module SlotMachine # A SlotDefinition defines a slot. A bit like a variable name but for objects. # # PS: for the interested: A "developement" of Smalltalk was the # prototype based language (read: JavaScript equivalent) # called Self https://en.wikipedia.org/wiki/Self_(programming_language) # # SlotDefinitions are the instance names of objects. But since the language is dynamic # what is it that we can say about instance names at runtime? # Start with a known object like the Message (in register one), we know all it's # variables. But there is a Message in there, and for that we know the instances # too. And off course for _all_ objects we know where the type is. # # The definiion is an array of symbols that we can resolve to SlotLoad # Instructions. Or in the case of constants to ConstantLoad # class SlotDefinition attr_reader :known_object , :slots # is an array of symbols, that specifies the first the object, and then the Slot. # The first element is either a known type name (Capitalized symbol of the class name) , # or the symbol :message # And subsequent symbols must be instance variables on the previous type. # Examples: [:message , :receiver] or [:Space , :next_message] def initialize( object , slots) raise "No slots #{object}" unless slots slots = [slots] unless slots.is_a?(Array) @known_object , @slots = object , slots raise "Not known #{slots}" unless object end def to_s names = [known_name] + @slots "[#{names.join(', ')}]" end def known_name case known_object when Constant , Parfait::Object known_object.class.short_name when Risc::Label known_object.to_s when Symbol known_object else "unknown" end end # load the slots into a register # the code is added to compiler # the register returned def to_register(compiler, source) if known_object.respond_to?(:ct_type) type = known_object.ct_type elsif(known_object.respond_to?(:get_type)) type = known_object.get_type else type = :Object end right = compiler.use_reg( type ) case known_object when Constant parfait = known_object.to_parfait(compiler) const = Risc.load_constant(source, parfait , right) compiler.add_code const if slots.length == 1 raise "only type allowed for constants, not #{slots[0]}" unless slots[0] == :type compiler.add_code Risc::SlotToReg.new( source , right , Parfait::TYPE_INDEX, right) end raise "Can't have slots into Constants #{slots}" if slots.length > 1 when Parfait::Object , Risc::Label const = const = Risc.load_constant(source, known_object , right) compiler.add_code const if slots.length > 0 # desctructively replace the existing value to be loaded if more slots compiler.add_code Risc.slot_to_reg( source , right ,slots[0], right) end when Symbol return sym_to_risc(compiler , source) else raise "We have a #{self} #{known_object}" end if slots.length > 1 # desctructively replace the existing value to be loaded if more slots index = Risc.resolve_to_index(slots[0] , slots[1] ,compiler) compiler.add_code Risc::SlotToReg.new( source , right ,index, right) if slots.length > 2 raise "3 slots only for type #{slots}" unless slots[2] == :type compiler.add_code Risc::SlotToReg.new( source , right , Parfait::TYPE_INDEX, right) end end return const.register end # resolve the slots one by one to slot_to_reg instructions using the # type information inferred from their names / type hierachy def sym_to_risc(compiler , source) slots = @slots.dup raise "Not Message #{@known_object}" unless @known_object == :message left = Risc.message_reg left = left.resolve_and_add( slots.shift , compiler) reg = compiler.current.register while( !slots.empty? ) left = left.resolve_and_add( slots.shift , compiler) end return reg end end end