561 lines
25 KiB
Markdown
561 lines
25 KiB
Markdown
---
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title: Compiling a Functional Language Using C++, Part 9 - Garbage Collection
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date: 2020-02-10T19:22:41-08:00
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tags: ["C", "C++", "Functional Languages", "Compilers"]
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series: "Compiling a Functional Language using C++"
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description: "In this post, we implement a garbage collector that frees memory no longer used by the executables our compiler creates."
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---
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> "When will you learn? When will you learn that __your actions have consequences?__"
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So far, we've entirely ignored the problem of memory management. Every time
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that we need a new node for our growing graph, we simply ask for more memory
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from the runtime with `malloc`. But selfishly, even when we no longer require
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the memory allocated for a particular node, when that node is no longer in use,
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we do not `free` it. In fact, our runtime currently has no idea about
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which nodes are needed and which ones are ready to be discarded.
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To convince ourselves that this is a problem, let's first assess the extent of the damage.
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Consider the program from `works3.txt`:
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{{< rawblock "compiler/09/examples/works3.txt" >}}
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Compiling and running this program through `valgrind`, we get the following output:
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```
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==XXXX== LEAK SUMMARY:
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==XXXX== definitely lost: 288 bytes in 12 blocks
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==XXXX== indirectly lost: 768 bytes in 34 blocks
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==XXXX== possibly lost: 0 bytes in 0 blocks
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==XXXX== still reachable: 0 bytes in 0 blocks
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==XXXX== suppressed: 0 bytes in 0 blocks
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```
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We lost 1056 bytes of memory, just to return the length of a list
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with 3 elements. The problem of leaking memory is very real.
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How do we solve this issue? We can't embed memory management into our language;
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We want to keep it pure, and managing memory is typically pretty far from
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that goal. Instead, we will make our runtime do the work of freeing memory.
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Even then, this is a nontrivial goal: our runtime manipulates graphs, each
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of which can be combined with others in arbitrary ways. In general, there
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will not always be a _single_ node that, when freed, will guarantee that
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another node can be freed as well. Instead, it's very possible in our
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graphs that two parent nodes both refer to a third, and only when both
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parents are freed can we free that third node itself. Consider,
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for instance, the function `square` as follows:
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```
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defn square x = {
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x * x
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}
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```
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This function will receive, on top of the stack, a single graph representing `x`.
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It will then create two applications of a global `(+)` function, each time
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to the graph of `x`. Thus, it will construct a tree with two `App` nodes, both
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of which
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{{< sidenote "right" "lazy-note" "must keep track of a reference to x.">}}
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We later take advantage of this, by replacing the graph of <code>x</code> with the
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result of evaluating it. Since both <code>App</code> nodes point to the same
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graph, when we evaluate it once, each node observes this update, and is not
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required to evaluate <code>x</code> again. With this, we achieve lazy evaluation.
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{{< /sidenote >}} The runtime will have to wait until both `App` nodes
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are freed before it can free the graph of `x`.
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This seems simple enough! If there are multiple things that may reference a node
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in the graph, why don't we just keep track of how many there are? Once we know
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that no more things are still referencing a node, we can free it. This is
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called [reference counting](https://en.wikipedia.org/wiki/Reference_counting).
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Reference counting is a valid technique, but unfortunately, it will not suit us.
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The reason for this is that our language may produce
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[cyclic graphs](https://en.wikipedia.org/wiki/Cycle_(graph_theory)). Consider,
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for example, this definition of an infinite list of the number 1:
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```
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defn ones = { Cons 1 ones }
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```
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Envisioning the graph of the tree, we can see `ones` as an application
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of the constructor `Cons` to two arguments, one of which is `ones` again.
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{{< sidenote "right" "recursive-note" "It refers to itself!" >}}
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Things are actually more complicated than this. In our current language,
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recursive definitions are only possible in function definitions (like
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<code>ones</code>). In our runtime, each time there is a reference
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to a function, this is done through a <em>new node</em>, which
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means that functions with recursive definitions are <em>not</em> represented cyclically.
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Therefore, reference counting would work. However, in the future,
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our language will have more ways of creating circular definitions,
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some of which will indeed create cycles in our graphs. So, to
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prepare for this, we will avoid the use of reference counting.
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{{< /sidenote >}} In this case, when we compute the number of nodes
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that require `ones`, we will always find the number to be at least 1: `ones`
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needs `ones`, which needs `ones`, and so on. It will not be possible for
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us to free `ones`, then, by simply counting the number of references to it.
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There's a more powerful technique than reference counting for freeing
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unused memory: __mark-and-sweep garbage collection__. This technique
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is conceptually pretty simple to grasp, yet will allow us to handle
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cycles in our graphs. Unsurprisingly, we implement this type
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of garbage collection in two stages:
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1. __Mark__: We go through every node that is still needed by
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the runtime, and recursively mark it, its children, and so on as "to keep".
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2. __Sweep__: We go through every node we haven't yet freed, and,
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if it hasn't been marked as "to keep", we free it.
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This also seems simple enough. There are two main things for us
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to figure out:
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1. For __Mark__, what are the "nodes still needed by the runtime"?
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These are just the nodes on the various G-machine stacks. If
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a node is not on the stack, nor is it a child of a node
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that is on the stack, why should we keep it around?
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2. For __Sweep__, how do we keep track of all the nodes we haven't
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yet freed? In our case, the solution is a global list of allocated
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nodes, which is updated every time that a node is allocated.
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Wait a minute, though. Inside of `unwind` in C, we only have
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a reference to the most recent stack. Our execution model allows
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for an arbitrary number of stacks: we can keep using `Eval`,
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placing the current stack on the dump, and starting a new stack
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from scratch to evaluate a node. How can we traverse these stacks
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from inside unwind? One solution could be to have each stack
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point to the "parent" stack. To find all the nodes on the
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stack, then, we'd start with the current stack, mark all the
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nodes on it as "required", then move on to the parent stack,
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rinse and repeat. This is plausible and pretty simple, but
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there's another way.
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We clean up after ourselves.
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### Towards a Cleaner Stack
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The G-machine compilation rules Simon Peyton Jones presents are written in a particular way. Every time
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that a function is called, all it leaves behind on the stack is the graph node
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that represents the function's output. Our own internal functions, however, have been less
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careful. Consider, for instance, the "binary operator" function I showed you.
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Its body is given by the following G-machine instructions:
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```C++
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instructions.push_back(instruction_ptr(new instruction_push(1)));
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instructions.push_back(instruction_ptr(new instruction_eval()));
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instructions.push_back(instruction_ptr(new instruction_push(1)));
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instructions.push_back(instruction_ptr(new instruction_eval()));
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instructions.push_back(instruction_ptr(new instruction_binop(op)));
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```
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When the function is called, there are at least 3 things on the stack:
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1. The "outermost" application node, to be replaced with an indirection (to enable laziness).
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2. The second argument to the binary operator.
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3. The first argument to the binary operator.
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Then, __Push__ adds another node to the stack, an __Eval__ forces
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its evaluation (and leaves it on the stack). This happens again with the second argument.
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Finally, we call __BinOp__, popping two values off the stack and combining them
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according to the binary operator. This leaves the stack with 4 things: the 3 I described
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above, and thew newly computed value. This is fine as far as `eval` is concerned: its
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implementation only asks for the top value on the stack after `unwind` finishes. But
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for anything more complicated, this is a very bad side effect. We want to leave the
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stack as clean as we found it - with one node and no garbage.
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Fortunately, the way we compile functions is a good guide for how we should
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compile internal operators and constructors. The idea is captured
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by the two instructions we insert at the end of a user-defined
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function:
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{{< codelines "C++" "compiler/09/definition.cpp" 56 57 >}}
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Once a result is computed, we turn the node that represented the application
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into an indirection, and point it to the computed result (as I said before,
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this enables lazy evaluation). We also pop the arguments given to the function
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off the stack. Let's add these two things to the `gen_llvm_internal_op` function:
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{{< codelines "C++" "compiler/09/main.cpp" 70 85 >}}
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Notice, in particular, the `instruction_update(2)` and `instruction_pop(2)`
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instructions that were recently added. A similar thing has to be done for data
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type constructors. The difference, though, is that __Pack__ removes the data
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it packs from the stack, and thus, __Pop__ is not needed:
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{{< codelines "C++" "compiler/09/definition.cpp" 102 117 >}}
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With this done, let's run a quick test: let's print the number of things
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on the stack at the end of an `eval` call (before the stack is freed,
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of course). We can compare the output of runtime without the fix (`old`)
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and with the fix (`current`):
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```
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current old
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Current stack size is 0 | Current stack size: 1
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Current stack size is 0 | Current stack size: 1
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Current stack size is 0 | Current stack size: 1
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Current stack size is 0 | Current stack size: 1
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Current stack size is 0 | Current stack size: 0
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Current stack size is 0 | Current stack size: 0
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Current stack size is 0 | Current stack size: 3
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Current stack size is 0 | Current stack size: 0
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Current stack size is 0 | Current stack size: 3
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Current stack size is 0 | Current stack size: 0
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Current stack size is 0 | Current stack size: 3
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Result: 3 | Result: 3
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```
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The stack is now much cleaner! Every time `eval` is called, it starts
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with one node, and ends with one node (which is then popped).
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### One Stack to Rule Them All
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Wait a minute. If the stack is really always empty at the end, do we really need to construct
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a new stack every time?
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{{< sidenote "right" "arity-note" "I think not" >}}
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There's some nuance to this. While it is true that for the most
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part, we can get rid of the new stacks in favor of a single
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one, our runtime will experience a change. The change lies
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in the Unwind-Global rule, which <em>requires that the
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stack has as many children as the function needs
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arguments</em>. Until now, there was no way
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for this condition to be accidentally satisfied: the function
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we were unwinding was the only thing on the stack. Now,
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though, things are different: the function being
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unwound may share a stack with something else,
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and just checking the stack size will not be sufficient.
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<em>I believe</em> that this is not a problem for us,
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since the compiler will only emit <strong>Eval</strong>
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instructions for things it knows are data types or numbers,
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meaning their type is not a partially applied function
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that is missing arguments. However, this is a nontrivial
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observation.
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{{< /sidenote >}}, and Simon Peyton Jones seems to
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agree. In _Implementing Functional Languages: a tutorial_, he mentions
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that the dump does not need to be implemented as a real stack of stacks.
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So let's try this out: instead of starting a new stack using `eval`,
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let's use an existing one, by just calling `unwind` again. To do so,
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all we have to do is change our `instruction_eval` instruction. When
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the G-machine wants something evaluated now, it should just call
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`unwind` directly!
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To make this change, we have to make `unwind` available to the
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compiler. We thus declare it in the `llvm_context.cpp` file:
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{{< codelines "C++" "compiler/09/llvm_context.cpp" 158 163 >}}
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And even create a function to construct a call to `unwind`
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with the following signature:
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{{< codelines "C++" "compiler/09/llvm_context.hpp" 58 58 >}}
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We implement it like so:
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{{< codelines "C++" "compiler/09/llvm_context.cpp" 217 220 >}}
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Finally, the `instruction_eval::gen_llvm` method simply calls
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`unwind`:
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{{< codelines "C++" "compiler/09/instruction.cpp" 157 159 >}}
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After this change, we only call `eval` from `main`. Furthermore,
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since `eval` releases all the resources it allocates before
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returning, we won't be able to
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{{< sidenote "right" "retrieve-note" "easily retrieve" >}}
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We were able to do this before, but that's because our
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runtime didn't free the nodes, <em>ever</em>. Now that
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it does, returning a node violates that node's lifetime.
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{{< /sidenote >}}the result of the evaluation from it.
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Thus, we simply merge `eval` with `main` - combining
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the printing and the initialization / freeing
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code.
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With this, only one stack will be allocated for the entirety of
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program execution. This doesn't just help us save on memory
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allocations, but also __solves the problem of marking
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valid nodes during garbage collection__! Instead of traversing
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a dump of stacks, we can now simply traverse a single stack;
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all that we need is in one place.
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So this takes care, more or less, of the "mark" portion of mark-and-sweep.
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Using the stack, we can recursively mark the nodes that we need. But
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what about "sweeping"? How can we possibly know of every node that
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we've allocated? There's some more bookkeping for us to do.
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### It's All Connected
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There exists a simple technique I've previously seen (and used)
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for keeping track of all the allocated memory. The technique is
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to __turn all the allocated nodes into elements of a linked list__.
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The general process of implementing this proceeds as follows:
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1. To each node, add a "next" pointer.
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2. Keep a handle to the whole node chain somewhere.
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3. Add each newly allocated node to the front of the whole chain.
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This "somewhere" could be a global variable. However,
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since we already pass a stack to almost all of our
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functions, it makes more sense to make the list handle
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a part of some data structure that will also contain the stack,
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and pass that around, instead. This keeps all of the G-machine
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data in one place, and in principle could allow for concurrent
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execution of more than one G-machine in a single program. Let's
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call our new data structure `gmachine`:
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{{< codelines "C++" "compiler/09/runtime.h" 69 74 >}}
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Here, the `stack` field holds the G-machine stack,
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and the `gc_nodes` is the handle to the list of all the nodes
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we've allocated and not yet freed. Don't worry about the `gc_node_count`
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and `gc_threshold` fields - we'll get to them a little later.
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This is going to be a significant change. First of all, since
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the handle won't be global, it can't be accessed from inside the
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`alloc_*` functions. Instead, we have to make sure to add
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nodes allocated through `alloc_*` to a G-machine somewhere
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wherever we call the allocators. To make it easier to add nodes to a G-machine
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GC handle, let's make a new function, `track`:
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```C
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struct node_base* gmachine_track(struct gmachine*, struct node_base*);
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```
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This function will add the given node to the G-machine's handle,
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and return that same node. This way, we can wrap nodes in
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a call to `gmachine_track`. We will talk about this
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function's implementation later in the post.
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This doesn't get us all the way to a working runtime, though:
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right now, we still pass around `struct stack*` instead of
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`struct gmachine*` everywhere. However, the whole point
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of adding the `gmachine` struct was to store more data in it!
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Surely we need that new data somewhere, and thus, we need to
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use the `gmachine` struct for _some_ functions. What functions
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_do_ need a whole `gmachine*`, and which ones only need
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a `stack*`?
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1. {{< sidenote "right" "ownership-note" "Clearly," >}}
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This might not be clear. Maybe <em>pushing</em> onto a stack will
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add a node to our GC handle, and so, we need to have access
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to the handle in <code>stack_push</code>. The underlying
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question is that of <em>ownership</em>: when we allocate
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a node, which part of the program does it "belong" to?
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The "owner" of the node should do the work of managing
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when to free it or keep it. Since we already agreed to
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create a <code>gmachine</code> struct to house the GC
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handle, it makes sense that nodes are owned by the
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G-machine. Thus, the assumption in functions like
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<code>stack_push</code> is that the "owner" of the node
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already took care of allocating and tracking it, and
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<code>stack_push</code> itself shouldn't bother.
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{{< /sidenote >}} `stack_push`, `stack_pop`, and similar functions
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do not require a G-machine.
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2. `stack_alloc` and `stack_pack` __do__ need a G-machine,
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because they must allocate new nodes. Where the nodes
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are allocated, we should add them to the GC handle.
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3. Since they use `stack_alloc` and `stack_pack`,
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generated functions also need a G-machine.
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4. Since `unwind` calls the generated functions,
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it must also receive a G-machine.
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As far as stack functions go, we only _need_ to update
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`stack_alloc` and `stack_pack`. Everything else
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doesn't require new node allocations, and thus,
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does not require the GC handle. However, this makes
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our code rather ugly: we have a set of mostly `stack_*`
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functions, followed suddenly by two `gmachine_*` functions.
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In the interest of cleanliness, let's instead do the following:
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1. Make all functions associated with G-machine rules (like
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__Alloc__, __Update__, and so on) require a `gmachine*`. This
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way, theres a correspondence between our code and the theory.
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2. Leave the rest of the functions (`stack_push`, `stack_pop`,
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etc.) as is. They are not G-machine specific, and don't
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require a GC handle, so there's no need to touch them.
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Let's make this change. We end up with the following
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functions:
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{{< codelines "C" "compiler/09/runtime.h" 56 84 >}}
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For the majority of the changed functions, the
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updates are
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{{< sidenote "right" "cosmetic-note" "cosmetic." >}}
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We must also update the LLVM/C++ declarations of
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the affected functions: many of them now take a
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<code>gmachine_ptr_type</code> instead of <code>stack_ptr_type</code>.
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This change is not shown explicitly here (it is hard to do with our
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growing code base), but it is nonetheless significant.
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{{< /sidenote >}} The functions
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that require more significant modifications are `gmachine_alloc`
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and `gmachine_pack`. In both, we must now make a call to `gmachine_track`
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to ensure that a newly allocated node will be garbage collected in the future.
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The updated code for `gmachine_alloc` is:
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{{< codelines "C" "compiler/09/runtime.c" 140 145 >}}
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Correspondingly, the updated code for `gmachine_pack` is:
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{{< codelines "C" "compiler/09/runtime.c" 147 162 >}}
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Note that we've secretly made one more change. Instead of
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allocating `sizeof(*data) * n` bytes of memory for
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the array of packed nodes, we allocate `sizeof(*data) * (n + 1)`,
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and set the last element to `NULL`. This will allow other
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functions (which we will soon write) to know how many elements are packed inside
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a `node_data` (effectively, we've added a `NULL` terminator).
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We must change our compiler to keep it up to date with this change. Importantly,
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it must know that a G-machine struct exists. To give it
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this information, we add a new
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`llvm::StructType*` called `gmachine_type` to the `llvm_context` class,
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initialize it in the constructor, and set its body as follows:
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{{< codelines "C++" "compiler/09/llvm_context.cpp" 21 26 >}}
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The compiler must also know that generated functions now use the G-machine
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struct rather than a stack struct:
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{{< codelines "C++" "compiler/09/llvm_context.cpp" 19 19 >}}
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Since we still use some functions that require a stack and not a G-machine,
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we must have a way to get the stack from a G-machine. To do this,
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we create a new `unwrap` function, which uses LLVM's GEP instruction
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to get a pointer to the G-machine's stack field:
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{{< codelines "C++" "compiler/09/llvm_context.cpp" 222 225 >}}
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We use this function elsewhere, such `llvm_context::create_pop`:
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{{< codelines "C++" "compiler/09/llvm_context.cpp" 176 179 >}}
|
|
|
|
Finally, we want to make sure our generated functions don't allocate
|
|
nodes without tracking them with the G-machine. To do so, we modify
|
|
all the `create_*` methods to require the G-machine function argument,
|
|
and update the functions themselves to call `gmachine_track`. For
|
|
example, here's `llvm_context::create_num`:
|
|
|
|
{{< codelines "C++" "compiler/09/llvm_context.cpp" 235 239 >}}
|
|
|
|
Of course, this requires us to add a new `create_track` method
|
|
to the `llvm_context`:
|
|
|
|
{{< codelines "C++" "compiler/09/llvm_context.cpp" 212 215 >}}
|
|
|
|
This is good. Let's now implement the actual mark-and-sweep algorithm
|
|
in `gmachine_gc`:
|
|
|
|
{{< codelines "C" "compiler/09/runtime.c" 186 204 >}}
|
|
|
|
In the code above, we first iterate through the stack,
|
|
calling `gc_visit_node` on every node that we encounter. The
|
|
assumption is that once `gc_visit_node` is done, every node
|
|
that _can_ be reached has its `gc_reachable` field set to 1,
|
|
and all the others have it set to 0.
|
|
|
|
Once we reach the end of the stack, we continue to the "sweep" phase,
|
|
iterating through the linked list of nodes (held in the G-machine
|
|
GC handle `gc_nodes`). For each node, if its `gc_reachable` flag
|
|
is not set, we remove it from the linked list, and call `free_node_direct`
|
|
on it. Otherwise (that is, if the flag __is__ set), we clear it,
|
|
so that the node can potentially be garbage collected in a future
|
|
invocation of `gmachine_gc`.
|
|
|
|
`gc_visit_node` recursively marks a node and its children as reachable:
|
|
|
|
{{< codelines "C" "compiler/09/runtime.c" 51 70 >}}
|
|
|
|
This is possible with the `node_data` nodes because of the change we
|
|
made to the `gmachine_pack` instruction earlier: now, the last element
|
|
of the "packed" array is `NULL`, telling `gc_visit_node` that it has
|
|
reached the end of the list of children.
|
|
|
|
`free_node_direct` performs a non-recursive deallocation of all
|
|
the resources held by a particular node. So far, this is only
|
|
needed for `node_data` nodes, since the arrays holding their children
|
|
are dynamically allocated. Thus, the code for the function is
|
|
pretty simple:
|
|
|
|
{{< codelines "C" "compiler/09/runtime.c" 45 49 >}}
|
|
|
|
### When to Collect
|
|
When should we run garbage collection? Initially, I tried
|
|
running it after every call to `unwind`. However, this
|
|
quickly proved impractical: the performance of all
|
|
the programs in the language decreased by a spectacular
|
|
amount. Programs like `works1.txt` and `works2.txt`
|
|
would take tens of seconds to complete.
|
|
|
|
Instead of this madness, let's settle for an approach
|
|
common to many garbage collectors. Let's __perform
|
|
garbage collection every time the amount of
|
|
memory we've allocated doubles__. Tracking when the
|
|
amount of allocated memory doubles is the purpose of
|
|
the `gc_node_count` and `gc_threshold` fields in the
|
|
`gmachine` struct. The former field tracks how many
|
|
nodes have been tracked by the garbage collector, and the
|
|
latter holds the number of nodes the G-machine must
|
|
reach before triggering garbage collection.
|
|
|
|
Since the G-machine is made aware of allocations
|
|
by a call to the `gmachine_track` function, this
|
|
is where we will attempt to perform garbage collection.
|
|
We end up with the following code:
|
|
|
|
{{< codelines "C++" "compiler/09/runtime.c" 171 184 >}}
|
|
|
|
When a node is added to the GC handle, we increment the `gc_node_count`
|
|
field. If the new value of this field exceeds the threshold,
|
|
we perform garbage collection. There are cases in which
|
|
this is fairly dangerous: for instance, `gmachine_pack` first
|
|
moves all packed nodes into an array, then allocates a `node_data`
|
|
node. This means that for a brief moment, the nodes stored
|
|
into the new data node are inaccessible from the stack,
|
|
and thus susceptible to garbage collection. To prevent
|
|
situations like this, we run `gc_visit_node` on the node
|
|
being tracked, marking it and its children as "reachable".
|
|
Finally, we set the next "free" threshold to double
|
|
the number of currently allocated nodes.
|
|
|
|
This is about as much as we need to do. The change in this
|
|
post was a major one, and required updating multiple files.
|
|
As always, you're welcome to check out [the compiler source
|
|
code for this post](https://dev.danilafe.com/Web-Projects/blog-static/src/branch/master/code/compiler/09).
|
|
To wrap up, let's evaluate our change.
|
|
|
|
To especially stress the compiler, I came up with a prime number
|
|
generator. Since booleans are not in the standard library, and
|
|
since it isn't possible to pattern match on numbers, my
|
|
only option was the use Peano encoding. This effectively
|
|
means that numbers are represented as linked lists,
|
|
which makes garbage collection all the more
|
|
important. The program is quite long, but you can
|
|
[find the entire code here](https://dev.danilafe.com/Web-Projects/blog-static/src/branch/master/code/compiler/09/examples/primes.txt).
|
|
|
|
When I ran the `primes` program compiled using the
|
|
previous version of the compiler using `time`, I
|
|
got the following output:
|
|
|
|
```
|
|
Maximum resident set size (kbytes): 935764
|
|
Minor (reclaiming a frame) page faults: 233642
|
|
```
|
|
|
|
In contrast, here is the output of `time` when running
|
|
the same program compiled with the new version of
|
|
the compiler:
|
|
|
|
```
|
|
Maximum resident set size (kbytes): 7448
|
|
Minor (reclaiming a frame) page faults: 1577
|
|
```
|
|
|
|
We have reduced maximum memory usage by a factor of
|
|
125, and the number of page faults by a factor of 148.
|
|
That seems pretty good!
|
|
|
|
With this success, we end today's post. As I mentioned
|
|
before, we're not done. The language is still clunky to use,
|
|
and can benefit from `let/in` expressions and __lambda functions__.
|
|
Furthermore, our language is currently monomorphic, and would
|
|
be much better with __polymorphism__. Finally, to make our language
|
|
capable of more-than-trivial work, we may want to implement
|
|
__Input/Output__ and __strings__. We tackle the largest of these
|
|
features, polymorphism, in [Part 10]({{< relref "10_compiler_polymorphism.md" >}}).
|