Finish draft of part 5 of compiler series.
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@ -187,11 +187,11 @@ We don't have to include every node that we've defined as a subclass of
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them. We will also include nodes that we didn't need for to represent expressions.
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them. We will also include nodes that we didn't need for to represent expressions.
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Here's the list of nodes types we'll have:
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Here's the list of nodes types we'll have:
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* NInt - represents an integer.
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* `NInt` - represents an integer.
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* NApp - represents an application (has two children).
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* `NApp` - represents an application (has two children).
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* NGlobal - represents a global function (like the `f` in `f x`).
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* `NGlobal` - represents a global function (like the `f` in `f x`).
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* NInd - an "indrection" node that points to another node. This will help with "replacing" a node.
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* `NInd` - an "indrection" node that points to another node. This will help with "replacing" a node.
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* NData - a "packed" node that will represent a constructor with all the arguments.
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* `NData` - a "packed" node that will represent a constructor with all the arguments.
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With these nodes in mind, let's try defining some instructions for the G-machine.
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With these nodes in mind, let's try defining some instructions for the G-machine.
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We start with instructions we'll use to assemble new version of function body trees as we discussed above.
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We start with instructions we'll use to assemble new version of function body trees as we discussed above.
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@ -266,28 +266,302 @@ the thing we apply it to. We then create a new node on the heap
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that is an `NApp` node, with its two children being the nodes we popped off.
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that is an `NApp` node, with its two children being the nodes we popped off.
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Finally, we push it onto the stack.
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Finally, we push it onto the stack.
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Let's try use these instructions to get a feel for it. To save some space,
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Let's try use these instructions to get a feel for it.
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let's assume that \\(m\\) contains \\(\\text{double} : a\_{\\text{double}}\\) and \\(\\text{halve} : a\_{\\text{halve}} \\).
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{{< todo >}}Add an example, probably without notation.{{< /todo >}}
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For the same reason, let's also use
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* \\(\\text{G}\\) for \\(\\text{PushGlobal}\\)
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Having defined instructions to __build__ graphs, it's now time
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* \\(\\text{I}\\) for \\(\\text{PushInt}\\)
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to move on to instructions to __reduce__ graphs - after all,
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* \\(\\text{P}\\) for \\(\\text{Push}\\)
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we're performing graph reduction. A crucial instruction for the
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* \\(\\text{A}\\) for \\(\\text{MakeApp}\\)
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G-machine is __Unwind__. What Unwind does depends on what
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nodes are on the stack. Its name comes from how it behaves
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when the top of the stack is an `NApp` node that is at
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the top of a potentially long chain of applications: given
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an application node, it pushes its left hand side onto the stack.
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It then __continues to run Unwind__. This is effectively a while loop:
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applications nodes continue to be expanded this way until the left
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hand side of an application is finally something
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that __isn't__ an application. Let's write this rule as follows:
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Let's say we want to construct a graph for the expression `double 326`.
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{{< gmachine "Unwind-App" >}}
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The sequence of instructions \\(\\text{I} \; 326, \\text{G} \; \\text{double},
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{{< gmachine_inner "Before">}}
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\\text{A}\\) will do the trick. Let's
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\( \text{Unwind} : i \quad a : s \quad h[a : \text{NApp} \; a_0 \; a_1] \quad m \)
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step through them:
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{{< /gmachine_inner >}}
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{{< gmachine_inner "After" >}}
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\( \text{Unwind} : i \quad a_0, a : s \quad h[ a : \text{NApp} \; a_0 \; a_1] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "Description" >}}
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Unwind an application by pushing its left node.
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{{< /gmachine_inner >}}
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{{< /gmachine >}}
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$$
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Let's talk about what happens when Unwind hits a node that isn't an application. Of all nodes
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\\begin{align}
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we have described, `NGlobal` seems to be the most likely to be on top of the stack after
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[\\text{I} \; 326, \\text{G} \; \\text{double}, \\text{A}] & \\quad s \\quad & h \\quad & m \\\\\\
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an application chain has finished unwinding. In this case we want to run the instructions
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[\\text{G} \; \\text{double},\\text{A} ] & \\quad a\_0 : s \\quad & h[a\_0 : \\text{NInt} \; 326] \\quad & m \\\\\\
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for building the referenced global function. Naturally, these instructions
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[\\text{A}] & \\quad a\_{\\text{double}}, a\_0 : s \\quad & h[a\_0 : \\text{NInt} \; 326] \\quad & m \\\\\\
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may reference the arguments of the application. We can find the first argument
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[] & \\quad a\_1: s \\quad & h[\; \\begin{aligned} a\_0 & : \\text{NInt} \; 326 \\\ a\_1 & : \\text{NApp} \; a\_{\\text{double}} \; a\_0 \\end{aligned} ] \\quad & m \\\\\\
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by looking at offset 1 on the stack, which will be an `NApp` node, and then going
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\\end{align}
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to its right child. The same can be done for the second and third arguments, if
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$$
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they exist. But this doesn't feel right - we don't want to constantly be looking
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at the right child of a node on the stack. Instead, we replace each application
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node on the stack with its right child. Once that's done, we run the actual
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code for the global function:
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We end up with a node, \\(a\_1\\), on top of the stack, which represents the application of `double` to `326`. You can see
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{{< gmachine "Unwind-Global" >}}
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how the notation gets unwieldy very quickly, so I'll try to steer clear of more examples like this.
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{{< gmachine_inner "Before">}}
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\( \text{Unwind} : i \quad a, a_0, a_1, ..., a_n : s \quad h[\substack{a : \text{NGlobal} \; n \; c \\ a_k : \text{NApp} \; a_{k-1} \; a_k'}] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "After" >}}
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\( c \quad a_0', a_1', ..., a_n', a_n : s \quad h[\substack{a : \text{NGlobal} \; n \; c \\ a_k : \text{NApp} \; a_{k-1} \; a_k'}] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "Description" >}}
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Call a global function.
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{{< /gmachine_inner >}}
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{{< /gmachine >}}
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In this rule, we used a general rule for \\(a\_k\\), in which \\(k\\) is any number
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between 0 and \\(n\\). We also expect the `NGlobal` node to contain two parameters,
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\\(n\\) and \\(c\\). \\(n\\) is the arity of the function (the number of arguments
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it expects), and \\(c\\) are the instructions to construct the function's tree.
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The attentive reader will have noticed a catch: we kept \\(a\_n\\) on the stack!
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This once again goes back to replacing a node in-place. \\(a\_n\\) is the address of the "root" of the
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whole expression we're simplifying. Thus, to replace the value at this address, we need to keep
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the address until we have something to replace it with.
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There's one more thing that can be found at the leftmost end of a tree of applications: `NInd`.
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We simply replace `NInd` with the node it points to, and resume Unwind:
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{{< gmachine "Unwind-Ind" >}}
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{{< gmachine_inner "Before">}}
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\( \text{Unwind} : i \quad a : s \quad h[a : \text{NInd} \; a' ] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "After" >}}
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\( \text{Unwind} : i \quad a' : s \quad h[a : \text{NInd} \; a' ] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "Description" >}}
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Replace indirection node with its target.
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{{< /gmachine_inner >}}
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{{< /gmachine >}}
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We've talked about replacing a node, and we've talked about indirection, but we
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haven't yet an instruction to perform these actions. Let's do so now:
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{{< gmachine "Update" >}}
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{{< gmachine_inner "Before">}}
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\( \text{Update} \; n : i \quad a,a_0,a_1,...a_n : s \quad h \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "After" >}}
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\( i \quad a_0,a_1,...,a_n : s \quad h[a_n : \text{NInd} \; a ] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "Description" >}}
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Transform node at offset into an indirection.
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{{< /gmachine_inner >}}
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{{< /gmachine >}}
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This instruction pops an address from the top of the stack, and replaces
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a node at the given offset with an indirection to the popped node. After
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we evaluate a function call, we will use `update` to make sure it's
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not evaluated again.
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Now, let's talk about data structures. We have mentioned an `NData` node,
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but we've given no explanation of how it will work. Obviously, we need
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to distinguish values of a type created by different constructors:
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If we have a value of type `List`, it could have been created either
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using `Nil` or `Cons`. Depending on which constructor was used to
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create a value of a type, we might treat it differently. Furthermore,
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it's not always possible to know what constructor was used to
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create what value at compile time. So, we need a way to know,
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at runtime, how the value was constructed. We do this using
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a __tag__. A tag is an integer value that will be contained in
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the `NData` node. We assign a tag number to each constructor,
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and when we create a node with that constructor, we set
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the node's tag accordingly. This way, we can easily
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tell if a `List` value is a `Nil` or a `Cons`, or
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if a `Tree` value is a `Node` or a `Leaf`.
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To operate on `NData` nodes, we will need two primitive operations: __Pack__ and __Split__.
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Pack will create an `NData` node with a tag from some number of nodes
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on the stack. These nodes will be placed into a dynamically
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allocated array:
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{{< gmachine "Pack" >}}
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{{< gmachine_inner "Before">}}
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\( \text{Pack} \; t \; n : i \quad a_1,a_2,...a_n : s \quad h \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "After" >}}
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\( i \quad a : s \quad h[a : \text{NData} \; t \; [a_1, a_2, ..., a_n] ] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "Description" >}}
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Pack \(n\) nodes from the stack into a node with tag \(t\).
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{{< /gmachine_inner >}}
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{{< /gmachine >}}
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Split will do the opposite, by popping
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of an `NData` node and moving the contents of its
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array onto the stack:
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{{< gmachine "Split" >}}
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{{< gmachine_inner "Before">}}
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\( \text{Split} : i \quad a : s \quad h[a : \text{NData} \; t \; [a_1, a_2, ..., a_n] ] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "After" >}}
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\( i \quad a_1, a_2, ...,a_n : s \quad h[a : \text{NData} \; t \; [a_1, a_2, ..., a_n] ] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "Description" >}}
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Unpack a data node on top of the stack.
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{{< /gmachine_inner >}}
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{{< /gmachine >}}
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These two instructions are a good start, but we're missing something
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fairly big: case analysis. After we've constructed a data type,
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to perform operations on it, we want to figure out what
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constructor and values which were used to create it. In order
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to implement patterns and case expressions, we'll need another
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instruction that's capable of making a decision based on
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the tag of an `NData` node. We'll call this instruction __Jump__,
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and define it to contain a mapping from tags to instructions
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to be executed for a value of that tag. For instance,
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if the constructor `Nil` has tag 0, and `Cons` has tag 1,
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the mapping for the case expression of a length function
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could be written as \\([0 \\rightarrow [\\text{PushInt} \; 0], 1 \\rightarrow [\\text{PushGlobal} \; \\text{length}, ...] ]\\).
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Let's define the rule for it:
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{{< gmachine "Jump" >}}
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{{< gmachine_inner "Before">}}
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\( \text{Jump} [..., t \rightarrow i_t, ...] : i \quad a : s \quad h[a : \text{NData} \; t \; as ] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "After" >}}
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\( i_t, i \quad a : s \quad h[a : \text{NData} \; t \; as ] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "Description" >}}
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Execute instructions corresponding to a tag.
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{{< /gmachine_inner >}}
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{{< /gmachine >}}
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Alright, we've made it through the interesting instructions,
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but there's still a few that are needed, but less shiny and cool.
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For instance: imagine we've made a function call. As per the
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rules for Unwind, we've placed the right hand sides of all applications
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on the stack, and ran the instructions provided by the function,
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creating a final graph. We then continue to reduce this final
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graph. But we've left the function parameters on the stack!
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This is untidy. We define a __Slide__ instruction,
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which keeps the address at the top of the stack, but gets
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rid of the next \\(n\\) addresses:
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{{< gmachine "Slide" >}}
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{{< gmachine_inner "Before">}}
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\( \text{Slide} \; n : i \quad a_0, a_1, ..., a_n : s \quad h \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "After" >}}
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\( i \quad a_0 : s \quad h \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "Description" >}}
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Remove \(n\) addresses after the top from the stack.
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{{< /gmachine_inner >}}
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{{< /gmachine >}}
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Just a few more. Next up, we observe that we have not
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defined any way for our G-machine to perform arithmetic,
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or indeed, any primitive operations. Since we've
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not defined any built-in type for booleans,
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let's avoid talking about operations like `<`, `==`,
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and so on (in fact, we've omitted them from the grammar so far).
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So instead, let's talk about the [closed](https://en.wikipedia.org/wiki/Closure_(mathematics)) operations,
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namely `+`, `-`, `*`, and `/`. We'll define a special instruction for
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them, called __BinOp__:
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{{< gmachine "BinOp" >}}
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{{< gmachine_inner "Before">}}
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\( \text{BinOp} \; \text{op} : i \quad a_0, a_1 : s \quad h[\substack{a_0 : \text{NInt} \; n \\ a_1 : \text{NInt} \; m}] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "After" >}}
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\( i \quad a : s \quad h[\substack{a_0 : \text{NInt} \; n \\ a_1 : \text{NInt} \; m \\ a : \text{NInt} \; (\text{op} \; n \; m)}] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "Description" >}}
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Apply a binary operator on integers.
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{{< /gmachine_inner >}}
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{{< /gmachine >}}
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Nothing should be particularly surprising here:
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the instruction pops two integers off the stack, applies the given
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binary operation to them, and places the result on the stack.
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We're not yet done with primitive operations, though.
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We have a lazy graph reduction machine, which means
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something like the expression `3*(2+6)` might not
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be a binary operator applied to two `NInt` nodes.
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We keep around graphs until they __really__ need to
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be reduced. So now we need an instruction to trigger
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reducing a graph, to say, "we need this value now".
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We call this instruction __Eval__. This is where
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the dump finally comes in!
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{{< todo >}}Actually show the dump in the previous evaluasion rules.{{< /todo >}}
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When we execute Eval, another graph becomes our "focus", and we switch
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to a new stack. We obviously want to return from this once we've finished
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evaluating what we "focused" on, so we must store the program state somewhere -
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on the dump. Here's the rule:
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{{< gmachine "Eval" >}}
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{{< gmachine_inner "Before">}}
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\( \text{Eval} : i \quad a : s \quad d \quad h \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "After" >}}
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\( [\text{Unwind}] \quad [a] \quad \langle i, s\rangle : d \quad h \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "Description" >}}
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Evaluate graph to its normal form.
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{{< /gmachine_inner >}}
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{{< /gmachine >}}
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We store the current set of instructions and the current stack on the dump,
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and start with only Unwind and the value we want to evaluate.
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That does the job, but we're missing one thing - a way to return to
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the state we placed onto the dump. To do this, we add __another__
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rule to Unwind:
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{{< gmachine "Unwind-Return" >}}
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{{< gmachine_inner "Before">}}
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\( \text{Unwind} : i \quad a : s \quad \langle i', s'\rangle : d \quad h[a : \text{NInt} \; n] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "After" >}}
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\( i' \quad a : s' \quad d \quad h[a : \text{NInt} \; n] \quad m \)
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{{< /gmachine_inner >}}
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{{< gmachine_inner "Description" >}}
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||||||
|
Return from Eval instruction.
|
||||||
|
{{< /gmachine_inner >}}
|
||||||
|
{{< /gmachine >}}
|
||||||
|
|
||||||
|
Just one more! Sometimes, it's possible for a tree node to reference itself.
|
||||||
|
For instance, Haskell defines the
|
||||||
|
[fixpoint combinator](https://en.wikipedia.org/wiki/Fixed-point_combinator)
|
||||||
|
as follows:
|
||||||
|
```Haskell
|
||||||
|
fix f = let x = f x in x
|
||||||
|
```
|
||||||
|
|
||||||
|
In order to do this, an address that references a node must be present
|
||||||
|
while the node is being constructed. We define an instruction,
|
||||||
|
__Alloc__, which helps with that:
|
||||||
|
|
||||||
|
{{< gmachine "Alloc" >}}
|
||||||
|
{{< gmachine_inner "Before">}}
|
||||||
|
\( \text{Alloc} \; n : i \quad s \quad d \quad h \quad m \)
|
||||||
|
{{< /gmachine_inner >}}
|
||||||
|
{{< gmachine_inner "After" >}}
|
||||||
|
\( i \quad s \quad d \quad h[a_k : \text{NInd} \; \text{null}] \quad m \)
|
||||||
|
{{< /gmachine_inner >}}
|
||||||
|
{{< gmachine_inner "Description" >}}
|
||||||
|
Allocate indirection nodes.
|
||||||
|
{{< /gmachine_inner >}}
|
||||||
|
{{< /gmachine >}}
|
||||||
|
|
||||||
|
We can allocate an indirection on the stack, and call Update on it when
|
||||||
|
we've constructed a node. While we're constructing the tree, we can
|
||||||
|
refer to the indirection when a self-reference is required.
|
||||||
|
|
||||||
|
That's it for the instructions. Next up, we have to convert our expression
|
||||||
|
trees into such instructions. However, this has already gotten pretty long,
|
||||||
|
so we'll do it in the next post.
|
||||||
|
|
Loading…
Reference in New Issue
Block a user