Some of the utilities associated with the development of programs. These program development tools allow users to write and construct programs that the.

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Presentation transcript:

Some of the utilities associated with the development of programs. These program development tools allow users to write and construct programs that the operating system (or another) can run.

Editors are programs used to create documents. They provide facilities for Loading/Editing/Saving of source documents Change/Replace text strings, characters or words Find/Search for text strings, characters or words Move/Copy/Delete blocks of text Editors consist of two basic types, line based and screen based.

The line based editor presents a single line for editing. Each line may be called up in turn. The left and right cursor keys may be used to edit the line of text. Standard facilities exist to perform search/find/replace/move items of text.

These types of editors are cheap, provide a basic set of functions, and are reasonably small in terms of code size. A limited number of commands are offered that people can quickly learn. Examples of line-based editors are edlin and vi.

These provide a range of enhanced features, and editing is performed using the whole screen (multiple lines are shown at a time). The cursor may be moved in any of the four directions.

Screen based editors are normally written for specific types of computers, and thus tend to be more costly, but provide a greater range of facilities, and can be more readily customized for particular applications.

The screen editors may be command driven, where all functions to be performed are entered as commands on a single command line, or may be key generated, where pressing certain keys perform the desired function. Command driven editors tend to be the easiest and quickest to learn.

By displaying more than one line at a time, screen editors facilitate the speedy modifications required for source documents. Examples of screen-based editors are Notepad, WordPad, and Word 2000.

In developing a software program to accomplish a particular task, the program developer chooses an appropriate language, develops the algorithm (a sequence of steps, which when carried out in the order prescribed, achieve the desired result), implements this algorithm in the chosen language (coding), then tests and debugs the final result.

When you write a program in a source language such as Pascal or C, the program statements (in the source text file) needs to be converted into the binary bit- patterns which make sense to the target processor (the processor on which the software will be run). This process of conversion is called translation

Source program compiler interprter Machinr code

Assemblers are programs that generate machine code instructions from a source code program written in assembly language. The features provided by an assembler are

 allows the programmer to use mnemonics when writing source code programs.  variables are represented by symbolic names, not as memory locations  symbolic code is easier to read and follow  error checking is provided  changes can be quickly and easily incorporated with a re-assembly  programming aids are included for relocation and expression evaluation.

In a HLL, one English type statement represents a sequence of machine code statements. Examples of a high level language are Pascal, Basic and C. High level languages are useful in developing complex software, as they support complex data structures, and increase programmer productivity (the number of lines of code generated per hour).

Unlike assembly language, it also means that the programmer does not need to learn the instruction set of each computer being worked with. All HLL statements must be converted to machine code in order for a processor to run them. There are two ways in which high level language statements are converted into machine code, either at runtime (interpreted) or before runtime (compiled).

The source code program is run through a program called an interpreter. Each line of the program is sent to the interpreter that converts it into equivalent machine code instructions. These machine code instructions are then executed. The next source line is then fetched from memory, converted and executed. This process is repeated till the entire program has been executed.

Examples of interpreted languages are BASIC (Beginners All Purpose Symbolic Instruction Code) and Java.

Compilers accept source programs written in a high level language and produce object code programs that are then linked with standard libraries to produce an executable file. Compilers generate code that is reasonably fast, but is target specific (it only runs on a particular computer system).

The source program is written using an editor. Most compiled languages do not use line numbers.The example on the right is a C program #include main { printf("Hello world\n'); return 1; }

Once the program has been written using the appropriate source statements, it is then passed to a compiler that converts the entire program into object code.

The object code cannot be run on the computer system, so the object code file is then sent to a linker that combines it with libraries (other object code) to create an executable program. Because the entire program is converted to machine code, it runs very quickly.

The BASIC interpreter already has its own libraries for Input and Output (I/O), so BASIC programs don't need linking. The source program is converted directly into executable code

Compiled languages (as well as assembled) need both linking and loading. The output of compilers and assemblers are stored in an intermediate format called object code. This is stored as a file on disk. The object code must be combined with other object code files or libraries (special object code files) before execution.

The types of files that exist at each phase of the program translation sequence are, myprog.csource code program myprog.objobject code produced by compiler myprog.exeexecutable file produced by linker

code exe code Object file exe

It is normally the responsibility of the Operating System to load and execute files. The part of the operating system that performs this function is called a loader.

There are two types of loaders, relocating and absolute. The absolute loader is the simplest and quickest of the two. The loader loads the file into memory at the location specified by the beginning portion (header) of the file, then passes control to the program.

If the memory space specified by the header is currently in use, execution cannot proceed, and the user must wait until the requested memory becomes free.

The relocating loader will load the program anywhere in memory, The decision as to where in memory the program is placed is done by the Operating System, not the programs header file.

This is obviously more efficient The relocating loader can only relocate code that has been produced by a linker capable of producing relative code. A loader is unnecessary for interpreted languages, as the executable code is built up into the memory of the computer.

Program locators convert the output of the linker (the executable file) into an absolute load format file. This type of file will eventually reside in specific memory locations.

Disassemblers convert machine code instructions into mnemonic opcodes and operands.

A monitor is a small program that allows machine code access. A monitor provides,  manipulation of memory  manipulation of processor registers  simple trace, single step, go commands  breakpoints

Debuggers provide much the same facilities as monitors, but generally provide a wider range of features,  provision for HLL source debugging  split screens, windowing  reference by symbols, module names and labels  dynamic tracing of hardware interrupts  Operating System calls and stack tracing