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PPL Complete Notes

The document discusses key concepts in programming languages including syntax, semantics, pragmatics, variables, expressions, statements, binding, types, polymorphism, abstract data types, information hiding, and abstraction. It provides definitions and examples for each concept.
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0% found this document useful (0 votes)
134 views8 pages

PPL Complete Notes

The document discusses key concepts in programming languages including syntax, semantics, pragmatics, variables, expressions, statements, binding, types, polymorphism, abstract data types, information hiding, and abstraction. It provides definitions and examples for each concept.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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UNIT-1

Introduction: Syntax, Semantics, and Pragmatics


1. Syntax
- Defines the grammar rules for constructing valid program structures.
- Includes elements like keywords, operators, punctuation, and syntax rules.
- Determines how code is written and organized.

2. Semantics
- Specifies the meaning of valid syntactic structures.
- Deals with the behavior of programs when executed.
- Covers aspects such as data manipulation, control flow, and error handling.

3. Pragmatics
- Focuses on the effective use of language in specific contexts.
- Considers factors like code readability, maintainability, and performance.
- Addresses conventions, idioms, and best practices within a programming
community.

Formal Translation Models, Variables, Expressions & Statements


1. Formal Translation Models
- Provide a systematic approach to converting high-level programming constructs
into machine-executable code.
- Often involve intermediate representations like abstract syntax trees or
intermediate code.

2. Variables
- Can hold different values during program execution.
- Have a name, type, and scope.
- Allow programmers to manipulate data dynamically.

3. Expressions
- Combinations of constants, variables, operators, and function calls that produce
a value.
- Can be evaluated to yield a result.
- Can be simple or complex depending on the operators and operands involved.

4. Statements
- Imperative constructs that perform actions or control the flow of execution.
- Include assignment statements, control structures, and function calls.
- Form the building blocks of algorithms and programs.
Binding Time Spectrum
1. Static Binding
- Occurs during compile time.
- Helps in resolving names and types before program execution.
- Examples include variable binding in statically-typed languages.

2. Dynamic Binding
- Occurs during runtime.
- Involves resolving names or types when the program is executing.
- Examples include dynamic memory allocation and dynamic dispatch in
object-oriented programming.

Key points on the binding time spectrum include:

● Compile Time: This is when most syntactic and semantic analysis occurs.
Variables may be allocated storage and types determined.

● Load Time: Some characteristics, such as memory addresses or library


dependencies, may be resolved during program loading.

● Link Time: In languages with separate compilation units, linking occurs to


combine different modules into a single executable.

● Run Time: Characteristics such as dynamic memory allocation, variable


values, and function calls are determined during program execution.

Variables and Expressions; Assignment


1. Variables and Expressions
- Variables store data that can be manipulated using expressions.
- Expressions are evaluated to produce a value.
- Variables can be used within expressions to represent changing data.

2. Assignment
- Assigns a value to a variable.
- Uses the assignment operator (=) to store the result of an expression in a
variable.
- Can also involve compound assignment operators like +=, -=, etc.

I-values and R-values, Environments and Stores


1. I-values and R-values
- I-values: Identifiers or memory locations where a value can be stored.
- R-values: Values that can be assigned or computed.
I-values and R-values:
● An l-value (I-value) refers to an expression that can appear on the left side of
an assignment operator.
● An r-value refers to an expression that can appear on the right side of an
assignment operator.
● In x = y + 3, x is the l-value, and y + 3 is the r-value.

2. Environments and Stores


- Environments: Maps identifiers to their associated values or memory locations.
- Stores: Physical memory locations where data is stored during program
execution.
- During execution, the environment maps variable names to memory locations,
and the store maps memory locations to their current values.

Storage Allocation; Constants and Initialization; Statement-level Control


Structure
1. Storage Allocation
- Involves allocating memory for variables and data structures.
- Can be static, stack-based, or dynamic depending on the programming language
and execution environment.
- Memory management techniques like garbage collection may also be involved.

● Storage allocation refers to the process of assigning memory locations to


variables and constants.
● It can be done statically, dynamically, or automatically.
● Static allocation allocates memory at compile time, and the allocation
remains fixed throughout the program's execution.
● Dynamic allocation allocates memory at run time, typically using functions
like malloc in languages like C.
● Automatic allocation allocates memory when a variable is declared and
deallocates it when the variable goes out of scope.

2. Constants and Initialization


- Constants are values that remain unchanged throughout program execution.
- Initialization assigns an initial value to a variable or data structure.
- Variables may be initialized during declaration or later in the program.
● Constants are values that do not change during the execution of a program.
● They are typically allocated statically in memory.
● Initialization refers to the process of assigning an initial value to a variable or
constant.
● Constants can be initialized at compile time or run time, depending on the
programming language and context.
3. Statement-level Control Structure
- Determines the order of execution of statements within a program.
- Includes conditional statements (if-else), looping constructs (while, for), and
branching statements (switch-case).
- Provides mechanisms for altering the flow of control based on runtime
conditions.

UNIT-2

Primitive Types: Pointers; Structured Types; Coercion; Notion of Type


Equivalence; Polymorphism: Overloading, Inheritance, Type Parameterization

1. Pointers
- Variables that store memory addresses.
- Allow direct access to memory locations.
- Commonly used in languages like C and C++ for dynamic memory allocation and
manipulation.

2. Structured Types
- Composite types composed of multiple elements of potentially different types.
- Examples include arrays, records, structs, and classes.
- Enable grouping related data together for easier management and manipulation.

3. Coercion
- Automatic conversion of one data type to another.
- Can be implicit or explicit.
- Helps facilitate operations between different data types.

4. Notion of Type Equivalence


- Determines when two types are considered equivalent.
- Can be based on structural equivalence (same structure) or nominal equivalence
(same name).
- Important for type checking and compatibility.

5. Polymorphism
● Overloading:
● Overloading allows multiple functions or methods to have the same
name but different parameter lists or return types.
● It enables creating more intuitive and expressive interfaces by
providing multiple ways to use the same operation.
● Overloading can be static (compile-time) or dynamic (run-time),
depending on the language's type system.
● Inheritance:
● Inheritance is a mechanism that allows a class (subclass) to inherit
properties and behavior from another class (superclass).
● It promotes code reuse, extensibility, and hierarchical organization of
classes.
● Inheritance supports the "is-a" relationship, where a subclass is a
specialized version of its superclass.
● Type Parameterization:
● Type parameterization, also known as generics or templates, allows
classes or functions to operate on multiple data types without
sacrificing type safety.
● It enables writing reusable and type-safe code by parameterizing types
with placeholders.
● Type parameterization facilitates writing generic algorithms and data
structures that can work with any data type.

Abstract Data Types; Information Hiding and Abstraction; Visibility,


Procedures, Modules, Classes, Packages

1. Abstract Data Types (ADTs)


- Encapsulate data and operations into a single unit.
- Hide implementation details from users.
- Provide an interface for interacting with the data structure.
Abstract Data Types:
● Abstract Data Types (ADTs) are mathematical models that define data
structures and the operations that can be performed on them, without
specifying how these operations are implemented.
● They encapsulate data and operations into a single entity, providing a clear
interface for interacting with the data while hiding its internal representation.
● Examples of ADTs include stacks, queues, lists, trees, and graphs.

2. Information Hiding and Abstraction


- Information hiding conceals the implementation details of a module or data
structure.
- Abstraction focuses on the essential characteristics while ignoring irrelevant
details.
- Both concepts enhance modularity, maintainability, and security.
Information Hiding:
● Information hiding is a principle of software design that aims to restrict
access to certain components or details of a system, exposing only those
necessary for interaction.
● It helps manage complexity, improve maintainability, and prevent unintended
dependencies between different parts of the system.
● Information hiding is typically achieved through encapsulation, where data
and implementation details are hidden within a module or class.

Abstraction:
● Abstraction is the process of simplifying complex systems by focusing on
essential properties and ignoring irrelevant details.
● It allows developers to work with high-level concepts without needing to
understand the underlying complexities.
● Abstraction is often achieved through the use of abstract data types,
interfaces, and design patterns.

3. Visibility
- Specifies the accessibility of members (variables, methods, etc.) within a class or
module.
- Common visibility modifiers include public, private, and protected.
- Controls which parts of a program can access certain data or functionalities.

4. Procedures, Modules, Classes, Packages


- Procedures: Named blocks of code that perform a specific task.
Procedures:
● Procedures, also known as functions or methods, are named blocks of code
that perform a specific task.
● They encapsulate a sequence of instructions and can accept input
parameters and return output values.
● Procedures promote code reuse, modularity, and maintainability by breaking
down complex tasks into smaller, manageable units.

- Modules: Logical units of code organization that encapsulate related


functionality.
Modules:
● Modules are units of software organization that encapsulate related
components, such as functions, data structures, and constants.
● They promote modular programming, allowing developers to partition their
codebase into manageable and reusable units.
● Modules help reduce complexity, improve code organization, and facilitate
collaboration among team members.

- Classes: Blueprint for creating objects with data and behavior.


● Classes are blueprints for creating objects, combining data (attributes) and
behavior (methods) into a single entity.
● They enable object-oriented programming (OOP) paradigms, such as
encapsulation, inheritance, and polymorphism.
● Classes provide a mechanism for modeling real-world entities and defining
their interactions in a structured manner.

- Packages: Collection of related modules or classes bundled together for reuse


and distribution.
● Packages, also known as namespaces or modules in some languages, are
containers for organizing related classes, functions, and other resources.
● They provide a hierarchical structure for organizing code and prevent naming
conflicts between different components.
● Packages facilitate code reuse, distribution, and dependency management in
large-scale software projects.

Objects and Object-Oriented Programming

1. Objects
- Instances of classes that encapsulate data and behavior.
- Have attributes (data members) and methods (functions) associated with them.
- Enable modeling real-world entities and interactions in code.
Objects:
● Definition: An object is a fundamental unit of a software system that
represents a real-world entity, concept, or abstraction.
● Attributes: Objects have attributes or properties that describe their state or
characteristics. These attributes are represented by variables known as
instance variables or fields.
● Behavior: Objects exhibit behavior through methods or functions, which define
the actions they can perform or the operations they support.
● Encapsulation: Encapsulation is the bundling of data (attributes) and methods
(behavior) into a single unit (object). It hides the internal state of an object
and only exposes a public interface for interacting with it.
● Example: In a banking application, a "Customer" object might have attributes
like name, address, and account balance, along with methods like deposit,
withdraw, and transfer.

2. Object-Oriented Programming (OOP)


- Programming paradigm centered around objects and classes.
- Emphasizes concepts like encapsulation, inheritance, and polymorphism.
- Facilitates modular and reusable code design.

​ Object-Oriented Programming (OOP):


● Paradigm: Object-Oriented Programming (OOP) is a programming
paradigm that revolves around the concept of objects. It emphasizes
modular design, code reusability, and maintainability.
● Four Pillars:
● Encapsulation: Encapsulation ensures that the internal state of
an object is hidden from the outside world and accessed only
through well-defined interfaces.
● Inheritance: Inheritance allows a class (subclass) to inherit
properties and behavior from another class (superclass). It
promotes code reuse and supports the "is-a" relationship.
● Polymorphism: Polymorphism allows objects of different types
to be treated as instances of a common superclass. It enables
dynamic method dispatch and supports method overriding and
method overloading.
● Abstraction: Abstraction simplifies complex systems by
focusing on essential properties and hiding irrelevant details. It
allows developers to work with high-level concepts without
needing to understand the underlying complexities.
● Classes: Classes are blueprints for creating objects. They define the
structure and behavior of objects by specifying attributes and methods.
Instances of a class are called objects.
● Modularity: OOP promotes modularity by organizing code into reusable,
self-contained modules (classes and objects). This makes code easier
to understand, maintain, and extend.
● Example: In a car rental system, classes like Car, Customer, and
RentalTransaction might be defined, each encapsulating data and
behavior relevant to its respective entity.

Object-Oriented Programming has become ubiquitous in software development due


to its many benefits, including code reuse, modularity, extensibility, and scalability. It
provides a powerful framework for designing and building complex systems by
modeling real-world entities in a natural and intuitive way.

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