Rename tasks.org to oats.org, restructure
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#+title: Oats tracker
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#+author: Aryadev Chavali
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#+description: A general tracker for work being done on the project
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#+FILETAGS: :oats:
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* Issues :issues:
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** TODO Fix issue with memcpy overlap when string concatenating
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[[file:lisp/lisp.c::// FIXME: Something is going wrong here!]]
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Ideas on what's going wrong:
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- String sizes seem off
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- Maybe something is wrong with arena allocator; we use
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[[file:lib/sv.c::newsv.data = arena_realloc(allocator, sv.data,
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sv.size, newsv.size);][arena_realloc]] which seems to be the root of
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the memcpy-overlap
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* Features :features:
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** WIP Reader :reader:
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We want something a bit generic: able to handle reading from some
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buffer of memory (a string, or contents of a file where we can read
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the entire thing at once) or directly from a file stream (STDIN,
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network streams, etc).
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We don't need a tokeniser - the basic grammar of a Lisp is really easy
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to narrow down, so we can skip tokenisation and go straight for
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parsing.
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We also want to be able to admit when reading went wrong for some
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reason with proper errors messages (i.e. can be read by Emacs) - this
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will need to be refactored when we introduce errors within the Lisp
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runtime itself.
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*** TODO Consider user instantiated reader macros
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We don't have an evaluator so we can't really interpret whatever a
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user wants for a reader macro currently, but it would be useful to
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think about it now. Currently I have a single function which deals
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with parsing reader macros but that's just static.
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Thing is, it does have the context as a parameter to pass to delegate
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functions (such as ~parse_vec~) - wouldn't be a massive jump to also
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consider user environments via the context.
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[[file:reader.c::perr_t parse_reader_macro(context_t *ctx, input_t
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*inp, lisp_t **ret)][function link]]
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*** TODO Parse exponential notation
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We're erroring out here due to not having proper reader notation
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[[file:examples/r7rs-tests.scm::test #t (real? #e1e10)]]
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** TODO Evaluator
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** TODO Runtime errors
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** TODO Better numerics
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We currently admit fixed size integers (63 bits). We _need_ more to
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be a scheme.
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*** Unfixed size integers
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*** Rationals
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*** Floats
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*** Complex numbers
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** TODO Primitive operations
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** TODO Macros
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** TODO Modules
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* Completed :completed:
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** DONE More efficient memory model for symbols
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The primitive model for symbol allocation is an 8 byte number
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representing the size of the symbol, followed by a variable number of
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characters (as bytes). This is stored somewhere in the memory
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context, which will likely be in the heap.
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We're actually wasting a ridiculous amount of memory with this model.
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We'll almost never be using the full 64 bits of the size to represent
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a symbol (who's ever going to go close to 1.8 quintillion bytes for a
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single symbol?) - and even more annoying, there are tons of small
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sized symbols where we actually need _more space_ for the 8 byte size
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than the underlying symbol data.
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I think there's definitely a better model available, at least for
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smaller symbols. We already have inlined integers where the pointer
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itself is the integer, why can't we do the same for symbols?
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A pointer has 8 bytes of data to use - one character is one byte -
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thus we can represent 8 character symbols in one pointer.
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If we want this to still be within the remit of our pointer tagging
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scheme, we'll need a bit of space for our administrative purposes
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(admin slop...). So let's take _one_ byte out of that 8 for that. So
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we can represent any symbols 7 bytes long in a single pointer. We'll
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need to keep in mind we want to represent symbols that may be less
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than 7 characters, so that one admin byte is going to be doing some
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heavy lifting.
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Let's examine that one admin byte:
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+ At least 3 bits are necessary for the actual pointer tag: "at least"
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because we might increase the size of the tag based on demand
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+ Thus, 5 bits left for our use - let's fit the size in there.
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pow(2,6) - 1 = 63, so we have _way_ more than we need
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What are the benefits of doing this?:
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+ Symbol equality for small symbols is a cinch: just compare the two
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tagged "pointers"
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+ 7 or less character symbols require no memory allocation, just
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working off the stack
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One thing to note is that for more than 7 character symbols, we'll
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need to allocate memory. But, in the worst case of 8 character
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symbols, we're only allocating two 64 bit integers: these are easy to
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walk on x86 and we've reached at least parity between the memory
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required for administration (the size number) and the actual data.
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*** Being more aggressive?
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Technically, ANSI bytes only need 7 bits. For each of the 7 bytes
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used for the character data, we can take one bit off, leaving us with
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7 bits to use for an additional character. We don't need to adjust
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anything else in the schema.
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So, hypothetically we could represent up to 8 character symbols! This
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would require packing the characters more aggressively into a single
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pointer. Let's look at the layout of our pointers. This table is
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indexed from most significant to least i.e. 0 is the MSB and 63 is the
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LSB:
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|-------+------------|
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| Index | Usage |
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|-------+------------|
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| 0-55 | Characters |
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| 56-60 | Size |
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| 61-63 | Tag |
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|-------+------------|
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Honestly though, for an extra byte of information we'll probably have
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to do a lot more work. x86-64 CPUs are much better at walking bytes
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than they are walking 7 bit offsets. This may be something to
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consider if CPU time is cheaper than allocating 8 byte symbols
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somewhere.
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** DONE Tagging scheme based on arena pages
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2025-04-09:21:59:29: We went for option (2) of just taking a byte for
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free from the memory address and using it as our management byte.
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*** 1) Page-offset schema
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I've realised arenas are way better than the standard array dynamic I
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was going for before. However, we lose the nicer semantics of using
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an array index for pointers, where we can implement our own semantics
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regarding what bits in that pointer are free to use, when using a
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normal stable pointer into the arena; the host operating system has
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its own semantics regarding how pointers are arranged and this _will_
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change between operating systems. In particular, because of the way
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I've arranged pages, we can't use the classic "div by 8" methodology
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where new allocations on the heap generally must be aligned by 8 bytes
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(u64), so we can use those 3 bits at the bottom for our tagging;
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offsets into pages are where our pointers will lie and they won't
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necessarily be divisible by 8.
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So we can't use the pointers directly into the pages - we'll call
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these types of pointers `host pointers`, because once we have them
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it's trivial to access the underlying data. We'll call the pointers
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we want to make `managed pointers` because we're managing the memory
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system associated with them. We want to be able to translate from
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managed pointers to host pointers.
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Managed pointers are really just encodings for direct access into the
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arena memory. So in 8 bytes, we need to encode both the page and the
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specific offset in that page where the pointer is pointing to. We
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also want to leave space for tagging and any metadata we might want to
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store in the pointer to that data. A schema I could think of was:
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|------------------+--------------------|
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| Index (in bytes) | Representation |
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|------------------+--------------------|
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| 0 | Metadata (tagging) |
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| 1-4 | Offset in page |
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| 4-7 | Page choice |
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|------------------+--------------------|
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This gives us pow(2, 24) - 1 = 16777215 possible pages and
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pow(2, 32) - 1 = 4294967295 offsets in each page. Thus our total
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addressable memory would be pow(2, 56) - 1 = 72057594037927935 bytes.
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Certainly no machine would ever have this much memory and so we're
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quite safe for most machines. That reserved management byte for our
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purposes (tagging, currently) will make the math to translate it a bit
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easier.
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Let's reason about how we'd encode and decode these addresses. The
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arena itself should provide addresses with the management byte set to
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0 for the user to encode what they wish. The top bytes should be
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encoded as per the above i.e. top 3 bytes as the page index, next 4
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bytes as the offset in that page. This shouldn't be super difficult
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when we're doing it within the management functions of the arena
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itself as this data should be handy when performing the allocation.
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When decoding these addresses i.e. retrieving data i.e. translating
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from a managed pointer to a host pointer, all it will need to do is
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convert the pointer into a byte buffer and copy the top 3 bytes as a
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page index and the next 4 bytes as the offset in the page. Once these
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are verified to be valid, we can just access the underlying pages and
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get the host pointer. Because of how arenas work, those host pointers
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will be stable regardless of any further memory management functions
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performed on the arena (excluding cleanup) - so once you have a host
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pointer, you can use it as much as you want without having to worry
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about the pointer becoming invalid in the next second.
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*** 2) 48-bit addressing exploit
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Most x86 CPUs only use around 48-56 bits for actual memory addresses -
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mostly as a result of not needing _nearly_ as many addresses as a full
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64 bit word would provide.
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So we /could/ get away with using one of those bytes for our
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administrative tasks. Since the smallest remit we have is one byte,
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we'll stick to that (but maybe we could go for two bytes - need to
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investigate further).
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This byte should be the MSB, but using that for tagging will require
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more work than the lowest byte (to look at it we'll need to push that
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byte all the way down). So we'll be going for a low byte strategy by
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shifting the pointer up by one byte. This leaves us with the lowest
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byte to play with as we choose.
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