Fun-Assembly

The Fun Assembly Programming Language

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Fun Assembly Programming Language

About

It’s a simple token-based modular programming language written in C++.
Authors- Soham Malakar and Sanket Tarafder.


Know About The Authors

Soham Malakar is a student pursuing Bachelor of Science (Hons.) in the Computer Science Department of Scottish Church College, Kolkata. He is very passionate about computers and innovation.

Sanket Tarafder is a student pursuing Bachelor of Technology in the Information Technology Department of Kalyani Government Engineering College, Nadia. He is a computer and data enthusiast.


Overview

It is a Procedure Oriented Programming Language that uses a simple expression evaluator. It stores the variables and elements in a hash table. As the interpreter for this language is rather basic, it does not come with any loops. But loops are easy to obtain using jumps. It has support for user-defined functions to avoid code repetition. It also comes with a minimal file I/O.

The language has a built-in Module System to create modules. It is pretty similar to functions in other programming languages. It makes the language so modular.


Installation

There are few pre-compiled binaries available in the release section. Download the archive from there and extract the files. Then, run the installation script.


Build from Source

If you don’t find any suitable version for your system, please follow the instructions below.

Windows

  1. Download the files from here.

  2. Extract the files. (You can use 7-Zip to extract.)

  3. Run the install.bat script.

NOTE: Make sure you have the latest g++ compiler installed in your system.

GNU/Linux

Run the following commands in a terminal.

$ git clone https://github.com/SohamMalakar/Fun-Assembly.git
$ cd Fun-Assembly
$ make install

That’s it!

NOTE: Make sure you have git, make and g++ installed in your system.


Usage

After installing the Fun Assembly Interpreter, you can run the following command to run *.fasml files.

$ fasml <filename> [optional arguments]

NOTE: Alternatively, you can use Joi Akash Extension for Visual Studio Code to run *.fasml files.


Extension

We have also provided the syntax highlighter for this programming language for Visual Studio Code.

Andromeda Monokai-Pro
andromeda monokai

You can install the extension from Marketplace.


Keywords

There are total 40 reserved Keywords and 8 Logical Operators present in this language which get recognized by this interpreter.

The 40 Keywords with their functions are provided here:

Keywords Description
PRT Prints the tokens
SCN Takes inputs from the keyboard
SCNL Takes inputs upto the next newline character
MOV Assigns a value to a variable
INT Converts a variable to an integer
CHAR Converts an integer to its ASCII equivalent
ADD Adds two variables
SUB Subtracts two variables
MUL Multiplies two variables
DIV Divides two variables
MOD Modulo of two variables
POW Raises a variable to the given power
EXPR Evaluates an expression
AND Logical AND of two variables
OR Logical OR of two variables
NOT Logical NOT of a variable
BAND Bitwise AND of two variables
BOR Bitwise OR of two variables
BNOT Bitwise NOT of a variable
BXOR Bitwise XOR of two variables
LSHIFT Left shift of a variable
RSHIFT Right shift of a variable
IF If the condition is true, executes the block
> Creates a label
JMP Jumps to a label
ARR Assigns a value to an array
ARRI Initializes an array
ARRV Assigns the element’s value into another variable
BYE Exits the program
! Comments out any text
STR Stores strings as character arrays
CAT Concatenates strings
CALL Calls a module
RECV Receives values from a module
RET Returns from a module
FCALL Calls a function
FRET Returns from a function
FREAD Reads a file
FWRITE Writes to a file
FDEL Deletes a file

The 8 Logical Operators with their meanings are provided here:

Logical Operators Description
EQL Checks if the two variables are equal
NEQ Checks if the two variables are not equal
LSS Checks if the first variable is less than the second
LEQ Checks if the first variable is less than or equal to the second
GTR Checks if the first variable is greater than the second
GEQ Checks if the first variable is greater than or equal to the second
SEQL Checks if the two strings are equal
SNEQ Checks if the two strings are not equal

Syntax

The syntax is very simplistic and easy to understand.

Hello World

Here is the Hello World program:

PRT Hello World

Here, the interpreter prints the tokens ‘Hello’ and ‘World’. Tokens are separated by spaces. The interpreter will ignore the spaces. But it’ll print the spaces in between the tokens.


Assignment Operator

To store a variable, we use the keyword MOV.

MOV $var1 Hello

Here, we assign the value ‘Hello’ to the variable $var1. There are no data types in this language. So, you can assign any type of data to a variable.


Printing Variables

To print a variable, we use the keyword PRT.

PRT $var1

And yes. You can print multiple variables at once.


Printing Special Characters

To print a new line, tab, space, exclamation mark, dollar sign, ampersand, left bracket, and right bracket, we print these predefined variables: $ENDL, $TAB, $SPC, $EXL, $DOL, $AMP, $LBR and $RBR respectively.

PRT Hello World
PRT $EXL
PRT $ENDL

It prints ‘Hello World!\n’.

NOTE: Other special characters can be printed by using PRT with the character itself. For example, PRT % prints a percent sign.


Taking Inputs

Input upto space

To take input from the keyboard, we use the keyword SCN.

SCN $var1

Here, the interpreter takes input from the keyboard and assign it to the variable $var1. And multiple inputs can be taken at once.

Input upto newline

To take input upto the next newline character, we use the keyword SCNL.

SCNL $var1

Here, the interpreter takes input upto the next newline character from the keyboard and assign it to the variable $var1.


Comments

To comment a line, we use the exclamation mark !.

! This is a single line comment

NOTE: This language doesn’t support multi-line comments.


Math Operations

To add, subtract, multiply, divide, modulo, and power two variables, we use the keywords ADD, SUB, MUL, DIV, MOD, and POW respectively.

ADD $var3 $var1 $var2

Here, the interpreter adds the values of the variables $var1 and $var2 and assign the result to the variable $var3.

But it’ll convert the variables to floats before performing the operation.


Logical & Bitwise Operations

To perform logical and bitwise operations, we use the keywords AND, OR, NOT, BAND, BOR, BNOT, BXOR, LSHIFT, and RSHIFT respectively.

Examples

To perform logical AND of two variables, we use the keyword AND.

AND $var3 $var1 $var2

Here, the interpreter performs a logical AND operation on the variables $var1 and $var2 and assign the result to the variable $var3.

To perform logical NOT of a variable, we use the keyword NOT.

NOT $var2 $var1

Here, the interpreter performs a logical NOT operation on the variable $var1 and assign the result to the variable $var2.

To perform left shift operation, we use the keyword LSHIFT.

LSHIFT $var3 $var1 $var2

Here, the interpreter performs a left shift operation on the variable $var1 while shifting by $var2 and assign the result to the variable $var3.


Expression Evaluation

To evaluate an expression, we use the keyword EXPR.

Consider the following code snippet:

MOV $var1 2
MOV $var2 3

EXPR $out ( $var1 + 5 ) * -10 / $var2

PRT $out $ENDL

Here, the interpreter evaluates the expression ( $var1 + 5 ) * -10 / $var2 and assign the result to the variable $out.


Integer Casting

To convert a variable to integer, we use the keyword INT.

INT $var1 $var2

Here, the interpreter converts the variable $var2 to integer and assign it to the variable $var1.


Character Casting

To convert an integer to its ASCII equivalent, we use the keyword CHAR.

CHAR $var1 $var2

Here, the interpreter converts the variable $var2 to ASCII and assign it to the variable $var1.


Labels

In this language, we don’t have loops. Instead, we use labels to jump to a specific point in the program.

To create a label, we use the keyword >.

> $label

Here, the interpreter creates a label with the name $label. It can be used to jump to the label.

NOTE: Behind the scenes, the interpreter creates a variable with the same name as the label and stores the current line number in the variable.


Unconditional Jump

To jump to a label, we use the keyword JMP.

JMP $label

Here, the control jumps to the $label.


If Statements

To implement if-else statements, we use the keywords IF and JMP.

IF LSS $var1 $var2
[
    PRT SUCCESS
    JMP $END
]
IF GEQ $var1 $var2
[
    PRT FAILURE
    JMP $END
]

> $END

Here, the interpreter checks if the value of $var1 is less than the value of $var2. If it is, it prints SUCCESS and jumps to the label $END. Otherwise, it prints FAILURE and jumps to the label $END.

There is no ELSE keyword. So, this is the only way to implement if-else statements.

NOTE: 8 Logical Operators and their meanings are provided above.


Loops

To implement loops, we use the keyword JMP with labels.

> $LOOP
IF EQL $var1 $var2
[
    JMP $LOOP
]

Here, the interpreter checks if the values of the variables $var1 and $var2 are equal. If they are, the interpreter jumps to the label $LOOP. Otherwise, it exits the loop.


Arrays

Store an element

To store an element in an array, we use the keyword ARR.

ARR $array $index $value

Here, the interpreter assigns the $value to the $array at the $index position.

Initialize an array

To initialize an array, we use the keyword ARRI.

ARRI $array 1 2 3 4 5

Here, the interpreter initializes the $array with the values 1, 2, 3, 4, and 5.

Access an element

To access an element in an array, we use the keyword ARRV.

ARRV $var1 $array $index

Here, the interpreter assigns the value at the $index position in the $array to the variable $var1.

Now, to print the element at the $index position in the $array, we can use any of the following methods:

Method 1:

MOV $index 0
ARRV $var1 $array $index
PRT $var1

Here, the interpreter assigns the value at the $index position in the $array to the variable $var1. Then, it prints the value of $var1.

Method 2:

PRT $array(0)

Here, the interpreter prints the value at the 0th position in the $array.

NOTE: However, you can’t iterate an array using method 2.

Passing an array to a module

You can’t pass an array to a Module System. To avoid passing an array, you can use the Functions.

Since there is no scope in a standalone file, you don’t need to pass an array. Everything is global and accessible to all functions in a standalone file.

NOTE: What are the differences between the Functions and the Module System?


Strings

Create a string

To create a string, we use the keyword STR.

PRT Enter your name:
PRT $SPC
SCNL $name

STR $name

The above code snippet takes a string as input and stores it as a string in the memory.

NOTE: The interpreter creates an array with the same name as the string and stores the string in the array. It also adds a null character at the end of the array.

Iterate a string

To iterate a string, use the code snippet below:

STR $str
MOV $i 0

> $loop
ARRV $c $str $i

IF SNEQ $c NULL
[
    PRT $c
    ADD $i $i 1
    JMP $loop
]

Here, the interpreter iterates the string $str and prints each character upto the null character.

NOTE: Here, NULL is the null character. It denotes the end of the string.

Concatenate multiple strings

To concatenate two or more strings together, we use the keyword CAT.

CAT $str3 $str1 $str2

Here, the CAT keyword concatenates the strings $str1 and $str2 and assign the result to the variable $str3.


Bye

To terminate the program, we use the keyword BYE.

BYE 0

Here, the interpreter terminates the program with the exit code 0.


The & Operator

What is the & operator? (e.g. &var)

It’s an indirect operator. It works like pointers but only one level.

Working

TL;DR: &var -> $ + value of $var

Usage

Example

Consider the following code snippet:

MOV $var1 3
MOV $var2 var1

PRT &var2

Output:

3

Here, &var2 gets converted into $ + value of $var2. So, the interpreter treats &var2 as $var1.


Command Line Arguments

Execute programs with arguments

To execute a program with arguments, do the following:

Here, we are running the file iterate_over_args.fasml with the command line arguments C, C++, Python, and Java.

Accessing arguments

These variables are created by the interpreter and are used to access the command line arguments.

Example

The iterate_over_args.fasml file contains the following code:

MOV $I 0

> $LOOP
IF LSS $I $ARGC
[
    INT $I $I
    PRT &I
    PRT $ENDL

    ADD $I $I 1

    JMP $LOOP
]

Here, the interpreter iterates over the command line arguments and prints them.

NOTE: &I gets converted into $0, $1, $2, and so on every time the interpreter executes the loop.


File I/O

Read from a file

To read from a file, we use the keyword FREAD.

FREAD $buf $filename

Here, the interpreter reads the contents of the file $filename and stores it in the buffer $buf.

Write to a file

To write to a file, we use the keyword FWRITE.

FWRITE $filename $content

Here, the interpreter writes the contents of the buffer $content to the file $filename.

Delete a file

To delete a file, we use the keyword FDEL.

FDEL $filename

Here, the interpreter deletes the file $filename.

Exception Handling

To handle exceptions in file I/O, we use an exception handler.

FREAD $buf $filename $except
FWRITE $filename $content $except
FDEL $filename $except

If file I/O fails, the value of $except is set to 1 else it is set to 0.


Module System

Create Modules

To create modules, follow the following steps:

NOTE: A module is nothing but a typical fasml file with RET keyword(s).

Call Modules

To call the module, use the keyword CALL.

CALL module_name $arg1 $arg2

Here, the interpreter calls the module module_name and passes the values of the arguments $arg1 and $arg2 to it.

NOTE: The module_name should be the same as the module name without the extension.

Accessing Arguments

To access the arguments of the module use $1, $2, and so on.

MOV $var1 $1

Here, the interpreter assigns the value of the 1st argument to the variable $var1.

NOTE: $0 is the relative path of the module and $ARGC is the number of arguments passed to the module.

Receiving Values from Modules

To receive the return values from the module, use the keyword RECV after calling the module.

RECV $var1 $var2

Here, the interpreter assigns the values of the returned variables to $var1 and $var2.

NOTE: Before calling another module, you have to receive the return values from the previous module. Otherwise, the return values will be lost.


Functions

Define Functions

To define a function, follow the following steps:

Consider the following code snippet:

> $func
    PRT hello world
    FRET

Call Functions

To call a function, use the keyword FCALL followed by the label of the function.

FCALL $func

Here, the interpreter calls the function $func.

Example

An example of a function would be the following:

MOV $n 5
FCALL $fact
PRT $f

BYE 0

> $fact
    MOV $f 1
    MOV $i 1

    > $loop1
    IF LEQ $i $n
    [
        MUL $f $f $i
        ADD $i $i 1
        JMP $loop1
    ]

    FRET

NOTE: You can define multiple functions in a single file. However, you can’t call them from other modules. You need to call them within the same file.


Differences between Module System and Functions

Modules Functions
You can define only one module in a single file. So you will be needing multiple files to define multiple modules. You can define multiple functions in a single file.
You can pass and return multiple values from a module. You can’t even pass and return a single value from a function.
Useful for creating a library of functions. Useful for working with global variables.

Samples

There are some examples in the samples folder. You can analyze them to get a better understanding.


Contribution

If you want to contribute to this language, feel free to open an issue or create a pull request.