require_relative "values" module Vm # Think flowcharts: blocks are the boxes. The smallest unit of linear code # Blocks must end in control instructions (jump/call/return). # And the only valid argument for a jump is a Block # Blocks form a linked list # There are four ways for a block to get data (to work on) # - hard coded constants (embedded in code) # - memory move # - values passed in (from previous blocks. ie local variables) # See Value description on how to create code/instructions # Codes then get assembled into bytes (after linking) class Block < Code def initialize(name) super() @name = name.to_sym @next = nil @codes = [] end attr_reader :name , :next , :codes def length @codes.inject(0) {| sum , item | sum + item.length} end def add_code(kode) if kode.is_a? Hash raise "Hack only for 1 element #{inspect} #{kode.inspect}" unless kode.length == 1 instruction , result = kode.first instruction.result = result kode = instruction end raise "alarm #{kode}" if kode.is_a? Word raise "alarm #{kode}" unless kode.is_a? Code @codes << kode self end alias :<< :add_code alias :a :add_code def link_at pos , context @position = pos @codes.each do |code| code.link_at(pos , context) pos += code.length end pos end def assemble(io) @codes.each do |obj| obj.assemble io end end # to use the assignment syntax (see method_missing) the scope must be set, so variables can be resolved # The scope you set should be a binding (literally, the kernel.binding) # The function return the block, so it can be chained into an assignment # Example (coding a function ) and having variable int defined # b = function.body.scope(binding) # b.int = 5 will create a mov instruction to set the register that int points to def scope where @scope = where self end # set the next executed block after self. # why is this useful? if it's unconditional, why not merge them: # So the second block can be used as a jump target. You standard loop needs a block to setup # and at least one to do the calculation def set_next block @next = block end # sugar to create instructions easily. Actually just got double sweet with two versions: # 1 for any method that ends in = we evaluate the method name in the current scope (see scope()) # for the result we call assign with the right value. The resulting instruction is added to # the block. # Thus we emulate assignment, # Example: block b # b.variable = value looks like what it does, but actually generates # an instruction for the block (mov or add) # # 2- any other method will be passed on to the CMachine and the result added to the block # With this trick we can write what looks like assembler, # Example b.instance_eval # mov( r1 , r2 ) # add( r1 , r2 , 4) # end # mov and add will be called on Machine and generate Inststuction that are then added # to the block def method_missing(meth, *args, &block) if( meth.to_s[-1] == "=" && args.length == 1) l_val = @scope.eval meth.to_s[0 ... -1] add_code l_val.assign(args[0]) else add_code CMachine.instance.send(meth , *args) end end end end