An object code for interactive applied mathematical programming

K. Lock
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Abstract

We can consider interactive applied mathematics programming to be the teaming of a man and a machine to solve some problems in applied mathematics. The solution of the problem may in general consist of steps of operations upon data constructs which initially represented the problem description. The sequence of operations constitutes the program. In interactive programming, the sequence of operations is often performed alternately by the man and the machine, i.e., each member of the team does the part that he or it is good for. The importance of a programming language that can be used conveniently by man and machine alike to address the elements in the problem area is beyond dispute. Conveniences to the man are the naturalness and expressiveness possible in the language, while the convenience to the machine lies in the efficiency with which statements in the language may be interpreted. A programming language is chosen to strike an appropriate balance. This paper explores the machine architecture by describing the design of an object code which forms the internal representation of the elements in the programming language. The design is such that a PL/1 based language which is extended to cope with symbolic and expression manipulation can be implemented efficiently to provide statement incremental compilation and execution in a multiprogramming environment.
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交互式应用数学规划的目标代码
我们可以把交互式应用数学规划看作是解决应用数学中的一些问题的人与机器的组合。问题的解决通常包括对最初表示问题描述的数据结构的操作步骤。操作序列构成程序。在交互式编程中,操作序列通常由人和机器交替执行,即团队的每个成员都做他或它擅长的部分。人类和机器都能方便地使用一种编程语言来处理问题领域的元素,其重要性是无可争议的。对人的便利是语言中可能的自然和表达性,而对机器的便利在于语言中语句的解释效率。选择一种编程语言是为了达到适当的平衡。本文通过描述目标代码的设计来探索机器体系结构,目标代码构成了编程语言中元素的内部表示。这样的设计是基于PL/1的语言,扩展处理符号和表达式操作,可以有效地实现在多道程序设计环境中提供语句增量编译和执行。
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