2019-10-15 11:13:13 -07:00
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---
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title: Compiling a Functional Language Using C++, Part 7 - Runtime
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date: 2019-08-06T14:26:38-07:00
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draft: true
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tags: ["C and C++", "Functional Languages", "Compilers"]
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---
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Wikipedia has the following definition for a __runtime__:
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> A [runtime] primarily implements portions of an execution model.
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We know what our execution model is! We talked about it in Part 5 - it's the
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lazy graph reduction we've specified. Creating and manipulating
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graph nodes is slightly above hardware level, and all programs in our
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functional language will rely on such manipulation (it's how they run!). Furthermore,
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most G-machine instructions are also above hardware level (especially unwind!).
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Push and Slide and other instructions are pretty complex.
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Most computers aren't stack machines. We'll have to implement
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our own stack, and whenever a graph-building function will want to modify
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the stack, it will have to call library routines for our stack implementation:
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```C
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void stack_push(struct stack* s, struct node_s* n);
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struct node_s* stack_slide(struct stack* s, size_t c);
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/* other stack operations */
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```
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Furthermore, we observe that Unwind does a lot of the heavy lifting in our
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G-machine definition. After we build the graph,
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Unwind is what picks it apart and performs function calls. Furthermore,
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Unwind pushes Unwind back on the stack: once you've hit it,
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you're continuing to Unwind until you reach a function call. This
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effectively means we can implement Unwind as a loop:
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```C
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while(1) {
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// Check for Unwind's first rule
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// Check for Unwind's second rule
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// ...
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}
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```
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In this implementation, Unwind is in charge. We won't need to insert
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the Unwind operations at the end of our generated functions, and you
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may have noticed we've already been following this strategy in our
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implementation of the G-machine compilation.
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We can start working on an implementation of the runtime right now,
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beginning with the nodes:
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{{< codelines "C++" "compiler/07/runtime.h" 4 50 >}}
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We have a variety of different nodes that can be on the stack, but without
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the magic of C++'s `vtable` and RTTI, we have to take care of the bookkeeping
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ourselves. We add an enum, `node_tag`, which we will use to indicate what
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type of node we're looking at. We also add a "base class" `node_base`, which
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contains the fields that all nodes must contain (only `tag` at the moment).
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We then add to the beginning of each node struct a member of type
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`node_base`. With this, a pointer to a node struct can be interpreted as a pointer
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to `node_base`, which is our lowest common denominator. To go back, we
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check the `tag` of `node_base`, and cast the pointer appropriately. This way,
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we mimic inheritance, in a very basic manner.
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We also add an `alloc_node`, which allocates a region of memory big enough
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to be any node. We do this because we sometimes mutate nodes (replacing
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expressions with the results of their evaluation), changing their type.
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We then want to be able to change a node without reallocating memory.
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Since the biggest node we have is `node_app`, that's the one we choose.
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Finally, to make it easier to create nodes from our generated code,
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we add helper functions like `alloc_num`, which allocate a given
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node type, and set its tag and member fields appropriately. We
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don't include such a function for `node_data`, since this
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node will be created only in one possible way.
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Here's the implementation:
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{{< codelines "C" "compiler/07/runtime.c" 6 40 >}}
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We now move on to implement some stack operations. Let's list them:
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* `stack_init` and `stack_free` - one allocates memory for the stack,
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the other releases it.
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* `stack_push`, `stack_pop` and `stack_peek` - the classic stack operations.
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We have `_peek` to take an offset, so we can peek relative to the top of the stack.
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* `stack_popn` - pop off some number of nodes instead of one.
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* `stack_slide` - the slide we specified in the semantics. Keeps the top, deletes the
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next several nodes.
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* `stack_update` - turns the node at the offset into an indirection to the result,
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which we will use for lazy evaluation (modifying expressions with their reduced forms).
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* `stack_alloc` - allocate indirection nodes on the stack. We will use this later.
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* `stack_pack` and `stack_split` - Wrap and unwrap constructors on the stack.
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We declare these in a header:
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{{< codelines "C" "compiler/07/runtime.h" 52 68 >}}
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And implement them as follows:
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{{< codelines "C" "compiler/07/runtime.c" 42 116 >}}
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Let's now talk about how this will connect to the code we generate. To get
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a quick example, consider the `node_global` struct that we have declared above.
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It has a member `function`, which is a __function pointer__ to a function
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that takes a stack and returns void.
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When we finally generate machine code for each of the functions
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we have in our program, it will be made up of sequences of G-machine
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operations expressed using assembly instructions. These instructions will still
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have to manipulate the G-machine stack (they still represent G-machine operations!),
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and thus, the resulting assembly subroutine will take as parameter a stack. It will
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then construct the function's graph on that stack, as we've already seen. Thus,
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we express a compiled top-level function as a subroutine that takes a stack,
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and returns void. A global node holds in it the pointer to the function that it will call.
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When our program will start, it will assume that there exists a top-level
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function `f_main` that takes 0 parameters. It will take that function, call it
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to produce the initial graph, and then let the unwind loop take care of the evaluation.
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Thus, our program will initially look like this:
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{{< codelines "C" "compiler/07/runtime.c" 154 159 >}}
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As we said, we expect an externally-declared subroutine `f_main`. We construct
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a global node for `f_main` with arity 0, and then start the execution using a function `eval`.
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What's `eval`, though? It's the function that will take care of creating
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a new stack, and evaluating the node that is passed to it using
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our unwind loop. `eval` itself is pretty terse:
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{{< codelines "C" "compiler/07/runtime.c" 144 152 >}}
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We create a fresh program stack, start it off with whatever node
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we want to evaluate, and have `unwind` take care of the rest.
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`unwind` is a direct implementation of the rules from Part 5:
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{{< codelines "C" "compiler/07/runtime.c" 118 142 >}}
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We can now come up with some simple programs. Let's try
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writing out, by hand, `main = { 320 + 6 }`. We end up with:
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{{< codeblock "C" "compiler/07/examples/runtime1.c" >}}
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If we add to the bottom of our `main` the following code:
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```C
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printf("%d\n", ((struct node_num*) result)->value);
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```
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And compile and run our code:
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```
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gcc runtime.c examples/runtime1.c
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./a.out
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```
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We get the output `326`, which is exactly correct!
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We now have a common set of functions and declarations
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that serve to support the code we generate from our compiler.
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Although this time, we wrote out `f_main` by hand, we will soon
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use LLVM to generate code for `f_main` and more. Once we get
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that going, we be able to compile our code!
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Next time, we will start work on converting our G-machine instructions
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into machine code. We will set up LLVM and get our very first
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fully functional compiled programs in Part 8 - LLVM.
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