Mouse (programming language)
From Wikipedia, the free encyclopedia
The Mouse programming language is a small computer programming language developed by Dr. Peter Grogono in the late 1970s and early 1980s.[1][2] It was developed as an extension of an earlier language called MUSYS, which was used to control digital and analog devices in an electronic music studio.
Mouse was originally intended as a small, efficient language for microcomputers with limited memory. It is an interpreted, stack-based language and uses Reverse Polish notation. In order to make an interpreter as easy as possible to implement, Mouse is designed so that a program is processed as a stream of characters, interpreted one character at a time.
The elements of the Mouse language consist of a set of (mostly) one-character symbols, each of which performs a specific function (see table below). Since variable names are limited to one character, there are only 26 possible variables in Mouse (named A-Z). Integers and characters are the only available data types.
Despite these limitations, Mouse includes a number of relatively advanced features, including:
- Conditional branching
- Loops
- Pointers
- Macros (subroutines (which may be recursive))
- Arrays
- Code tracing
The design of the Mouse language makes it ideal for teaching the design of a simple interpreter. Much of the book describing Mouse[2] is devoted to describing the implementation of two interpreters, one in Z80 assembly language, the other in Pascal.
Contents |
[edit] Detailed Description
The language described here is the later version of Mouse, as described in the Mouse book[2]. This version is an extension of the language described in the original magazine article[1].
[edit] Mouse Symbols
The following table describes each of the symbols used by Mouse[2]. Here X refers to the number on the top of the stack, and Y is the next number on the stack.
Symbol | Action |
---|---|
<space> | No action |
$ | End of program |
<number> | Push <number> onto stack |
+ | Add |
- | Subtract |
* | Multiply |
/ | Integer divide |
\ | Remainder |
? | Input integer |
?' | Input character |
! | Print integer |
!' | Print character |
' | Push character onto stack |
" | Print string |
<letter> | Get variable address |
: | Store variable |
. | Recall variable |
< | Return 1 if Y < X; else return 0 |
= | Return 1 if Y = X; else return 0 |
> | Return 1 if Y > X; else return 0 |
[ | Start of conditional statement |
] | End of conditional statement |
( | Start of loop |
) | End of loop |
^ | Exit loop (if false) |
# | Macro call |
@ | Exit from macro |
% | Macro parameter |
, | End of actual macro parameter |
; | End of list of macro parameters |
{ | Start trace |
} | End trace |
~ | Comment |
[edit] Language Expressions
[edit] Common Idioms
These expressions appear frequently in Mouse programs.
X: ~ store into variable X X. ~ recall variable X X. Y: ~ assign X to Y N. 1 + N: ~ increment N by 1 P. Q. P: Q: ~ swap values of P and Q ? A: ~ input a number and store in A P. ! ~ print variable P
[edit] Input
Mouse may input integers or characters. When a character is input, it is automatically converted to its ASCII code.
? X: ~ input a number and store into X ?' X: ~ input a character and store its ASCII code into X
[edit] Output
Mouse may print integers, characters, or string constants, as shown in these examples. If an exclamation point appears in a string constant, a new line is printed.
X. ! ~ recall number X and print it X. !' ~ recall ASCII code X and print character "Hello" ~ print string "Hello" "Line 1!Line 2" ~ print strings "Line 1" and "Line 2" on two lines
[edit] Conditionals
A conditional statement has the general form:
B [ S ] ~ equivalent to: if B then S
Here B is an expression that evaluates to 1 (true) or 0 (false), and S is a sequence of statements.
[edit] Loops
Loops may have one of several forms. Most common are the forms:
(B ^ S) ~ equivalent to: while B do S (S B ^) ~ equivalent to: repeat S until (not B)
Here again B is a boolean value (0 or 1), and S is a sequence of statements.
[edit] Macro Calls
The format of a macro (subroutine) call may be illustrated by the following example. Macro A in this example adds the two parameters passed to it from the main program, and returns the sum on the top of the stack.
#A,p1,p2; ~ call in main program to macro A ... $A 1% 2% + @ ~ macro A (add parameters p1 and p2)
Here p1 and p2 are parameters passed to the macro.
[edit] Example Programs
This short program prints 'Hello world.'
"Hello world." $
This program displays the squares of the integers from 1 to 10.
1 N: ~ initialize N to 1 ( N. N. * ! " " ~ begin loop; print squares of numbers N. 10 - 0 < ^ ~ exit loop if N >= 10 N. 1 + N: ) $ ~ increment N and repeat loop
[edit] Notes
[edit] External links
- The Mouse Programming Language
- The Great MOUSE Programming Language Revival
- Friends of the Mouse
- Mouse, the Language
- Mouse: Computer Programming Language (includes source code for Mouse interpreters)
- Information on sourceforge.net