Parsing Expression Grammars (PEGs) describe top-down parsers. Unfortunately, the errorreporting techniques used in conventional top-down parsers do not directly apply to parsers based on Parsing Expression Grammars (PEGs), so they have to be somehow simulated. While the PEG formalism has no account of semantic actions, actual PEG implementations add them, and we show how to simulate an error-reporting heuristic through these semantic actions.We also propose a complementary error reporting strategy that may lead to better error messages: labeled failures. This approach is inspired by exception handling of programming languages, and lets a PEG define different kinds of failure, with each ordered choice operator specifying which kinds it catches. Labeled failures give a way to annotate grammars for better error reporting, to express some of the error reporting strategies used by deterministic parser combinators, and to encode predictive top-down parsing in a PEG.
Abstract. Parsing Expression Grammars (PEGs) are a new formalism to describe a top-down parser of a language. However, error handling techniques that are often applied to top-down parsers are not directly applicable to PEGs. This problem is usually solved in PEGs using a heuristic that helps to simulate the error reporting technique from topdown parsers, but the error messages are generic. We propose the introduction of labeled failures to PEGs for error reporting, as labels help to produce more meaningful error messages. The labeled failures approach is close to that of generating and handling exceptions often used in programming languages, being useful to annotate and label grammar pieces that should not fail. Moreover, our approach is an extension to the PEGs formalism that is expressive enough to implement some previous work on parser combinators. Finally, labeled failures are also useful to compose grammars preserving the error messages of each separate grammar.
Programmers often migrate from a dynamically typed to a statically typed language when their simple scripts evolve into complex programs. Optional type systems are one way of having both static and dynamic typing in the same language, while keeping its dynamically typed semantics. This makes evolving a program from dynamic to static typing a matter of describing the implied types that it is using and adding annotations to make those types explicit. Designing an optional type system for an existing dynamically typed language is challenging, as its types should feel natural to programmers that are already familiar with this language. In this work, we give a formal description of Typed Lua, an optional type system for Lua, with a focus on two of its novel type system features: incremental evolution of imperative record and object types that is both lightweight and type-safe, and projection types, a combination of flow typing, functions that return multiple values, and multiple assignment. While our type system is tailored to the features and idioms of Lua, its features can be adapted to other imperative scripting languages.
Dynamically typed languages trade flexibility and ease of use for safety, while statically typed languages prioritize the early detection of bugs, and provide a better framework for structure large programs. The idea of optional typing is to combine the two approaches in the same language: the programmer can begin development with dynamic types, and migrate to static types as the program matures. The challenge is designing a type system that feels natural to the programmer that is used to programming in a dynamic language.This paper presents the initial design of Typed Lua, an optionally-typed extension of the Lua scripting language. Lua is an imperative scripting language with first class functions and lightweight metaprogramming mechanisms. The design of Typed Lua's type system has a novel combination of features that preserves some of the idioms that Lua programmers are used to, while bringing static type safety to them. We show how the major features of the type system type these idioms with some examples, and discuss some of the design issues we faced.
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