In the actual implementation (outside of tests), this is always looking up
before adding the symbol. This will simplify the API, while still retaining
errors, since the identifier will fail the state transition if the
identifier did not exist before attempting to set a fragment. So while this
is slower in microbenchmarks, this has no effect on real-world performance.
Further, I'm refactoring toward a streaming ASG aggregation, which is a lot
easier if we do not need to perform lookups in a separate step from the
ASG's primitives.
DEV-11864
These traits are no longer necessary now that I'm using concrete types; they
just add unnecessary noise and confusion as I attempt to further refactor.
Don't abstract prematurely.
DEV-11864
This removes the generic on the Asg (which was formerly BaseAsg),
hard-coding `IdentObject`, which will further evolve. This makes the IR an
actual concrete IR rather than an abstract data structure.
These tests bring me back a bit, since they were written as I was still
becoming familiar with Rust.
DEV-11864
This is the beginning of an incremental refactoring to remove generics, to
simplify the ASG. When I initially wrote the linker, I wasn't sure what
direction I was going in, but I was also negatively influenced by more
traditional approaches to both design and unit testing.
If we're going to call the ASG an IR, then it needs to be one---if the core
of the IR is generic, then it's more like an abstract data structure than
anything. We can abstract around the IR to slice it up into components that
are a little easier to reason about and understand how responsibilities are
segregated.
DEV-11864
RSG (Ryan Specialty Group) recently announced a rename to Ryan Specialty (no
"Group"), but I'm not sure if the legal name has been changed yet or not, so
I'll wait on that.
See the previous commit. There is no sense in some common "IR" namespace,
since those IRs should live close to whatever system whose data they
represent.
In the case of these, they are general IRs that can apply to many different
parts of the system. If that proves to be a false statement, they'll be
moved.
DEV-10863
In particular, `name` needn't return an `Option`. `fragment` also returns a
copy, since it's just a `SymbolId`. (It really ought to be a newtype rather
than an alias, but we'll worry about that some other time.)
These changes allow us to remove some runtime panics.
DEV-10859
This has always been a lowering operation, but it was not phrased in terms
of it, which made the process a bit more confusing to understand.
The implementation hasn't changed, but this is an incremental refactoring
and so exposes BaseAsg and its `graph` field temporarily.
DEV-10859
This had the writing on the wall all the same as the `'i` interner lifetime
that came before it. It was too much of a maintenance burden trying to
accommodate both 16-bit and 32-bit symbols generically.
There is a situation where we do still want 16-bit symbols---the
`Span`. Therefore, I have left generic support for symbol sizes, as well as
the different global interners, but `SymbolId` now defaults to 32-bit, as
does `Asg`. Further, the size parameter has been removed from the rest of
the code, with the exception of `Span`.
This cleans things up quite a bit, and is much nicer to work with. If we
want 16-bit symbols in the future for packing to increase CPU cache
performance, we can handle that situation then in that specific case; it's a
premature optimization that's not at all worth the effort here.
This is a major change, and I apologize for it all being in one commit. I
had wanted to break it up, but doing so would have required a significant
amount of temporary work that was not worth doing while I'm the only one
working on this project at the moment.
This accomplishes a number of important things, now that I'm preparing to
write the first compiler frontend for TAMER:
1. `Symbol` has been removed; `SymbolId` is used in its place.
2. Consequently, symbols use 16 or 32 bits, rather than a 64-bit pointer.
3. Using symbols no longer requires dereferencing.
4. **Lifetimes no longer pollute the entire system! (`'i`)**
5. Two global interners are offered to produce `SymbolStr` with `'static`
lifetimes, simplfiying lifetime management and borrowing where strings
are still needed.
6. A nice API is provided for interning and lookups (e.g. "foo".intern())
which makes this look like a core feature of Rust.
Unfortunately, making this change required modifications to...virtually
everything. And that serves to emphasize why this change was needed:
_everything_ used symbols, and so there's no use in not providing globals.
I implemented this in a way that still provides for loose coupling through
Rust's trait system. Indeed, Rustc offers a global interner, and I decided
not to go that route initially because it wasn't clear to me that such a
thing was desirable. It didn't become apparent to me, in fact, until the
recent commit where I introduced `SymbolIndexSize` and saw how many things
had to be touched; the linker evolved so rapidly as I was trying to learn
Rust that I lost track of how bad it got.
Further, this shows how the design of the internment system was a bit
naive---I assumed certain requirements that never panned out. In
particular, everything using symbols stored `&'i Symbol<'i>`---that is, a
reference (usize) to an object containing an index (32-bit) and a string
slice (128-bit). So it was a reference to a pretty large value, which was
allocated in the arena alongside the interned string itself.
But, that was assuming that something would need both the symbol index _and_
a readily available string. That's not the case. In fact, it's pretty
clear that interning happens at the beginning of execution, that `SymbolId`
is all that's needed during processing (unless an error occurs; more on that
below); and it's not until _the very end_ that we need to retrieve interned
strings from the pool to write either to a file or to display to the
user. It was horribly wasteful!
So `SymbolId` solves the lifetime issue in itself for most systems, but it
still requires that an interner be available for anything that needs to
create or resolve symbols, which, as it turns out, is still a lot of
things. Therefore, I decided to implement them as thread-local static
variables, which is very similar to what Rustc does itself (Rustc's are
scoped). TAMER does not use threads, so the resulting `'static` lifetime
should be just fine for now. Eventually I'd like to implement `!Send` and
`!Sync`, though, to prevent references from escaping the thread (as noted in
the patch); I can't do that yet, since the feature has not yet been
stabalized.
In the end, this leaves us with a system that's much easier to use and
maintain; hopefully easier for newcomers to get into without having to deal
with so many complex lifetimes; and a nice API that makes it a pleasure to
work with symbols.
Admittedly, the `SymbolIndexSize` adds some complexity, and we'll see if I
end up regretting that down the line, but it exists for an important reason:
the `Span` and other structures that'll be introduced need to pack a lot of
data into 64 bits so they can be freely copied around to keep lifetimes
simple without wreaking havoc in other ways, but a 32-bit symbol size needed
by the linker is too large for that. (Actually, the linker doesn't yet need
32 bits for our systems, but it's going to in the somewhat near future
unless we optimize away a bunch of symbols...but I'd really rather not have
the linker hit a limit that requires a lot of code changes to resolve).
Rustc uses interned spans when they exceed 8 bytes, but I'd prefer to avoid
that for now. Most systems can just use on of the `PkgSymbolId` or
`ProgSymbolId` type aliases and not have to worry about it. Systems that
are actually shared between the compiler and the linker do, though, but it's
not like we don't already have a bunch of trait bounds.
Of course, as we implement link-time optimizations (LTO) in the future, it's
possible most things will need the size and I'll grow frustrated with that
and possibly revisit this. We shall see.
Anyway, this was exhausting...and...onward to the first frontend!
This is an awkward system that I'd like to remove at some point. It adds
complexity. For the meantime, overrides have been arbitrarily restricted to
a single override (no override-override). But it's needed being until we
rework maps and can handle the illusion of overrides using the template
system.