 'OVERVIEW'
  • set
  • * Set a named space in memory with value specified
    Going from Binary Trees to Bytecode
The various instruction nodes within the tree will call specific functions
that will take arguments specified and lookahead and lookbehind to formulate the
correct bytecode equivalent.

Developer's Website

The developer of the language, Paul Longtine, operates a publicly available website and blog called , named after his online alias 'banna'.