require_relative "boot_class" require "register/builtin/object" module Virtual # The BootSpace contains all objects for a program. In functional terms it is a program, but in oo # it is a collection of objects, some of which are data, some classes, some functions # The main entry is a function called (of all things) "main", This _must be supplied by the compling # There is a start and exit block that call main, which receives an array of strings # While data ususally would live in a .data section, we may also "inline" it into the code # in an oo system all data is represented as objects class BootSpace < Virtual::ObjectConstant def initialize super() @classes = Parfait::Hash.new #global objects (data) @objects = [] @symbols = [] @frames = 100.times.collect{ ::Parfait::Frame.new([],[])} @messages = 100.times.collect{ ::Parfait::Message.new } @next_message = @messages.first @next_frame = @frames.first @passes = [ "Virtual::SendImplementation" ] end attr_reader :init , :main , :classes , :objects , :symbols,:messages, :next_message , :next_frame def run_passes @passes.each do |pass_class| blocks = [@init] + main.blocks @classes.values.each do |c| c.instance_methods.each {|f| blocks += f.blocks } end #puts "running #{pass_class}" all.each do |block| pass = eval pass_class raise "no such pass-class as #{pass_class}" unless pass pass.new.run(block) end end end def self.space if defined? @@space @@space else @@space = BootSpace.new @@space end end # Passes may be added to by anyone who wants # This is intentionally quite flexible, though one sometimes has to watch the order of them # most ordering is achieved by ordering the requires and using add_pass # but more precise control is possible with the _after and _before versions def add_pass pass @passes << pass end def add_pass_after( pass , after) index = @passes.index(after) raise "No such pass (#{pass}) to add after: #{after}" unless index @passes.insert(index+1 , pass) end def add_pass_before( pass , after) index = @passes.index(after) raise "No such pass to add after: #{after}" unless index @passes.insert(index , pass) end # boot the classes, ie create a minimal set of classes with a minimal set of functions # minimal means only that which can not be coded in ruby # CompiledMethods are grabbed from respective modules by sending the method name. This should return the # implementation of the method (ie a method object), not actually try to implement it (as that's impossible in ruby) def boot_classes! # very fiddly chicken 'n egg problem. Functions need to be in the right order, and in fact we have to define some # dummies, just for the other to compile obj = get_or_create_class :Object [:index_of , :_get_instance_variable , :_set_instance_variable].each do |f| obj.add_instance_method Builtin::Object.send(f , nil) end obj = get_or_create_class :Kernel # create main first, __init__ calls it @main = Builtin::Kernel.send(:main , @context) obj.add_instance_method @main underscore_init = Builtin::Kernel.send(:__init__ ,nil) #store , so we don't have to resolve it below obj.add_instance_method underscore_init [:putstring,:exit,:__send].each do |f| obj.add_instance_method Builtin::Kernel.send(f , nil) end # and the @init block in turn _jumps_ to __init__ # the point of which is that by the time main executes, all is "normal" @init = Virtual::Block.new(:_init_ , nil ) @init.add_code(Register::RegisterMain.new(underscore_init)) obj = get_or_create_class :Integer [:putint,:fibo].each do |f| obj.add_instance_method Builtin::Integer.send(f , nil) end obj = get_or_create_class :String [:get , :set , :puts].each do |f| obj.add_instance_method Builtin::String.send(f , nil) end obj = get_or_create_class :Array [:get , :set , :push].each do |f| obj.add_instance_method Builtin::Array.send(f , nil) end end @@SPACE = { :names => [:classes,:objects,:symbols,:messages, :next_message , :next_frame] , :types => [Virtual::Reference,Virtual::Reference,Virtual::Reference,Virtual::Reference,Virtual::Reference]} def layout @@SPACE end # Objects are data and get assembled after functions def add_object o return if @objects.include?(o) @objects << o if o.is_a? Symbol @symbols << o end end # this is the way to instantiate classes (not BootClass.new) # so we get and keep exactly one per name def get_or_create_class name raise "uups #{name}.#{name.class}" unless name.is_a? Symbol c = @classes[name] unless c c = BootClass.new(name) @classes[name] = c end c end def mem_length padded_words( 5 ) end end end