Are you old enough to remember Zork? It was one of the first “text adventures”: text-based computer games that were popular in the early 1980s. Here are the first few lines from a game of Zork:
<= | West of house |
| You are standing in an open field west of a |
| white house, with a boarded front door. |
| You see a small mailbox here. |
=> | open mailbox |
<= | Opening the small mailbox reveals a leaflet. |
=> | take leaflet |
<= | Taken. |
Suppose you have to write a text adventure as your next job. What language would you write it in?
You’d probably pick a language that’s good at manipulating strings and supports object-oriented programming. But whatever language you chose, you’d still have a gap between that language and the problem you’re trying to solve. This probably happens in your daily programming job as well. For example, many large Java applications deal with money, but Money is not a standard Java type. That means each application has to reinvent money, usually as a class.
In the case of our adventure game, you have to deal with entities such as rooms and items. No general-purpose language supports these entities directly. How would you like a language that’s specifically targeted to text adventures? Given such a language, you could write code like this:
| me: Actor |
| location = westOfHouse |
| ; |
| |
| westOfHouse : Room 'West of house' |
| "You are standing in an open field west of |
| a white house, with a boarded front door." |
| ; |
| |
| + mailbox : OpenableContainer 'mailbox' 'small mailbox'; |
| |
| ++ leaflet : Thing 'leaflet' 'leaflet'; |
This is not a mocked-up example—it’s real code. It’s written in a language called TADS, specifically designed for creating “interactive fiction” (today’s fancier name for text adventures). TADS is an example of a domain-specific language (DSL), a language that focuses on a specific problem domain.
The opposite of a DSL is a general-purpose language (GPL), such as C++ or Ruby. You can use a GPL to tackle a wide variety of problems, even if it might be more suited to some problems than others. Whenever you write a program, it’s up to you to choose between a flexible GPL and a focused DSL.
Let’s assume that you decide to go down the DSL route. How would you proceed then?
If you want a DSL for your own specific problem, you might get lucky. There are hundreds of DSLs around, focusing on a wide range of domains. The UNIX shell is a DSL for gluing command-line utilities together. Microsoft’s VBA was designed to extend Excel and other Microsoft Office applications. The make language is a DSL focused on building C programs, and Ant is an XML-based equivalent of make for Java programs. Some of these languages are limited in scope, while others are flexible enough to cross the line into GPL-dom.
What if you can’t find a ready-made DSL that fits the domain you’re working in? In that case, you can write your own DSL and then use that DSL to write your program. You could say that this process—writing a DSL and then using it—is another take on metaprogramming. It can be a slippery path, though. You’ll probably need to define a grammar for your language with a system such as ANTLR or Yacc, which are themselves DSLs for writing language parsers. As the scope of your problem expands, your humble little language can grow into a GPL before you even realize it. At that point, your leisurely foray into language writing will have escalated into an exhausting marathon.
To avoid these difficulties, you can pick a different route. Rather than writing a full-fledged DSL, you can bend a GPL into something resembling a DSL for your specific problem. The next section shows you how.