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* doc/ref/vm.texi: Minor fixes. * libguile/vm-i-loader.c: Remove the unused `late-bind' instruction.
814 lines
26 KiB
Text
814 lines
26 KiB
Text
@c -*-texinfo-*-
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@c This is part of the GNU Guile Reference Manual.
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@c Copyright (C) 2008
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@c Free Software Foundation, Inc.
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@c See the file guile.texi for copying conditions.
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@node A Virtual Machine for Guile
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@section A Virtual Machine for Guile
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Guile has both an interpreter and a compiler. To a user, the
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difference is largely transparent -- interpreted and compiled
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procedures can call each other as they please.
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The difference is that the compiler creates and interprets bytecode
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for a custom virtual machine, instead of interpreting the
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S-expressions directly. Running compiled code is faster than running
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interpreted code.
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The virtual machine that does the bytecode interpretation is a part of
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Guile itself. This section describes the nature of Guile's virtual
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machine.
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@menu
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* Why a VM?::
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* VM Concepts::
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* Stack Layout::
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* Variables and the VM::
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* Compiled Procedures::
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* Instruction Set::
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@end menu
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@node Why a VM?
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@subsection Why a VM?
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For a long time, Guile only had an interpreter, called the evaluator.
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Guile's evaluator operates directly on the S-expression representation
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of Scheme source code.
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But while the evaluator is highly optimized and hand-tuned, and
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contains some extensive speed trickery (REFFIXME memoization), it
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still performs many needless computations during the course of
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evaluating an expression. For example, application of a function to
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arguments needlessly conses up the arguments in a list. Evaluation of
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an expression always has to figure out what the car of the expression
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is -- a procedure, a memoized form, or something else. All values have
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to be allocated on the heap. Et cetera.
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The solution to this problem is to compile the higher-level language,
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Scheme, into a lower-level language for which all of the checks and
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dispatching have already been done -- the code is instead stripped to
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the bare minimum needed to ``do the job''.
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The question becomes then, what low-level language to choose? There
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are many options. We could compile to native code directly, but that
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poses portability problems for Guile, as it is a highly cross-platform
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project.
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So we want the performance gains that compilation provides, but we
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also want to maintain the portability benefits of a single code path.
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The obvious solution is to compile to a virtual machine that is
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present on all Guile installations.
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The easiest (and most fun) way to depend on a virtual machine is to
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implement the virtual machine within Guile itself. This way the
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virtual machine provides what Scheme needs (tail calls, multiple
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values, call/cc) and can provide optimized inline instructions for
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Guile (cons, struct-ref, etc.).
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So this is what Guile does. The rest of this section describes that VM
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that Guile implements, and the compiled procedures that run on it.
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Note that this decision to implement a bytecode compiler does not
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preclude native compilation. We can compile from bytecode to native
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code at runtime, or even do ahead of time compilation. More
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possibilities are discussed in REFFIXME.
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@node VM Concepts
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@subsection VM Concepts
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A virtual machine (VM) is a Scheme object. Users may create virtual
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machines using the standard procedures described later in this manual,
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but that is usually unnecessary, as Guile ensures that there is one
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virtual machine per thread. When a VM-compiled procedure is run, Guile
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looks up the virtual machine for the current thread and executes the
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procedure using that VM.
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Guile's virtual machine is a stack machine -- that is, it has few
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registers, and the instructions defined in the VM operate by pushing
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and popping values from a stack.
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Stack memory is exclusive to the virtual machine that owns it. In
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addition to their stacks, virtual machines also have access to the
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global memory (modules, global bindings, etc) that is shared among
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other parts of Guile, including other VMs.
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A VM has generic instructions, such as those to reference local
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variables, and instructions designed to support Guile's languages --
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mathematical instructions that support the entire numerical tower, an
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inlined implementation of @code{cons}, etc.
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The registers that a VM has are as follows:
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@itemize
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@item ip - Instruction pointer
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@item sp - Stack pointer
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@item fp - Frame pointer
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@end itemize
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In other architectures, the instruction pointer is sometimes called
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the ``program counter'' (pc). This set of registers is pretty typical
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for stack machines; their exact meanings in the context of Guile's VM
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is described below REFFIXME.
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A virtual machine executes by loading a compiled procedure, and
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executing the object code associated with that procedure. Of course,
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that procedure may call other procedures, tail-call others, ad
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infinitum -- indeed, within a guile whose modules have all been
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compiled to object code, one might never leave the virtual machine.
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@c wingo: I wish the following were true, but currently we just use
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@c the one engine. This kind of thing is possible tho.
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@c A VM may have one of three engines: reckless, regular, or debugging.
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@c Reckless engine is fastest but dangerous. Regular engine is normally
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@c fail-safe and reasonably fast. Debugging engine is safest and
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@c functional but very slow.
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@node Stack Layout
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@subsection Stack Layout
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While not strictly necessary to understand how to work with the VM, it
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is instructive and sometimes entertaining to consider the struture of
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the VM stack.
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Logically speaking, a VM stack is composed of ``frames''. Each frame
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corresponds to the application of one compiled procedure, and contains
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storage space for arguments, local variables, intermediate values, and
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some bookkeeping information (such as what to do after the frame
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computes its value).
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While the compiler is free to do whatever it wants to, as long as the
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semantics of a computation are preserved, in practice every time you
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call a function, a new frame is created. (The notable exception of
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course is the tail call case, @pxref{Tail Calls}.)
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Within a frame, you have the data associated with the function
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application itself, which is of a fixed size, and the stack space for
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intermediate values. Sometimes only the former is referred to as the
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``frame'', and the latter is the ``stack'', although all pending
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application frames can have some intermediate computations interleaved
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on the stack.
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The structure of the fixed part of an application frame is as follows:
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@example
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Stack
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| | <- fp + bp->nargs + bp->nlocs + 5
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+------------------+ = SCM_FRAME_UPPER_ADDRESS (fp)
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| Return address |
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| MV return address|
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| Dynamic link |
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| Heap link |
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| External link | <- fp + bp->nargs + bp->nlocs
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| Local variable 1 | = SCM_FRAME_DATA_ADDRESS (fp)
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| Local variable 0 | <- fp + bp->nargs
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| Argument 1 |
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| Argument 0 | <- fp
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| Program | <- fp - 1
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+------------------+ = SCM_FRAME_LOWER_ADDRESS (fp)
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| |
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@end example
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In the above drawing, the stack grows upward. The intermediate values
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stored in the application of this frame are stored above
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@code{SCM_FRAME_UPPER_ADDRESS (fp)}. @code{bp} refers to the
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@code{struct scm_program*} data associated with the program at
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@code{fp - 1}. @code{nargs} and @code{nlocs} are properties of the
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compiled procedure, which will be discussed later.
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The individual fields of the frame are as follows:
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@table @asis
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@item Return address
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The @code{ip} that was in effect before this program was applied. When
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we return from this activation frame, we will jump back to this
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@code{ip}.
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@item MV return address
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The @code{ip} to return to if this application returns multiple
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values. For continuations that only accept one value, this value will
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be @code{NULL}; for others, it will be an @code{ip} that points to a
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multiple-value return address in the calling code. That code will
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expect the top value on the stack to be an integer -- the number of
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values being returned -- and that below that integer there are the
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values being returned.
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@item Dynamic link
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This is the @code{fp} in effect before this program was applied. In
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effect, this and the return address are the registers that are always
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``saved''.
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@item Heap link
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This field is unused and needs to be removed ASAP.
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@item External link
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This field is a reference to the list of heap-allocated variables
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associated with this frame. A discussion of heap versus stack
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allocation can be found in REFFIXME.
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@item Local variable @var{n}
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Lambda-local variables that are allocated on the stack are all
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allocated as part of the frame. This makes access to non-captured,
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non-mutated variables very cheap.
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@item Argument @var{n}
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The calling convention of the VM requires arguments of a function
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application to be pushed on the stack, and here they are. Normally
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references to arguments dispatch to these locations on the stack.
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However if an argument has to be stored on the heap, it will be copied
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from its initial value here onto a location in the heap, and
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thereafter only referenced on the heap.
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@item Program
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This is the program being applied. Programs are discussed in REFFIXME!
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@end table
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@node Variables and the VM
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@subsection Variables and the VM
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Let's think about the following Scheme code as an example:
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@example
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(define (foo a)
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(lambda (b) (list foo a b)))
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@end example
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Within the lambda expression, "foo" is a top-level variable, "a" is a
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lexically captured variable, and "b" is a local variable.
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That is to say: @code{b} may safely be allocated on the stack, as
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there is no enclosed procedure that references it, nor is it ever
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mutated.
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@code{a}, on the other hand, is referenced by an enclosed procedure,
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that of the lambda. Thus it must be allocated on the heap, as it may
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(and will) outlive the dynamic extent of the invocation of @code{foo}.
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@code{foo} is a toplevel variable, as mandated by Scheme's semantics:
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@example
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(define proc (foo 'bar)) ; assuming prev. definition of @code{foo}
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(define foo 42) ; redefinition
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(proc 'baz)
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@result{} (42 bar baz)
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@end example
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Note that variables that are mutated (via @code{set!}) must be
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allocated on the heap, even if they are local variables. This is
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because any called subprocedure might capture the continuation, which
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would need to capture locations instead of values. Thus perhaps
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counterintuitively, what would seem ``closer to the metal'', viz
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@code{set!}, actually forces heap allocation instead of stack
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allocation.
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@node Compiled Procedures
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@subsection Compiled Procedures
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By default, when you enter in expressions at Guile's REPL, they are
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first compiled to VM object code, then that VM object code is executed
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to produce a value. If the expression evaluates to a procedure, the
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result of this process is a compiled procedure.
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A compiled procedure is a compound object, consisting of its bytecode,
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a reference to any captured lexical variables, an object array, and
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some metadata such as the procedure's arity, name, and documentation.
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You can pick apart these pieces with the accessors in @code{(system vm
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program)}. REFFIXME, for a full API reference.
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@c @example
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@c (use-modules (system vm program))
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@c @end example
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@c @deffn {Scheme Procedure} program-bytecode program
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@c @deffnx {C Function} scm_program_bytecode (program)
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@c Returns the object code associated with this program.
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@c @end deffn
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@c @deffn {Scheme Procedure} program-arity program
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@c @deffnx {C Function} scm_program_arity (program)
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@c Returns a representation of the ``arity'' of a program.
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@c @end deffn
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@c @deffn {Scheme Procedure} arity:nargs arity
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@c @deffnx {Scheme Procedure} arity:nrest arity
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@c @deffnx {Scheme Procedure} arity:nlocs arity
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@c @deffnx {Scheme Procedure} arity:nexts arity
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@c Accessors for arity objects, as returned by @code{program-arity}.
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@c @code{nargs} is the number of arguments to the procedure, and
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@c @code{nrest} will be non-zero if the last argument is a rest argument.
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@c The other two accessors determine the number of local and external
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@c (heap-allocated) variables that this procedure will need to have
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@c allocated.
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@c @end deffn
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We can see how these concepts tie together by disassembling the
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@code{foo} function to see what is going on:
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@smallexample
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scheme@@(guile-user)> (define (foo a) (lambda (b) (list foo a b)))
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scheme@@(guile-user)> ,x foo
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Disassembly of #<program foo (a)>:
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Bytecode:
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0 (local-ref 0) ;; `a' (arg)
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2 (external-set 0) ;; `a' (arg)
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4 (object-ref 0) ;; #<program #(0 28 #f) (b)>
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6 (make-closure) at (unknown file):0:16
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7 (return)
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----------------------------------------
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Disassembly of #<program #(0 28 #f) (b)>:
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Bytecode:
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0 (toplevel-ref 0) ;; `list'
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2 (toplevel-ref 1) ;; `foo'
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4 (external-ref 0) ;; (closure variable)
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6 (local-ref 0) ;; `b' (arg)
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8 (goto/args 3) at (unknown file):0:28
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@end smallexample
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At @code{ip} 0 and 2, we do the copy from argument to heap for
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@code{a}. @code{Ip} 4 loads up the compiled lambda, and then at
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@code{ip} 6 we make a closure -- binding code (from the compiled
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lambda) with data (the heap-allocated variables). Finally we return
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the closure.
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The second stanza disassembles the compiled lambda. Toplevel variables
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are resolved relative to the module that was current when the
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procedure was created. This lookup occurs lazily, at the first time
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the variable is actually referenced, and the location of the lookup is
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cached so that future references are very cheap. REFFIXME xref
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toplevel-ref, for more details.
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Then we see a reference to an external variable, corresponding to
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@code{a}. The disassembler doesn't have enough information to give a
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name to that variable, so it just marks it as being a ``closure
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variable''. Finally we see the reference to @code{b}, then a tail call
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(@code{goto/args}) with three arguments.
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@node Instruction Set
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@subsection Instruction Set
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CISC, etc. Link to when to add instructions.
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@menu
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* Environment Control Instructions::
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* Branch Instructions::
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* Subprogram Control Instructions::
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* Data Control Instructions::
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* Miscellaneous Instructions::
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* Inlined Scheme Instructions::
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* Inlined Mathematical Instructions::
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@end menu
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@node Environment Control Instructions
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@subsubsection Environment Control Instructions
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@deffn Instruction link-now
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Pop a symbol from the stack, and look it and push the corresponding
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variable object onto the stack. If the symbol is not bound yet, an
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error will be signalled.
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@end deffn
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@deffn Instruction variable-ref
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Dereference the variable object which is on top of the stack and
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replace it by the value of the variable it represents.
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@end deffn
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@deffn Instruction variable-set
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Set the value of the variable on top of the stack (at @code{sp[0]}) to
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the object located immediately before (at @code{sp[-1]}).
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@end deffn
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@deffn Instruction local-ref offset
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Push onto the stack the value of the local variable located at
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@var{offset} within the current stack frame.
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@end deffn
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@deffn Instruction local-set offset
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Pop the Scheme object located on top of the stack and make it the new
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value of the local variable located at @var{offset} within the current
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stack frame.
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@end deffn
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@deffn Instruction external-ref offset
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Push the value of the closure variable located at position
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@var{offset} within the program's list of external variables.
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@end deffn
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@deffn Instruction external-set offset
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Pop the Scheme object located on top of the stack and make it the new
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value of the closure variable located at @var{offset} within the
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program's list of external variables.
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@end deffn
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@deffn Instruction externals
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something here...
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@end deffn
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@deffn Instruction toplevel-ref offset
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Foo...
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@end deffn
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@deffn Instruction toplevel-ref offset
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Bar...
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@end deffn
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@deffn Instruction make-closure
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Pop the program object from the stack and assign it the current
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closure variable list as its closure. Push the result program
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object.
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@end deffn
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@node Branch Instructions
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@subsubsection Branch Instructions
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All the conditional branch instructions described below work in the
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same way:
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@itemize
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@item They take the Scheme object located on the stack and use it as
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the branch condition;
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@item If the condition is false, then program execution continues with
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the next instruction;
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@item If the condition is true, then the instruction pointer is
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increased by the offset passed as an argument to the branch
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instruction;
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@item Finally, when the instruction finished, the condition object is
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removed from the stack.
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@end itemize
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Note that the offset passed to the instruction is encoded on two 8-bit
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integers which are then combined by the VM as one 16-bit integer.
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@deffn Instruction br offset
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Jump to @var{offset}.
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@end deffn
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@deffn Instruction br-if offset
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Jump to @var{offset} if the condition on the stack is not false.
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@end deffn
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@deffn Instruction br-if-not offset
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Jump to @var{offset} if the condition on the stack is false.
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@end deffn
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@deffn Instruction br-if-eq offset
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Jump to @var{offset} if the two objects located on the stack are
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equal in the sense of @var{eq?}. Note that, for this instruction, the
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stack pointer is decremented by two Scheme objects instead of only
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one.
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@end deffn
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@deffn Instruction br-if-not-eq offset
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Same as @var{br-if-eq} for non-@code{eq?} objects.
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@end deffn
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@deffn Instruction br-if-null offset
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Jump to @var{offset} if the object on the stack is @code{'()}.
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@end deffn
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@deffn Instruction br-if-not-null offset
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Jump to @var{offset} if the object on the stack is not @code{'()}.
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@end deffn
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@node Subprogram Control Instructions
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@subsubsection Subprogram Control Instructions
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Programs (read: ``compiled procedure'') may refer to external
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bindings, like variables or functions defined outside the program
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itself, in the environment in which it will evaluate at run-time. In
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a sense, a program's environment and its bindings are an implicit
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parameter of every program.
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@cindex object table
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In order to handle such bindings, each program has an @dfn{object
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table} associated to it. This table (actually a Scheme vector)
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contains all constant objects referenced by the program. The object
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table of a program is initialized right before a program is loaded
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with @code{load-program}.
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Variable objects are one such type of constant object: when a global
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binding is defined, a variable object is associated to it and that
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object will remain constant over time, even if the value bound to it
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changes. Therefore, toplevel bindings only need to be looked up once.
|
|
ThereafterReferences to the corresponding toplevel variables from within the
|
|
program are then performed via the @code{object-ref} instruction and
|
|
are almost as fast as local variable references.
|
|
|
|
Let us consider the following program (procedure) which references
|
|
external bindings @code{frob} and @code{%magic}:
|
|
|
|
@example
|
|
(lambda (x)
|
|
(frob x %magic))
|
|
@end example
|
|
|
|
This yields the following assembly code:
|
|
|
|
@example
|
|
(make-int8 64) ;; number of args, vars, etc. (see below)
|
|
(link "frob")
|
|
(link "%magic")
|
|
(vector 2) ;; object table (external bindings)
|
|
...
|
|
(load-program #u8(20 0 23 21 0 20 1 23 36 2))
|
|
(return)
|
|
@end example
|
|
|
|
All the instructions occurring before @var{load-program} (some were
|
|
omitted for simplicity) form a @dfn{prologue} which, among other
|
|
things, pushed an object table (a vector) that contains the variable
|
|
objects for the variables bound to @var{frob} and @var{%magic}. This
|
|
vector and other data pushed onto the stack are then popped by the
|
|
@var{load-program} instruction.
|
|
|
|
Besides, the @var{load-program} instruction takes one explicit
|
|
argument which is the bytecode of the program itself. Disassembled,
|
|
this bytecode looks like:
|
|
|
|
@example
|
|
(object-ref 0) ;; push the variable object of `frob'
|
|
(variable-ref) ;; dereference it
|
|
(local-ref 0) ;; push the value of `x'
|
|
(object-ref 1) ;; push the variable object of `%magic'
|
|
(variable-ref) ;; dereference it
|
|
(tail-call 2) ;; call `frob' with two parameters
|
|
@end example
|
|
|
|
This clearly shows that there is little difference between references
|
|
to local variables and references to externally bound variables since
|
|
lookup of externally bound variables if performed only once before the
|
|
program is run.
|
|
|
|
@deffn Instruction load-integer length
|
|
embeds 32-bit int in instruction stream
|
|
@end deffn
|
|
@deffn Instruction load-number length
|
|
embeds arbitrary number in instruction stream (as string)
|
|
@end deffn
|
|
@deffn Instruction load-string length
|
|
embeds string in instruction stream
|
|
@end deffn
|
|
@deffn Instruction load-symbol length
|
|
embeds symbol in instruction stream
|
|
@end deffn
|
|
@deffn Instruction load-keyword length
|
|
embeds keyword in instruction stream
|
|
@end deffn
|
|
|
|
@deffn Instruction link-now
|
|
FIXME: should not be in the loaders
|
|
Pops a symbol, pushes a variable.
|
|
@end deffn
|
|
|
|
@deffn Instruction define
|
|
Pulls a symbol from the instruction stream, pushes the variable.
|
|
@end deffn
|
|
|
|
FIXME: remove late-bind instruction
|
|
|
|
@deffn Instruction load-program bytecode
|
|
Load the program whose bytecode is @var{bytecode} (a u8vector), pop
|
|
its meta-information from the stack, and push a corresponding program
|
|
object onto the stack. The program's meta-information may consist of
|
|
(in the order in which it should be pushed onto the stack):
|
|
|
|
@itemize
|
|
@item optionally, a pair representing meta-data (see the
|
|
@var{program-meta} procedure); [FIXME: explain their meaning]
|
|
@item optionally, a vector which is the program's object table (a
|
|
program that does not reference external bindings does not need an
|
|
object table);
|
|
@item either one immediate integer or four immediate integers
|
|
representing respectively the number of arguments taken by the
|
|
function (@var{nargs}), the number of @dfn{rest arguments}
|
|
(@var{nrest}, 0 or 1), the number of local variables (@var{nlocs}) and
|
|
the number of external variables (@var{nexts}) (@pxref{Environment
|
|
Control Instructions}).
|
|
@end itemize
|
|
|
|
@end deffn
|
|
|
|
@deffn Instruction object-ref n
|
|
Push @var{n}th value from the current program's object vector.
|
|
@end deffn
|
|
|
|
@deffn Instruction return
|
|
Free the program's frame.
|
|
@end deffn
|
|
|
|
@deffn Instruction call nargs
|
|
Call the procedure, continuation or program located at
|
|
@code{sp[-nargs]} with the @var{nargs} arguments located from
|
|
@code{sp[0]} to @code{sp[-nargs + 1]}. The
|
|
procedure/continuation/program and its arguments are dropped from the
|
|
stack and the result is pushed. When calling a program, the
|
|
@code{call} instruction reserves room for its local variables on the
|
|
stack, and initializes its list of closure variables and its vector of
|
|
externally bound variables.
|
|
@end deffn
|
|
|
|
@deffn Instruction goto/args nargs
|
|
Same as @code{call} except that, for tail-recursive calls to a
|
|
program, the current stack frame is re-used, as required by RnRS.
|
|
This instruction is otherwise similar to @code{call}.
|
|
@end deffn
|
|
|
|
@deffn Instruction call/nargs
|
|
@end deffn
|
|
@deffn Instruction goto/nargs
|
|
@end deffn
|
|
@deffn Instruction apply
|
|
@end deffn
|
|
@deffn Instruction goto/apply
|
|
@end deffn
|
|
|
|
@deffn Instruction call/cc
|
|
@end deffn
|
|
@deffn Instruction goto/cc
|
|
@end deffn
|
|
|
|
@deffn Instruction mv-call
|
|
@end deffn
|
|
@deffn Instruction return/values
|
|
@end deffn
|
|
@deffn Instruction return/values*
|
|
@end deffn
|
|
@deffn Instruction return/values*
|
|
@end deffn
|
|
@deffn Instruction truncate-values
|
|
@end deffn
|
|
|
|
|
|
@node Data Control Instructions
|
|
@subsubsection Data Control Instructions
|
|
|
|
@deffn Instruction make-int8 value
|
|
Push @var{value}, an 8-bit integer, onto the stack.
|
|
@end deffn
|
|
|
|
@deffn Instruction make-int8:0
|
|
Push the immediate value @code{0} onto the stack.
|
|
@end deffn
|
|
|
|
@deffn Instruction make-int8:1
|
|
Push the immediate value @code{1} onto the stack.
|
|
@end deffn
|
|
|
|
@deffn Instruction make-int16 value
|
|
Push @var{value}, a 16-bit integer, onto the stack.
|
|
@end deffn
|
|
|
|
@deffn Instruction make-false
|
|
Push @code{#f} onto the stack.
|
|
@end deffn
|
|
|
|
@deffn Instruction make-true
|
|
Push @code{#t} onto the stack.
|
|
@end deffn
|
|
|
|
@deffn Instruction make-eol
|
|
Push @code{'()} onto the stack.
|
|
@end deffn
|
|
|
|
@deffn Instruction make-char8 value
|
|
Push @var{value}, an 8-bit character, onto the stack.
|
|
@end deffn
|
|
|
|
@deffn Instruction list n
|
|
Pops off the top @var{n} values off of the stack, consing them up into
|
|
a list, then pushes that list on the stack. What was the topmost value
|
|
will be the last element in the list.
|
|
@end deffn
|
|
|
|
@deffn Instruction vector n
|
|
Create and fill a vector with the top @var{n} values from the stack,
|
|
popping off those values and pushing on the resulting vector.
|
|
@end deffn
|
|
|
|
@deffn Instruction mark
|
|
Pushes a special value onto the stack that other stack instructions
|
|
like @code{list-mark} can use.
|
|
@end deffn
|
|
|
|
@deffn Instruction list-mark
|
|
Create a list from values from the stack, as in @code{list}, but
|
|
instead of knowing beforehand how many there will be, keep going until
|
|
we see a @code{mark} value.
|
|
@end deffn
|
|
|
|
@deffn Instruction cons-mark
|
|
As @code{cons*} is to @code{list}, so @code{cons-mark} is to
|
|
@code{list-mark}.
|
|
@end deffn
|
|
|
|
@deffn Instruction vector-mark
|
|
Like @code{list-mark}, but makes a vector instead of a list.
|
|
@end deffn
|
|
|
|
@deffn Instruction list-break
|
|
The opposite of @code{list}: pops a value, which should be a list, and
|
|
pushes its elements on the stack.
|
|
@end deffn
|
|
|
|
@node Miscellaneous Instructions
|
|
@subsubsection Miscellaneous Instructions
|
|
|
|
@deffn Instruction nop
|
|
Does nothing!
|
|
@end deffn
|
|
|
|
@deffn Instruction halt
|
|
Exits the VM, returning a SCM value. Say more about this.
|
|
@end deffn
|
|
|
|
@deffn Instruction break
|
|
Does nothing, but invokes the break hook.
|
|
@end deffn
|
|
|
|
@deffn Instruction drop
|
|
Pops off the top value from the stack, throwing it away.
|
|
@end deffn
|
|
|
|
@deffn Instruction dup
|
|
Re-pushes the top value onto the stack.
|
|
@end deffn
|
|
|
|
@deffn Instruction void
|
|
Pushes ``the unspecified value'' onto the stack.
|
|
@end deffn
|
|
|
|
@node Inlined Scheme Instructions
|
|
@subsubsection Inlined Scheme Instructions
|
|
|
|
@deffn Instruction not x
|
|
@end deffn
|
|
@deffn Instruction not-not x
|
|
@end deffn
|
|
@deffn Instruction eq? x y
|
|
@end deffn
|
|
@deffn Instruction not-eq? x y
|
|
@end deffn
|
|
@deffn Instruction null?
|
|
@end deffn
|
|
@deffn Instruction not-null?
|
|
@end deffn
|
|
@deffn Instruction eqv? x y
|
|
@end deffn
|
|
@deffn Instruction equal? x y
|
|
@end deffn
|
|
@deffn Instruction pair? x y
|
|
@end deffn
|
|
@deffn Instruction list? x y
|
|
@end deffn
|
|
@deffn Instruction set-car! pair x
|
|
@end deffn
|
|
@deffn Instruction set-cdr! pair x
|
|
@end deffn
|
|
@deffn Instruction slot-ref struct n
|
|
@end deffn
|
|
@deffn Instruction slot-set struct n x
|
|
@end deffn
|
|
@deffn Instruction cons
|
|
@end deffn
|
|
@deffn Instruction car
|
|
@end deffn
|
|
@deffn Instruction cdr
|
|
@end deffn
|
|
|
|
@node Inlined Mathematical Instructions
|
|
@subsubsection Inlined Mathematical Instructions
|
|
|
|
@deffn Instruction add
|
|
@end deffn
|
|
@deffn Instruction sub
|
|
@end deffn
|
|
@deffn Instruction mul
|
|
@end deffn
|
|
@deffn Instruction div
|
|
@end deffn
|
|
@deffn Instruction quo
|
|
@end deffn
|
|
@deffn Instruction rem
|
|
@end deffn
|
|
@deffn Instruction mod
|
|
@end deffn
|
|
@deffn Instruction ee?
|
|
@end deffn
|
|
@deffn Instruction lt?
|
|
@end deffn
|
|
@deffn Instruction gt?
|
|
@end deffn
|
|
@deffn Instruction le?
|
|
@end deffn
|
|
@deffn Instruction ge?
|
|
@end deffn
|