Re: Need advices for creating a proprietary language

Joachim Durchholz <joachim.durchholz@munich.netsurf.de>
7 Mar 1998 22:21:42 -0500

          From comp.compilers

Related articles
Need advices for creating a proprietary language mike@heliovisionsproductions.fr (Mike) (1998-03-03)
Re: Need advices for creating a proprietary language laheadle@cs.uchicago.edu (Lyn A Headley) (1998-03-06)
Re: Need advices for creating a proprietary language sandy.harris@sympatico.ca (1998-03-06)
Re: Need advices for creating a proprietary language joachim.durchholz@munich.netsurf.de (Joachim Durchholz) (1998-03-07)
Re: Need advices for creating a proprietary language mc@hack.org (MC) (1998-03-07)
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Re: Need advices for creating a proprietary language nixon@softlab.se (Leif Nixon) (1998-03-12)
Re: Need advices for creating a proprietary language tucny@km1.fjfi.cvut.cz (Ondrej Tucny) (1998-03-12)
Re: Need advices for creating a proprietary language ddd@hplisolx.grenoble.hp.com (Dupont de Dinechin Christophe) (1998-03-15)
Re: Need advices for creating a proprietary language byte@lmn.pub.ro (Laurentiu Badea) (1998-03-18)
[1 later articles]
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From: Joachim Durchholz <joachim.durchholz@munich.netsurf.de>
Newsgroups: comp.compilers
Date: 7 Mar 1998 22:21:42 -0500
Organization: Compilers Central
References: 98-03-012
Keywords: interpreter

Mike wrote:
>
> Hello.
> For an internal (in the company I'm working for) project, I have to
> develop a special simple language.
> ...


Your project looks more like you need an existing language that gives
you a lot of freedom in matters of syntax, rather than creating a new
language. For example, a scripting language with a C interface might
fit. Tcl comes to mind (it has a rather "decent" syntax). Or Rexx. Tcl
even has a bytecode compiler :) (Rexx might have one, I'm not
sure). You might want to look into the object-oriented extensions of
these languages (you'll want to capture similarities between various
related types of characters, as in "all evil characters will be
blinded by this spell").


Another rich source of languages that should fit quite nicely are MUDs
(multi-user dungeons). They might be reluctant to allow you using
their language for a commercial development though.


If any of these languages is useful, it will save you man-years of
work. Doing a language right is lots of work, and doing a language
wrong will create lots of work.


Regards,
Joachim
--


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