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Tuesday, April 29, 2008

Translator XP Profesional 2nd Edition adalah software penerjemah kalimat dua arah dari bahasa Indonesia ke bahasa Inggris/asing/daerah dan sebaliknya.


Translator XP Profesional 2nd Edition diprogram untuk melakukan penerjemahan kalimat secara analisis kata per kata dengan mencoba mendekati kaidah aturan bahasa yang sebenarnya. Translator XP akan mengecek hubungan jenis kata antara kata-kata yang berdekatan. Karena itu pada setiap databasenya, setiap kata selalu diakhiri dengan tanda (b),(k),(v),(t),(g) atau (s) yang sebenarnya menjelaskan jenis kata yang bersangkutan (kata benda, kata keterangan, kata kerja, kata penunjuk, kata ganti atau kata sifat). Khusus untuk bahasa Inggris, Translator XP mampu membedakan 5 tenses utama yang sering digunakan seperti Present, Present Perfect, Past, Future dan Present Continous, baik untuk kalimat aktif maupun pasif untuk pola positif, negatif dan interogatif. Kecepatan penterjemahan : 2700 karakter / detik (cps). Setara dengan 0,6 detik / halaman A4 2 spasi.










Contoh terjemahan:

* Saya membeli 5 ekor ayam kemarin, BUKAN ekor ayamnya = i bought 5 chickens yesterday, not the chicken tail
* Saya membeli lima buah mobil , BUKAN buahnya = i buy five cars, not the fruit
* Read this book ! The book is read by me. He is reading the book = baca buku ini ! buku dibaca oleh saya, dia sedang membaca buku
* Saya pergi ke rumah sakit, karena saya sakit yang disebabkan oleh penyakit = i go to hospital, because i am ill that caused by disease
* saya baru saja membelikan mobil baru untuk ayahku = i just have bought new car for my father

Translator XP mempu membaca idiom kata hingga 4 tingkat.
Contoh:
* nice to meet you= senang bertemu anda
* how do you do=apa kabar
* good morning=selamat pagi

Software ini mendukung alternatif arti, pengecekan idiom dan spesifikasi bahasa (misalnya bahasa Inggris untuk komputer, bahasa Inggris untuk teknik, dll). Translator XP juga menyediakan beberapa fasilitas yang bersifat pendidikan, yang kami peruntukkan bagi Anda yang ingin mempelajari bahasa-bahasa tersebut secara lebih mendalam. Fasilitas itu misalnya Dictionary (kamus) yang bisa ditambahkan contoh kalimatnya, Games (uji kata, uji idiom dan uji spelling), Text to Voice Converter, Voice Recognition (Enterprise 2nd Edition) dan Font Converter (misalnya dari font Roman ke font Huruf Jawa, dll) (Enterprise 2nd Edition).


Khusus untuk bahasa Inggris, Translator XP menyediakan penerjemahan menurut spesifikasi bahasa. Secara default ada 2 pilihan yang tersedia yaitu bahasa Inggris Standard dan bahasa Inggris untuk Komputer.
Jika Anda dapat menambahkan spesifikasi Bahasa Inggris yang lain misalnya Inggris untuk teknik, Inggris untuk Akuntansi dll. Sehingga DATABASE dalam program ini dapat Anda TAMBAHKAN sesuai KEBUTUHAN.

Dictionary yang disediakan Translator XP baik kata maupun idiomnya mirip seperti yang dimiliki software Linguist. Hanya saja selain berisi padanan kata dan jenis katanya, pada beberapa kata atau idiom diberikan juga contoh kalimatnya.

Selain itu software ini menyediakan fitur Voice Recogniton yaitu penerjemahan bahasa verbal ke dalam bentuk tulisan, misal Anda ucapkan satu atau beberapa kata pada microphone, maka apa yang anda ucapkan akan tertulis pada notepad. Demikian sebaliknya dari Text ke Voice.





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Sunday, April 20, 2008

Games Kura-kura Ninja


Ada yang mau Game Kura2 Ninja ?



Sedot Disini :
flt-tnmd.iso (1.84 Gb)
http://d01.megashares.com/?d01=6fd5d81

* Install game - Full Installation.
* Replace TMNTGAME.EXE file dengan crack 'flt-tmnt.rar'.
* Extract PATCHFX.EXE Patch dari 'tmntnocd.rar'
* jalankan Patch
* Play dan enjoy....

Crack
http://rapidshare.com/files/22157920/tmntnocd.rar
http://rapidshare.com/files/22158877/flt-tmnt.rar






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Saturday, April 19, 2008

Flash tutorial

     
(Arahkan pointer mouse anda ke gambar di atas ini).

Di pembahasan kali ini saya  akan membuat sebuah tampilan flash icon, apabila di dekatkan ke sebuah icon  kemudian icon tersebut akan memberikan aksi.


Di sini kita menggunakan gambar  dan kemudian gambar tersebut kita buat movie. Anda dapat mengikuti step-step di  bawah ini, jangan anda lewatkan satu step saja karena akan mengalami kesalahan  dan hasil flashnya tidak berjalan.
 
  A.  Step 1
Ciptakan sebuah document dan  kemudian atur setting dengan cara menekan CTRL J.
Ciptakan sebuah document

B.  Step 2
Buat 3 buah layar dengan nama masing-masing  layar AS, InvisibleButton, icon.
Buat 3 buah layar

C.  Step 3
Kemudian klik File>Insert>Import to library, dan pindahkan gambar dari library ke stage.
library ke stage

Dan tulis tulisan  seperti pada gambar di atas dan kemudian tekan F8, atur convert to symbol
convert to symbol

D.  Step 3
Seleksi gambar kemudian klik 2  kali dan dan klik pada frame ke dua klik kanan kemudian pilih insert key frame.  Dan kemudian klik pada frame ke 10 kemudian pilih gambar dan pilih jenis color yaitu Advanced.
color yaitu Advanced

Dan klik setting kemudian atur  seperti pada gambar
klik setting

Kemudian klik ok dan klik di  tengah frame antara frame 2 dan frame 10 dan kemudian klik kanan dan pilih  motion.

E. Step  5
Buat layar 2 dan kemudian ambil  gambar yang berada di library dan masukkan ke stage. Atur letak dari tulisan  tersebut sehingga dapat membentuk.
Buat layar 2

library

F.  Step 6
Klik pada layar AS dan klik  pada frame 1 kemudian tekan F9 dan tuliskan action acript di bawah ini :
_root.icon.onEnterFrame  = function() {
 if (mouse_over_icon) {
  _root.icon.nextFrame();
 } else {
  _root.icon.prevFrame();
 }
};

G.  Step 7
Klik pada layar Invisible button kemudian ambil gambar Invisible button yang ada di library dan  masukkan ke stage.
Invisible button

F. Step  8
Klik Invisible button yang ada di stage kemudian tekan F9 kemudian tulis scrip di bawah ini :
on  (rollOver) {
_root.mouse_over_icon  = true;
}
on  (rollOut) {
_root.mouse_over_icon  = fstartlse;
}
on  (release){
  getURL("http://www.ilmuwebsite.com/",  "blank");
  }
Kemudian jalankan dengan cara  CTRL + ENTER
CTRL + ENTER

Hasilnya:
     
(Arahkan pointer mouse anda ke gambar di atas ini).

Download .fla ==> http://www.unair.info/flash/membuat-flash-icon-animasi/flashicon.fla


Sumber dari situs Ilmu Website dalam kategori flash dengan judul Membuat Flash Icon Animasi





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Friday, April 18, 2008

Apple Ipod


Apple wants your iPod to stop charging for thieves

Hey, it's no shocker that Apple's iPod is a coveted item even for those who acquire their wares in less than legal manners, but a recent patent application from Apple shows that someone at Cupertino cares about you rightful owners out there. Essentially, the technology would invoke a "guardian" recharge circuit, which would disable any further charging if the computer (or "other recharger") it was paired with was of the unauthorized variety.


According to Apple, this type of limitation would "serve as a deterrent to theft," and while we can only assume that it would be applied first to the iPhone and iPod, the application does insinuate that other handheld, rechargeable devices could eventually benefit from the invention.







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Tuesday, April 15, 2008

Flash Memory

Flash Memory


Flash memory is a type of EEPROM chip. It has a grid of columns and rows with a cell that has two transistors at each intersection. This card is media of data depositor which is very small1. John (Chip Magazine 11-20 May 2004):
Flash memory is using for Digital Camera, PDA, MP3, player, hand phone, etc. With using flash memory in your electronic stuff, you can increase the capacity of memory. It mean’s you can save more picture in your Digital Camera, and also your song collection in your MP3 player. Flash memory capacity has many variance, such as 16 MB, 64 MB, 128 MB or 4 GB. Size of this cards are smaller than match box. There’re portable, furthermore there’re easy lost. But because of these simple size, you can put these flash memory card in your wallet. If one card is already full with your pictures, you can remove it from Digital Camera, then change it with an empty new card from your others pictures. And, the card which is full of your pictures must be save in PC2.
There are many kind of flash memory card, such as Compact Flash, Smart Media, xD, Memory Stick, and others. Compact Flash technology was developed by SanDisk in 1994, making it one of the oldest flash memory formats currently in use. According to the Compact Flash Association, Compact Flash cards have the potential for capacities up to 137 GB and data transfer rates of up to 66 MB/s. But, current devices can realistically be expected to have capacities of up to 12 GB and data transfer rates of up to 16 MB/s. Both of which are still very impressive (and currently very expensive for the large capacity cards). Every Compact Flash card is 43mm wide



and 36mm long, but depending on the type of card, they can have two different thicknesses. Type 1 Compact Flash cards are 3.3mm thick, Type 2 Compact Flash cards are 5.5mm thick, and these dimensions make the cards fairly large as compared to other flash memory. The connections for these cards are found at one end and feature two rows of 25 sockets that supply either 3.3V or 5V to the card (they can operate on either). This 1 GB San Disk model is an example of a typical Type II Compact Flash card. The larger size of the Compact Flash cards may seem like a disadvantage, but it is necessary for one of the main advantages. It is the only format of flash memory where the controller is actually onboard, making it more universally compatible and capable of increased performance by unloading the processing burden from slower devices that it may interface with. The thickness of the cards can also be considered a bonus for two other reasons. There is plenty of space inside for large capacity high density memory modules, and the longevity of the device may be increased since they are more rugged than many other form factors. Microdrives are a separate type of compact storage device first developed by IBM, but they share the same interface and general dimensions as a Type 2 Compact Flash card (Microdrives actually have tiny spinning discs in them – they are not solid state flash memory like Compact Flash). Computer Geeks sells a 2.2 GB Microdrive by MagicStor.
Smart Media was first developed by Toshiba, and the technical name for it is actually Solid-State Floppy-Disk Card (or SSFDC for short). Just as Compact Flash has a group backing it, Smart Media is promoted by the SSFDC Forum. All Smart Media is 37 mm wide by 45 mm long by about 0.75 mm thick, with a notch found in one corner, and exposed “golden” contacts on the back side. At less than 1mm thick, Smart Media is easily the thinnest of the flash memory formats. The maximum capacity one can expect to find for Smart Media is a mere 128 MB, making it a less than appealing solution for modern mass storage. Smart Media’s popularity has been on the decline for years as more powerful technologies have emerged to replace it. Computer Geeks stocks 128 MB and 64MB Smart Media cards as well as a couple of adapters that let you use a Smart Media card in a Compact Flash or PCMCIA (notebook) slot. The extremely low profile is in part achieved by the lack of an onboard controller, and by the fact that Smart Media is basically just memory






modules embedded in a plastic card. The controlling is conducted by the device using the memory, which is how all flash memory but Compact Flash operate anyway. Early Smart Media cards operated on 5V, but the current standard uses 3.3V. Older 5V cards can not be used in 3.3V Smart Media devices, so it is important to know the difference between them. Holding a Smart Media card so the exposed electrical contacts are facing you and positioned at the top of the card, if the notch is on the left it operates on 5V, if the notch is on the right it operates on 3.3V. This notch also prevents one type of card from being fully inserted into a device that is not designed to accept it.
The xD (eXtreme Digital) format was launched by Fujifilm and Olympus in 2002, and is promoted by the group at the official xD-Picture Card website. With a complete name of xD-Picture Card, this format was intended solely for use with digital cameras, although it did find applications elsewhere. Fujifilm and Olympus were two of the biggest supporters of Smart Media, and the launch of xD was a pretty good sign that the future of Smart Media was limited. Each xD card measures a mere 20mm by 25mm by 1.7mm, making them smaller in overall size than even SD and MMC cards. The maximum capacity of xD cards is expected to be 8 GB, but typical cards can be expected up to 1 GB in size. The read speeds of xD cards is up to 5 MB/s, while write speeds can be up to 3 MB/s, making them fast, but not the fastest. xD cards also operate on 3.3V, and are promoted not only for their minimal size, but for their low power consumption. This 128MB Olympus model is an example of a typical xD card.
Memory Stick flash memory was first launched back in 1998, and although it has the support of many manufacturers, it seems to be most prominently used in Sony brand devices, including digital audio devices, cameras and even televisions. Memory Stick is promoted by the group at the official Memory Stick website, which has a good deal of information about the media and applications for it. Memory Stick flash memory looks a bit like a stick of gum, but slightly smaller, measuring about 50 mm by 21.5 mm by 2.8 mm. Current models can be expected with capacities of up to 2 GB, and Memory Sticks with capacities of 4 GB to 8 GB may be available soon. According to the Memory Stick website, maximum (theoretical) data transfer rates of




up to 160 Mbps can be expected, although real world results will most definitely be lower. Expect a memory Stick to actually provide read speeds of up to 2.45 MB/s, and write speeds of up to 1.5 MB/s. Memory Sticks come in four flavors (so to speak) the original Memory Stick, Memory Stick PRO and Duo versions of each. Memory Stick PRO offers faster speeds and larger capacities over the original Memory Stick. The Duo modules are smaller and actually use an adapter to fit into Memory Stick slots. Note that not all devices that take Memory Sticks can use Memory Stick PRO modules – be sure to check your manual. This 128MB Lexar model is an example of a typical Memory Stick card3.


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Blogtimize - Optimize the ads on your blog


Blogtimize - Optimize the ads on your blog

When working with a blog, you're facing some interesting ad implementation challenges: a predetermined page format, highly targeted content, and regular visitors, among other things. To make the most of your readership and content, here are a few suggestions:

Blend ads into your blog

To increase the likelihood that your readers will see and click on your ads, blend your ad units into the background of your blog. Choose a bold color for the ad title to help draw attention to your ads, then make sure that the background and borders of your ads are the same color as the background of the area where the ad is placed.
Map





Experiment with multiple ad formats and locations

In general, wider ad formats tend to be more reader-friendly. Placing an ad unit after the first post will likely catch your readers' attention. Take a look at our sample implementations to get some ideas. Also, consider placing a Skyscraper (120x600) or vertical link unit on the right side of your blog. If you're using Blogger, you can find instructions on placing AdSense code in your blog's sidebar.

Offer readers more options with search and referrals

To make sure you're earning the most revenue possible with AdSense, go beyond just ads to use AdSense for search and referrals. You can increase your earnings, provide readers with valuable information, and take advantage of flexible formats.

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Sunday, April 13, 2008

Aplication neural artificial intteligent

Aplication Neural artificial Intelient :

  1. face recognition
  2. blood detect
  3. palmprint

and other

can u download abaout face recognition on : http://www.4shared.com/file/43950826/def1dea5/JST-citra_wajah.html Read more...

Compiler Translator

Compiler


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A diagram of the operation of a typical multi-language, multi-target compiler.
A diagram of the operation of a typical multi-language, multi-target compiler.

A compiler is a computer program (or set of programs) that translates text written in a computer language (the source language) into another computer language (the target language). The original sequence is usually called the source code and the output called
object code. Commonly the output has a form suitable for processing by other programs (e.g., a linker), but it may be a human-readable text file.

The most common reason for wanting to translate source code is to create an executable program. The name "compiler" is primarily used for programs that translate source code from a high-level programming language to a lower level language (e.g., assembly language or machine language). A program that translates from a low level language to a higher level one is a decompiler.
A program that translates between high-level languages is usually called a language translator, source to source translator, or language converter. A language rewriter is usually a program that translates the form of expressions without a change of language.

A compiler is likely to perform many or all of the following operations: lexical analysis, preprocessing, parsing, semantic analysis, code generation, and code optimization.

Contents

[hide]

History

Software for early computers was exclusively written in assembly language for many years. Higher level programming languages were not invented until the benefits of being able to reuse software on different kinds of CPUs started to become significantly greater than the cost of writing a compiler. The very limited memory capacity of early computers also created many technical problems when implementing a compiler.

Towards the end of the 1950s, machine-independent programming languages were first proposed. Subsequently, several experimental compilers were developed. The first compiler was written by Grace Hopper, in 1952, for the A-0 programming language. The FORTRAN team led by John Backus at IBM is generally credited as having introduced the first complete compiler, in 1957. COBOL was an early language to be compiled on multiple architectures, in 1960.[1]

In many application domains the idea of using a higher level language quickly caught on. Because of the expanding functionality supported by newer programming languages and the increasing complexity of computer architectures, compilers have become more and more complex.

Early compilers were written in assembly language. The first self-hosting compiler — capable of compiling its own source code in a high-level language — was created for Lisp by Hart and Levin at MIT in 1962.[2] Since the 1970s it has become common practice to implement a compiler in the language it compiles, although both Pascal and C have been popular choices for implementation language. Building a self-hosting compiler is a bootstrapping problem -- the first such compiler for a language must be compiled either by a compiler written in a different language, or (as in Hart and Levin's Lisp compiler) compiled by running the compiler in an interpreter.

Compilers in education

Compiler construction and compiler optimization are taught at universities as part of the computer science curriculum. Such courses are usually supplemented with the implementation of a compiler for an educational programming language. A well-documented example is Niklaus Wirth's PL/0 compiler, which Wirth used to teach compiler construction in the 1970s.[3] In spite of its simplicity, the PL/0 compiler introduced several influential concepts to the field:

  1. Program development by stepwise refinement (also the title of a 1971 paper by Wirth[4])
  2. The use of a recursive descent parser
  3. The use of EBNF to specify the syntax of a language
  4. A code generator producing portable P-code
  5. The use of T-diagrams in the formal description of the bootstrapping problem

Compiler output

One method used to classify compilers is by the platform on which the generated code they produce executes. This is known as the target platform.

A native or hosted compiler is one whose output is intended to directly run on the same type of computer and operating system as the compiler itself runs on. The output of a cross compiler is designed to run on a different platform. Cross compilers are often used when developing software for embedded systems that are not intended to support a software development environment.

The output of a compiler that produces code for a virtual machine (VM) may or may not be executed on the same platform as the compiler that produced it. For this reason such compilers are not usually classified as native or cross compilers.

Compiled versus interpreted languages

Higher-level programming languages are generally divided for convenience into compiled languages and interpreted languages. However, there is rarely anything about a language that requires it to be exclusively compiled, or exclusively interpreted. The categorization usually reflects the most popular or widespread implementations of a language — for instance, BASIC is thought of as an interpreted language, and C a compiled one, despite the existence of BASIC compilers and C interpreters.

In a sense, all languages are interpreted, with "execution" being merely a special case of interpretation performed by transistors switching on a CPU. Modern trends toward just-in-time compilation and bytecode interpretation also blur the traditional categorizations.

There are exceptions. Some language specifications spell out that implementations must include a compilation facility; for example, Common Lisp. Other languages have features that are very easy to implement in an interpreter, but make writing a compiler much harder; for example, APL, SNOBOL4, and many scripting languages allow programs to construct arbitrary source code at runtime with regular string operations, and then execute that code by passing it to a special evaluation function. To implement these features in a compiled language, programs must usually be shipped with a runtime library that includes a version of the compiler itself.

Hardware compilation

The output of some compilers may target hardware at a very low level. For example a Field Programmable Gate Array (FPGA) or structured Application-specific integrated circuit (ASIC). Such compilers are said to be hardware compilers or synthesis tools because the programs they compile effectively control the final configuration of the hardware and how it operates; the output of the compilation are not instructions that are executed in sequence - only an interconnection of transistors or lookup tables. For example, XST is the Xilinx Synthesis Tool used for configuring FPGAs. Similar tools are available from Altera, Synplicity, Synopsys and other vendors.

Compiler design

The approach taken to compiler design is affected by the complexity of the processing that needs to be done, the experience of the person(s) designing it, and the resources (eg, people and tools) available.

A compiler for a relatively simple language written by one person might be a single, monolithic piece of software. When the source language is large and complex, and high quality output is required the design may be split into a number of relatively independent phases, or passes. Having separate phases means development can be parceled up into small parts and given to different people. It also becomes much easier to replace a single phase by an improved one, or to insert new phases later (eg, additional optimizations).

The division of the compilation processes in phases (or passes) was championed by the Production Quality Compiler-Compiler Project (PQCC) at Carnegie Mellon University. This project introduced the terms front end, middle end (rarely heard today), and back end.

All but the smallest of compilers have more than two phases. However, these phases are usually regarded as being part of the front end or the back end. The point at where these two ends meet is always open to debate. The front end is generally considered to be where syntactic and semantic processing takes place, along with translation to a lower level of representation (than source code).

The middle end is usually designed to perform optimizations on a form other than the source code or machine code. This source code/machine code independence is intended to enable generic optimizations to be shared between versions of the compiler supporting different languages and target processors.

The back end takes the output from the middle. It may perform more analysis, transformations and optimizations that are for a particular computer. Then, it generates code for a particular processor and OS.

This front-end/middle/back-end approach makes it possible to combine front ends for different languages with back ends for different CPUs. Practical examples of this approach are the GNU Compiler Collection, LLVM, and the Amsterdam Compiler Kit, which have multiple front-ends, shared analysis and multiple back-ends.

One-pass versus multi-pass compilers

Classifying compilers by number of passes has its background in the hardware resource limitations of computers. Compiling involves performing lots of work and early computers did not have enough memory to contain one program that did all of this work. So compilers were split up into smaller programs which each made a pass over the source (or some representation of it) performing some of the required analysis and translations.

The ability to compile in a single pass is often seen as a benefit because it simplifies the job of writing a compiler and one pass compilers are generally faster than multi-pass compilers. Many languages were designed so that they could be compiled in a single pass (e.g., Pascal).

In some cases the design of a language feature may require a compiler to perform more than one pass over the source. For instance, consider a declaration appearing on line 20 of the source which affects the translation of a statement appearing on line 10. In this case, the first pass needs to gather information about declarations appearing after statements that they affect, with the actual translation happening during a subsequent pass.

The disadvantage of compiling in a single pass is that it is not possible to perform many of the sophisticated optimizations needed to generate high quality code. It can be difficult to count exactly how many passes an optimizing compiler makes. For instance, different phases of optimization may analyse one expression many times but only analyse another expression once.

Splitting a compiler up into small programs is a technique used by researchers interested in producing provably correct compilers. Proving the correctness of a set of small programs often requires less effort than proving the correctness of a larger, single, equivalent program.

While the typical multi-pass compiler outputs machine code from its final pass, there are several other types:

  • A "source-to-source compiler" is a type of compiler that takes a high level language as its input and outputs a high level language. For example, an automatic parallelizing compiler will frequently take in a high level language program as an input and then transform the code and annotate it with parallel code annotations (e.g. OpenMP) or language constructs (e.g. Fortran's DOALL statements).
  • Stage compiler that compiles to assembly language of a theoretical machine, like some Prolog implementations
    • This Prolog machine is also known as the Warren Abstract Machine (or WAM). Bytecode compilers for Java, Python, and many more are also a subtype of this.
  • Just-in-time compiler, used by Smalltalk and Java systems, and also by Microsoft .Net's Common Intermediate Language (CIL)
    • Applications are delivered in bytecode, which is compiled to native machine code just prior to execution.

Front end

The front end analyzes the source code to build an internal representation of the program, called the intermediate representation or IR. It also manages the symbol table, a data structure mapping each symbol in the source code to associated information such as location, type and scope. This is done over several phases, which includes some of the following:

  1. Line reconstruction. Languages which strop their keywords or allow arbitrary spaces within identifiers require a phase before parsing, which converts the input character sequence to a canonical form ready for the parser. The top-down, recursive-descent, table-driven parsers used in the 1960s typically read the source one character at a time and did not require a separate tokenizing phase. Atlas Autocode, and Imp (and some implementations of Algol and Coral66) are examples of stropped languages whose compilers would have a Line Reconstruction phase.
  2. Lexical analysis breaks the source code text into small pieces called tokens. Each token is a single atomic unit of the language, for instance a keyword, identifier or symbol name. The token syntax is typically a regular language, so a finite state automaton constructed from a regular expression can be used to recognize it. This phase is also called lexing or scanning, and the software doing lexical analysis is called a lexical analyzer or scanner.
  3. Preprocessing. Some languages, e.g., C, require a preprocessing phase which supports macro substitution and conditional compilation. Typically the preprocessing phase occurs before syntactic or semantic analysis; e.g. in the case of C, the preprocessor manipulates lexical tokens rather than syntactic forms. However, some languages such as Scheme support macro substitutions based on syntactic forms.
  4. Syntax analysis involves parsing the token sequence to identify the syntactic structure of the program. This phase typically builds a parse tree, which replaces the linear sequence of tokens with a tree structure built according to the rules of a formal grammar which define the language's syntax. The parse tree is often analyzed, augmented, and transformed by later phases in the compiler.
  5. Semantic analysis is the phase in which the compiler adds semantic information to the parse tree and builds the symbol table. This phase performs semantic checks such as type checking (checking for type errors), or object binding (associating variable and function references with their definitions), or definite assignment (requiring all local variables to be initialized before use), rejecting incorrect programs or issuing warnings. Semantic analysis usually requires a complete parse tree, meaning that this phase logically follows the parsing phase, and logically precedes the code generation phase, though it is often possible to fold multiple phases into one pass over the code in a compiler implementation.

Back end

The term back end is sometimes confused with code generator because of the overlapped functionality of generating assembly code. Some literature uses middle end to distinguish the generic analysis and optimization phases in the back end from the machine-dependent code generators.

The main phases of the back end include the following:

  1. Analysis: This is the gathering of program information from the intermediate representation derived from the input. Typical analyses are data flow analysis to build use-define chains, dependence analysis, alias analysis, pointer analysis, escape analysis etc. Accurate analysis is the basis for any compiler optimization. The call graph and control flow graph are usually also built during the analysis phase.
  2. Optimization: the intermediate language representation is transformed into functionally equivalent but faster (or smaller) forms. Popular optimizations are inline expansion, dead code elimination, constant propagation, loop transformation, register allocation or even automatic parallelization.
  3. Code generation: the transformed intermediate language is translated into the output language, usually the native machine language of the system. This involves resource and storage decisions, such as deciding which variables to fit into registers and memory and the selection and scheduling of appropriate machine instructions along with their associated addressing modes (see also Sethi-Ullman algorithm).

Compiler analysis is the prerequisite for any compiler optimization, and they tightly work together. For example, dependence analysis is crucial for loop transformation.

In addition, the scope of compiler analysis and optimizations vary greatly, from as small as a basic block to the procedure/function level, or even over the whole program (interprocedural optimization). Obviously, a compiler can potentially do a better job using a broader view. But that broad view is not free: large scope analysis and optimizations are very costly in terms of compilation time and memory space; this is especially true for interprocedural analysis and optimizations.

The existence of interprocedural analysis and optimizations is common in modern commercial compilers from HP, IBM, SGI, Intel, Microsoft, and Sun Microsystems. The open source GCC was criticized for a long time for lacking powerful interprocedural optimizations, but it is changing in this respect. Another good open source compiler with full analysis and optimization infrastructure is Open64, which is used by many organizations for research and commercial purposes.

Due to the extra time and space needed for compiler analysis and optimizations, some compilers skip them by default. Users have to use compilation options to explicitly tell the compiler which optimizations should be enabled.

Related techniques

Assembly language is not a high-level language and a program that compiles it is more commonly known as an assembler, with the inverse program known as a disassembler.

A program that translates from a low level language to a higher level one is a decompiler.

A program that translates between high-level languages is usually called a language translator, source to source translator, language converter, or language rewriter. The last term is usually applied to translations that do not involve a change of language.

See also

Notes


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Thursday, April 10, 2008

Method On words machine translation


This is a method on words machine Translation.

  1. example based
  2. statistic based
  3. temporary Loading data
  4. rule based

You can enjoy with translation




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