fold last of the virtual into register
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166
lib/register/boot.rb
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166
lib/register/boot.rb
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module Register
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# Booting is a complicated, so it is extracted into this file, even it has only one entry point
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class Machine
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# The general idea is that compiling is creating an object graph. Functionally
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# one tends to think of methods, and that is complicated enough, sure.
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# But for an object system the graph includes classes and all instance variables
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#
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# And so we have a chicken and egg problem. At the end of the boot function we want to have a
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# working Space object
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# But that has instance variables (List and Dictionary) and off course a class.
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# Or more precisely in salama, a Layout, that points to a class.
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# So we need a Layout, but that has Layout and Class too. hmmm
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#
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# The way out is to build empty shell objects and stuff the neccessary data into them
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# (not use the normal initialize way)
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# (PPS: The "real" solution is to read a sof graph and not do this by hand
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# That graph can be programatically built and written (with this to boot that process :-))
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# There are some helpers below, but the roadmap is something like:
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# - create all the layouts, with thier layouts, but no classes
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# - create a space by "hand" , using allocate, not new
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# - create the class objects and assign them to the layouts
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def boot_parfait!
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boot_layouts
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boot_space
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boot_classes
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@space.late_init
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#puts Sof.write(@space)
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boot_functions!
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end
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# layouts is where the snake bites its tail. Every chain end at a layout and then it
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# goes around (circular references). We create them from the list below and keep them
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# in an instance variable (that is a smell, because after booting it is not needed)
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def boot_layouts
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@layouts = {}
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layout_names.each do |name , ivars |
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@layouts[name] = layout_for( name , ivars)
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end
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layout_layout = @layouts[:Layout]
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@layouts.each do |name , layout |
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layout.set_layout(layout_layout)
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end
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end
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# once we have the layouts we can create the space by creating the instance variables
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# by hand (can't call new yet as that uses the space)
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def boot_space
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space_dict = object_with_layout Parfait::Dictionary
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space_dict.keys = object_with_layout Parfait::List
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space_dict.values = object_with_layout Parfait::List
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@space = object_with_layout Parfait::Space
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@space.classes = space_dict
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Parfait::Space.set_object_space @space
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end
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# when running code instantiates a class, a layout is created automatically
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# but even to get our space up, we have already instantiated all layouts
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# so we have to continue and allocate classes and fill the data by hand
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# and off cource we can't use space.create_class , but still they need to go there
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def boot_classes
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classes = space.classes
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layout_names.each do |name , vars|
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cl = object_with_layout Parfait::Class
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cl.object_layout = @layouts[name]
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@layouts[name].object_class = cl
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cl.instance_methods = object_with_layout Parfait::List
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# puts "instance_methods is #{cl.instance_methods.class}"
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cl.name = name
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classes[name] = cl
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end
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object_class = classes[:Object]
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# superclasses other than default object
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supers = { :BinaryCode => :Word , :Layout => :List , :Class => :Module ,
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:Object => :Kernel , :Kernel => :Value, :Integer => :Value }
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layout_names.each do |classname , ivar|
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next if classname == :Value # has no superclass
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clazz = classes[classname]
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super_name = supers[classname]
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if super_name
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clazz.set_super_class classes[super_name]
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else
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clazz.set_super_class object_class
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end
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end
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end
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# helper to create a Layout, name is the parfait name, ie :Layout
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def layout_for( name , ivars )
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l = Parfait::Layout.allocate.fake_init
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l.add_instance_variable :layout
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ivars.each {|n| l.add_instance_variable n }
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l
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end
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# create an object with layout (ie allocate it and assign layout)
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# meaning the lauouts have to be booted, @layouts filled
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# here we pass the actual (ruby) class
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def object_with_layout(cl)
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o = cl.allocate.fake_init
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name = cl.name.split("::").last.to_sym
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o.set_layout @layouts[name]
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o
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end
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# the function really just returns a constant (just avoiding the constant)
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# unfortuantely that constant condenses every detail about the system, class names
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# and all instance variable names. Really have to find a better way
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def layout_names
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{ :Word => [] ,
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:List => [] ,
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# Assumtion is that name is the last of message
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:Message => [:next_message , :receiver , :frame , :return_address , :return_value,
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:caller , :name ],
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:MetaClass => [],
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:Integer => [],
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:Object => [],
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:Kernel => [], #fix, kernel is a class, but should be a module
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:BinaryCode => [],
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:Space => [:classes , :first_message ],
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:Frame => [:next_frame ],
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:Layout => [:object_class] ,
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# TODO fix layouts for inherited classes. Currently only :Class and the
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# instances are copied (shame on you)
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:Class => [:object_layout , :name , :instance_methods , :super_class , :meta_class],
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:Dictionary => [:keys , :values ] ,
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:Method => [:name , :code ,:arguments , :for_class, :locals ] ,
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:Variable => [:type , :name , :value ] ,
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:Module => [:name , :instance_methods , :super_class , :meta_class ]
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}
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end
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# classes have booted, now create a minimal set of functions
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# minimal means only that which can not be coded in ruby
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# Methods are grabbed from respective modules by sending the method name. This should return the
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# implementation of the method (ie a method object), not actually try to implement it
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# (as that's impossible in ruby)
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def boot_functions!
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# very fiddly chicken 'n egg problem. Functions need to be in the right order, and in fact we
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# have to define some dummies, just for the other to compile
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# TODO go through the virtual parfait layer and adjust function names to what they really are
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obj = @space.get_class_by_name(:Object)
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[:main , :_get_instance_variable , :_set_instance_variable].each do |f|
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obj.add_instance_method Builtin::Object.send(f , nil)
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end
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obj = @space.get_class_by_name(:Kernel)
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# create __init__ main first, __init__ calls it
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[:exit,:__send , :__init__ ].each do |f|
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obj.add_instance_method Builtin::Kernel.send(f , nil)
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end
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@space.get_class_by_name(:Word).add_instance_method Builtin::Word.send(:putstring , nil)
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obj = @space.get_class_by_name(:Integer)
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[:putint,:fibo , :plus].each do |f|
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obj.add_instance_method Builtin::Integer.send(f , nil)
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end
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end
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end
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end
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