commita763bff532Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Dec 12 04:33:13 2025 +0000 Added release mode building Now the build script enables you to: - Build in debug mode (default no arguments) - Build in debug mode then run (`run` argument) - Build in release mode (`release` argument) commit7112937b0bAuthor: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Dec 12 04:30:50 2025 +0000 Better thread pool constructor statically define a number of threads, then setup the necessary machinery to make it work. commita5666328b7Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Dec 12 04:29:32 2025 +0000 Fixed the heap-use-after-free issue. Just standard multithreading stuff; access to the allocator while hot threads are running means stuff can change underneath us even /during/ a read. I've mutex locked state for stuff in the drawing domain which stops this issue. commit5d78cb20dfAuthor: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Dec 12 04:28:21 2025 +0000 Adjust TODOs commit9d3a202c27Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Dec 12 04:09:50 2025 +0000 Implement stepping via KEY_SPACE commit424fab2e40Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Dec 12 04:08:01 2025 +0000 Weird bug in draw_tree Seems near the 100,000 node mark, the vector craps itself? I keep getting "heap use after free" errors here when trying to access the allocator vector. Disabling fsan just leads to a segment fault near the same point. I think we might need to introduce our own vector :) commit6ffa63f7acAuthor: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Dec 12 04:07:43 2025 +0000 Make general delay 1ms Just for my puny eyes to see. commit2dbe3d0a58Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Dec 12 03:54:30 2025 +0000 merge generate_children into do_iteration Also fix this really weird slow down we get from doing direct mutation to a state.allocator.get_ref (i.e. a Node by reference). Maybe the compiler just can't inline that instruction? Regardless, this patch fixes the slow downs! commit7e801df280Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Dec 12 03:53:51 2025 +0000 no more numerics commitf70517cf41Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Dec 12 03:08:56 2025 +0000 Simplify mutex locking scheme (lock at start, unlock at end) commit00858cf74fAuthor: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Nov 28 17:24:33 2025 +0000 Rewrite main to draw based on our new state/draw_state Arranges a thread set, draws based on draw_state. No need to lock the mutex since drawing should only require reading. Still has a timer in case we need to do timed checks. commit3e065e50a9Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Nov 28 17:24:12 2025 +0000 Disable previous work We're going to rewrite this commitab0f152742Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Nov 28 17:23:05 2025 +0000 Define `worker` function which a thread should run Pauses until state.pause_work is false (checking every THREAD_PAUSE_DELAY), then performs an iteration. Quits when state.quit_work is true (based on loop). Generally delays itself by THREAD_GENERAL_DELAY. commit014821ceb5Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Nov 28 17:22:39 2025 +0000 Added booleans for thread workers to look at when running pause_work temporarily stops work, but should keep the thread alive. stop_work should kill the thread. commit1bd8a9f7b2Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Fri Nov 28 17:21:21 2025 +0000 Add run component to build script, activated by passing argument `run` commit6f620644bfAuthor: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 01:57:10 2025 +0000 Define constructors for state.hpp explicitly commit0008c31f53Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 01:53:10 2025 +0000 Add src/worker.cpp to build pipeline commitf8068c4a15Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 01:52:52 2025 +0000 Implement the two worker functions commit66c56f2c15Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 01:51:41 2025 +0000 Define thread safe worker functions for generating new children on the tree commit6247f2af49Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 01:44:23 2025 +0000 Add src/state.cpp to the build pipeline commit40e07e03f2Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 01:42:24 2025 +0000 Add mutexes to state for the queue and the allocator Our threads need to negotiate access and mutation to the two resources - we don't want them treading on each others toes when generating new child nodes /or/ when trying to remove/add work to the queue. The former situation is particularly worrisome due to how weak the indexing system is with the allocator. commit0abd353368Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 01:30:35 2025 +0000 Implement cw::state::DrawState::compute_bounds commit0ac316ada4Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 01:30:21 2025 +0000 Define the general state of the sim (extract from main.cpp) commita03fa13a07Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 01:19:52 2025 +0000 Implementation (copied from numerics) commitff9a2851d4Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 01:19:41 2025 +0000 Switch to using i64's instead of optional u64 in Node commit6c2bc93874Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 01:12:35 2025 +0000 remove index_t definition conflicts with prev code base. Also std::optional doubles the size of the underlying type. horrifying! I don't want to have to give 16 bytes over for something that could be embedded in the 8 bytes of the u64 directly. I'm thinking we could just use i64's instead, sacrificing that top bit to indicate if the value is present or not. commit7a4d158d2fAuthor: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 01:02:31 2025 +0000 Add gcd to base.hpp commite032303773Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 00:56:45 2025 +0000 Define node.hpp (move definitions away from numerics.hpp) commit9821a2ab15Author: Aryadev Chavali <aryadev@aryadevchavali.com> Date: Thu Nov 27 00:55:44 2025 +0000 Define basic type aliases and useful functions/macros for use throughout the system
88 lines
3.6 KiB
Org Mode
88 lines
3.6 KiB
Org Mode
#+title: Calkin-Wilf trees
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#+author: Aryadev Chavali
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#+date: 2024-07-27
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#+filetags: cpp cw_tree
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#+options: toc:nil
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A graphical visualisation of
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[[https://en.wikipedia.org/wiki/Calkin%E2%80%93Wilf_tree][Calkin-Wilf
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trees]].
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Currently visualises it using a self adjusting number line, from the
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smallest fraction to the largest fraction generated. Both are always
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positive.
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The bound fractions are drawn in white, while all other fractions are
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in red. On any one iteration (taking any one fraction and generating
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its two children fractions), the generated fractions are in blue while
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the generator fraction is in green.
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This was done just for fun really, but it's quite fun to see it
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generate a dense number line over many iterations.
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* TODOs
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** TODO Tree visualisation
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Instead of a number line, how about visualising the actual tree at
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work as a graph of nodes? Maybe colouring nodes based on where it is
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on the number line.
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** TODO Don't walk the tree everytime we compute_bounds
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[[file:src/state.cpp::void DrawState::compute_bounds()][location]]
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We already have the latest bound nodes so we're part-way through the
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tree. Just keep going down what we have so far surely? Even better,
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don't use nodes _at all_. Run with an index!
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** DONE Fix weird issue at past 100K nodes
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std::vector seems to crap itself past 100K nodes - we keep getting
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heap-use-after-free issues when trying to access the allocator nodes
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at that point. Seemingly random. What's going on?
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Solution: _everytime_ we want to access the allocator for nontrivial
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(like memory reads) we need to lock the mutex. No two ways about it.
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All draw functions were causing the issue.
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** DONE Prettify code base
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It's a big blob of code currently in the graphics portion. Not very
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pretty but it gets the job done. Try modularisation.
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** DONE Multithreading
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Currently single threaded. A multithreaded implementation could have
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multiple nodes generated at once, which would speed up the
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implementation.
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Might need to study my current implementation to see if it could be
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done better.
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*** DONE Formalise state structure (separate drawing functions)
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Make a dedicated header and fit the necessary functions to our state
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structure: [[file:src/main.cpp::struct State][state structure]].
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We need this in order so that we can get multithreading (using mutexes
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on the actual state itself) working.
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A good working name would be ~cw_state~.
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We could then have a separate structure for the drawing context
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(~cw_draw~) which can update itself by reading the ~cw_state~.
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*** DONE Setup a queue and allocator mutex on state
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We need one for the queue so we can make clean pushes and pops, and
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one for the allocator to ensure we're not messing up our indices in
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the nodes.
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We could just set these up in the state structure itself to make
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lookup easier.
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*** DONE Make iterate use the state structure and mutexes
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[[file:src/numerics.cpp::std::tuple<Fraction, Fraction, Fraction>
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iterate(std::queue<word_t> &queue,]]
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- Locking scheme could be:
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- Lock queue when popping a value as root, then unlock.
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- Leave queue and allocator unlocked while getting root/left/right
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values (readonly) and computing (but not setting/allocating) the
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left and right node values
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- Allocator Lock when allocating the left/right values, setting the
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root's left and right, then unlock.
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- Queue lock when pushing the left and right fractions for further
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processing, then unlock
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- Unlock all when returning relevant values
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I think this scheme minimises the any mutex is locked to just the bare
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minimum, ensuring other threads can get in on the action.
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*** DONE Setup a thread pool utilising state and iterate
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