273 lines
12 KiB
Markdown
273 lines
12 KiB
Markdown
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# Catching back up
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## May 2025
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### Bugs
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#### `match` is not popping things correctly
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```
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=== source code ===
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let foo = match :foo with {
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:foo -> 1
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:bar -> 2
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:baz -> 3
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}
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foo
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=== chunk: test ===
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IDX | CODE | INFO
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0000: reset_match
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0001: constant 0000: :foo
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0003: match_constant 0000: :foo
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0005: jump_if_no_match 0006
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0007: constant 0001: 1
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0009: store
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0010: pop
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0011: jump 0023
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0013: match_constant 0002: :bar
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0015: jump_if_no_match 0006
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0017: constant 0003: 2
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0019: store
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0020: pop
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0021: jump 0013
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0023: match_constant 0004: :baz
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0025: jump_if_no_match 0006
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0027: constant 0005: 3
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0029: store
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0030: pop
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0031: jump 0003
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0033: panic_no_match
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0034: load
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0035: match_word
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0036: panic_if_no_match
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0037: push_binding 0000
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0039: store
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0040: pop
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0041: pop
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0042: load
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=== vm run: test ===
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0000: [] nil
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0000: reset_match
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0001: [] nil
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0001: constant 0000: :foo
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0003: [:10] nil
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0003: match_constant 0000: :foo
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0005: [:10] nil
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0005: jump_if_no_match 0006
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0007: [:10] nil
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0007: constant 0001: 1
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0009: [:10|1] nil
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0009: store
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0010: [:10|nil] 1
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0010: pop
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0011: [:10] 1
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0011: jump 0023
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0036: [:10] 1
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0036: panic_if_no_match
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0037: [:10] 1 <== Should "return" from match here
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0037: push_binding 0000
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0039: [:10|:10] 1
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0039: store
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0040: [:10|nil] :10
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0040: pop
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0041: [:10] :10
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0041: pop
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0042: [] :10
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0042: load
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:foo
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```
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Should return `1`.
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Instruction `0037` is where it goes off the rails.
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### Things left undone
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Many. But things that were actively under development and in a state of unfinishedness:
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1. Tuple patterns
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2. Loops
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3. Function calls
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#### Tuple patterns
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This is the blocking issue for loops, function calls, etc.
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You need tuple pattern matching to get proper looping and function calls.
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Here are some of the issues I'm having:
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* Is it possible to represent tuples on the stack? Right now they're allocated on the heap, which isn't great for function calls.
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* How to represent complex patterns? There are a few possibilities:
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- Hard-coded into the bytecode (this is probably the thing to do?)
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- Represented as a data structure, which itself would have to be allocated on the heap
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- Some hybrid of the two:
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* Easy scalar values are hard-coded: `nil`, `true`, `:foo`, `10` are all built into the bytecode + constants table
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* Perhaps dict patterns will have to be data structures
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#### Patterns, generally
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On reflection, I think the easiest (perhaps not simplest!) way to go is to model the patterns as separate datatypes stored per-chunk in a vec.
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The idea is that we push a value onto the stack, and then have a `match` instruction that takes an index into the pattern vec.
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We don't even need to store all pattern types in that vec: constants (which already get stored in the constant vec), interpolations, and compound patterns.
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`nil`, `false`, etc. are singletons and can be handled like (but not exactly as) the `nil` and `false` _values_.
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This also means we can outsource the pattern matching mechanics to Rust, which means we don't have to fuss with "efficient compiling of pattern matching" titchiness.
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This also has the benefit, while probably being fast _enough_, of reflecting the conceptual domain of Ludus, in which patterns and values are different DSLs within the language.
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So: model it that way.
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### Now that we've got tuple patterns
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#### May 23, 2025
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A few thoughts:
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* Patterns aren't _things_, they're complex conditional forms. I had not really learned that; note that the "compiling pattern matching efficiently" paper is about how to optimize those conditionals. The tuple pattern compilation more closely resembles an `if` or `when` form.
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* Tuple patterns break the nice stack-based semantics of binding. So do other patterns. That means I had to separate out bindings and the stack. I did this by introducing a representation of the stack into the compiler (it's just a stack-depth counter).
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- This ended up being rather titchy. I think there's a lot of room to simplify things by avoiding manipulating this counter directly. My sense is that I should probably move a lot of the `emit_op` calls into methods that ensure all the bookkeeping happens automatically.
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* `when` is much closer to `if` than `match`; remember that!
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* Function calls should be different from tuple pattern matching. Tuples are currently (and maybe forever?) allocated on the heap. Function calls should *not* have to pass through the heap. The good news: `Arguments` is already a different AST node type than `Tuple`; we'll want an `ArgumentsPattern` pattern node type that's different from (and thus compiled differently than) `TuplePattern`. They'll be similar--the matching logic is the same, after all--but the arguments will be on the stack already, and won't need to be unpacked in the same way.
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- One difficulty will be matching against different arities? But actually, we should compile these arities as different functions.
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- Given splats, can we actually compile functions into different arities? Consider the following:
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```
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fn foo {
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(x) -> & arity 1
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(y, z) -> & arity 2
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(x, y, 2) -> & arity 3
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(...z) -> & arity 0+
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}
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```
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`fn(1, 2, 3)` and `fn(1, 2, 4)` would invoke different "arities" of the function, 3 and 0+, respectively. I suspect the simpler thing really is to just compile each function as a singleton, and just keep track of the number of arguments you're matching.
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* Before we get to function calls, `loop`/`recur` make sense as the starting ground. I had started that before, and there's some code in those branches of the compiler. But I ran into tuple pattern matching. That's now done, although actually, the `loop`/`recur` situation probably needs a rewrite from the ground up.
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* Just remember: we're not aiming for *fast*, we're aiming for *fast enough*. And I don't have a ton of time. So the thing to do is to be as little clever as possible.
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* I suspect the dominoes will fall reasonably quickly from here through the following:
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- [x] `list` and `dict` patterns
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- [x] updating `repeat`
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- [x] standing up `loop`/`recur`
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- [x] standing up functions
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- [x] more complex synthetic expressions
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- [x] `do` expressions
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* That will get me a lot of the way there. What's left after that which might be challenging?
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- [x] string interpolation
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- [x] splats
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- [ ] splatterns
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- [x] string patterns
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- [x] partial application
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- [ ] tail calls
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- [ ] stack traces in panics
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- [ ] actually good lexing, parsing, and validation errors. I got some of the way there in the fall, but everything needs to be "good enough."
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* After that, we're in integration hell: taking this thing and putting it together for Computer Class 1. Other things that I want (e.g., `test` forms) are for later on.
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* There's then a whole host of things I'll need to get done for CC2:
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- some kind of actual parsing strategy (that's good enough for "Dissociated Press"/Markov chains)
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- actors
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- animation in the frontend
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* In addition to a lot of this, I think I need some kind of testing solution. The Janet interpreter is pretty well-behaved.
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### Now that we've got some additional opcodes and loop/recur working
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#### 2025-05-27
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The `loop` compilation is _almost_ the same as a function body. That said, the thing that's different is that we don't know the arity of the function that's called.
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A few possibilities:
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* Probably the best option: enforce a new requirement that splat patterns in function clauses *must* be longer than any explicit arity of the function. So, taking the above:
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```
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fn foo {
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(x) -> & arity 1
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(y, z) -> & arity 2
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(x, y, 2) -> & arity 3
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(...z) -> & arity 0+
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}
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```
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This would give you a validation error that splats must be longer than any other arity.
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Similarly, we could enforce this:
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```
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fn foo {
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(x) -> & arity 1
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(x, y) -> & arity 2
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(x, ...) & arity n > 1; error! too short
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(x, y, ...) & arity n > 2; ok!
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}
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```
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The algorithm for compiling functions ends up being a little bit titchy, because we'll have to store multiple functions (i.e. chunks) with different arities.
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Each arity gets a different chunk.
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And the call function opcode comes with a second argument that specifies the number of arguments, 0 to 7.
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(That means we only get a max of 7 arguments, unless I decide to give the call opcode two bytes, and make the call/return register much bigger.)
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Todo, then:
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* [x] reduce the call/return register to 7
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* [x] implement single-arity compilation
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* [x] implement single-arity calls, but with two bytes
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* [x] compile multiple-arity functions
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* [x] add closures
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### Some thoughts while chattin w/ MNL
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On `or` and `and`: these should be reserved words with special casing in the parser.
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You can't pass them as functions, because that would change their semantics.
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So they *look* like functions, but they don't *behave* like functions.
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In Clojure, if you try `(def foo or)`, you get an error that you "can't take the value of a macro."
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I'll need to change Ludus so that `or` and `and` expressions actually generate different AST nodes, and then compile them from there.
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AND: done.
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### Implementing functions & calls, finally
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#### 2025-06-01
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Just to explain where I am to myself:
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* I have a rough draft (probably not yet fully functional) of function compilation in the compiler.
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* Now I have to implement two op codes: `Call` and `Return`.
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* I now need to implement call frames.
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* A frame in _Crafting Interpreters_ has: a pointer to a Lox function object, an ip, and an index into the value stack that indicates the stack bottom for this function call. Taking each of these in turn:
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* The lifetime for the pointer to the function:
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- The pointer to the function object cannot, I think, be an explicit lifetime reference, since I don't think I know how to prove to the Rust borrow checker that the function will live long enough, especially since it's inside an `Rc`.
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- That suggests that I actually need the whole `Value::Fn` struct and not just the inner `LFn` struct, so I can borrow it.
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* The ip and stack bottom are just placeholders and don't change.
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### Partially applied functions
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#### 2025-06-05
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Partially applied functions are a little complicated, because they involve both the compiler and the VM.
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Maybe.
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My sense is that, perhaps, the way to do them is actually to create a different value branch.
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They ....
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### Jumping! Numbers! And giving up the grind
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#### 2025-06-05
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Ok! So.
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This won't be ready for next week.
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That's clear enough now--even though I've made swell progress!
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One thing I just discovered, which, well, it feels silly I haven't found this before.
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Jump instructions, all of them, need 16 bits, not 8.
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That means some fancy bit shifting, and likely some refactoring of the compiler & vm to make them easier to work with.
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For reference, here's the algorithm for munging u8s and u16s:
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```rust
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let a: u16 = 14261;
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let b_high: u8 = (a >> 8) as u8;
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let b_low: u8 = a as u8;
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let c: u16 = ((b_high as u16) << 8) + b_low as u16;
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println!("{a} // {b_high}/{b_low} // {c}");
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```
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To reiterate the punch list that *I would have needed for Computer Class 1*:
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* [ ] jump instructions need 16 bits of operand
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* [ ] splatterns
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- [ ] validator should ensure splatterns are the longest patterns in a form
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* [ ] add guards to loop forms
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* [ ] check loop forms against function calls: do they still work the way we want them to?
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* [ ] tail call elimination
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* [ ] stack traces in panics
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* [ ] actually good error messages
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- [ ] parsing
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- [ ] my memory is that validator messages are already good?
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- [ ] panics, esp. no match panics
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* [ ] getting to prelude
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- [ ] `base` should load into Prelude
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- [ ] prelude should run properly
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- [ ] prelude should be loaded into every context
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* [ ] packaging things up
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- [ ] add a `to_json` method for values
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- [ ] teach Rudus to speak our protocols (stdout and turtle graphics)
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- [ ] there should be a Rust function that takes Ludus source and returns valid Ludus status json
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- [ ] compile Rust to WASM
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- [ ] wire rust-based WASM into JS
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- [ ] FINALLY, test Rudus against Ludus test cases
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So this is the work of the week of June 16, maybe?
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Just trying to get a sense of what needs to happen for CC2:
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* [ ] Actor model (objects, Spacewar!)
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* [ ] Animation hooked into the web frontend (Spacewar!)
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* [ ] Saving and loading data into Ludus (perceptrons, dissociated press)
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