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---
title: "The G-machine In Detail, or How Lazy Evaluation Works"
date: January 31, 2020
maths: true
---
\long\def\ignore#1{}
\ignore{
\begin{code}
{-# LANGUAGE RecordWildCards, NamedFieldPuns, CPP #-}
#if !defined(Section)
#error "You haven't specified a section to load! Re-run with -DSection=1 or -DSection=2"
#endif
#if defined(Section) && (Section != 1 && Section != 2)
#error Section "isn't a valid section to load! Re-run with -DSection=1 or -DSection=2"
#endif
\end{code}
}
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<noscript>
This post has several interactive components that won't work without
JavaScript. These will be clearly indicated. Regardless, I hope that you
can still appreciate the prose and code.
</noscript>
With Haskell now more popular than ever, a great deal of programmers
deal with lazy evaluation in their daily lives. They're aware of the
pitfalls of lazy I/O, know not to use `foldl`, and are masters at
introducing bang patterns in the right place. But very few programmers
know the magic behind lazy evaluation—graph reduction.
This post is an abridged adaptation of Simon Peyton Jones' and David R.
Lester's book, _"Implementing Functional Languages: a tutorial."_,
itself a refinement of SPJ's previous work, 1987's _"The Implementation
of Functional Programming Languages"_. The newer book doesn't cover as
much material as the previous: it focuses mostly on the evaluation of
functional programs, and indeed that is our focus today as well. For
this, it details three abstract machines: The G-machine, the Three
Instruction Machine (affectionately called Tim), and a parallel
G-machine.
In this post we'll take a look first at a stack-based machine for
reducing arithmetic expressions. Armed with the knowledge of how typical
stack machines work, we'll take a look at the G-machine, and how graph
reduction works (and where the name comes from in the first place!)
This post is written as [a Literate Haskell source file], with Cpp
conditionals to enable/disable each section. To compile a specific
section, use GHC like this:
```bash
ghc -XCPP -DSection=1 2020-01-09.lhs
```
-----
\ignore{
\begin{code}
{-# LANGUAGE CPP #-}
#if Section == 1
\end{code}
}
\begin{code}
module StackArith where
\end{code}
Section 1: Evaluating Arithmetic with a Stack
=============================================
Stack machines are the base for all of the computation models we're
going to explore today. To get a better feel of how they work, the first
model of computation we're going to describe is stack-based arithmetic,
better known as reverse polish notation. This machine also forms the
basis of the programming language FORTH. First, let us define a data
type for arithmetic expressions, including the four basic operators
(addition, multiplication, subtraction and division.)
\begin{code}
data AExpr
= Lit Int
| Add AExpr AExpr
| Sub AExpr AExpr
| Mul AExpr AExpr
| Div AExpr AExpr
deriving (Eq, Show, Ord)
\end{code}
This language has an 'obvious' denotation, which can be realised using
an interpreter function, such as `aInterpret` below.
\begin{code}
aInterpret :: AExpr -> Int
aInterpret (Lit n) = n
aInterpret (Add e1 e2) = aInterpret e1 + aInterpret e2
aInterpret (Sub e1 e2) = aInterpret e1 - aInterpret e2
aInterpret (Mul e1 e2) = aInterpret e1 * aInterpret e2
aInterpret (Div e1 e2) = aInterpret e1 `div` aInterpret e2
\end{code}
Alternatively, we can implement the language through its _operational_
behaviour, by compiling it to a series of instructions that, when
executed in an appropriate machine, leave it in a _final state_ from
which we can extract the expression's result.
Our abstract machine for aritmethic will be a _stack_ based machine with
only a handful of instructions. The type of instructions is
`AInstr`{.haskell}.
\begin{code}
data AInstr
= Push Int
| IAdd | IMul | ISub | IDiv
deriving (Eq, Show, Ord)
\end{code}
The state of the machine is simply a pair, containing an instruction
stream and a stack of values. By our compilation scheme, the machine is
never in a state where more values are required on the stack than there
are values present; This would not be the case if we let programmers
directly write instruction streams.
We can compile a program into a sequence of instructions recursively.
\begin{code}
aCompile :: AExpr -> [AInstr]
aCompile (Lit i) = [Push i]
aCompile (Add e1 e2) = aCompile e1 ++ aCompile e2 ++ [IAdd]
aCompile (Mul e1 e2) = aCompile e1 ++ aCompile e2 ++ [IMul]
aCompile (Sub e1 e2) = aCompile e1 ++ aCompile e2 ++ [ISub]
aCompile (Div e1 e2) = aCompile e1 ++ aCompile e2 ++ [IDiv]
\end{code}
And we can write a function to represent the state transition rules of
the machine.
\begin{code}
aEval :: ([AInstr], [Int]) -> ([AInstr], [Int])
aEval (Push i:xs, st) = (xs, i:st)
aEval (IAdd:xs, x:y:st) = (xs, (x + y):st)
aEval (IMul:xs, x:y:st) = (xs, (x * y):st)
aEval (ISub:xs, x:y:st) = (xs, (x - y):st)
aEval (IDiv:xs, x:y:st) = (xs, (x `div` y):st)
\end{code}
A state is said to be _final_ when it has an empty instruction stream
and a single result on the stack. To run a program, we simply repeat
`aEval` until a final state is reached.
\begin{code}
aRun :: [AInstr] -> Int
aRun is = go (is, []) where
go st | Just i <- final st = i
go st = go (aEval st)
final ([], [n]) = Just n
final _ = Nothing
\end{code}
A very important property linking our compiler, abstract machine and
interpreter together is that of _compiler correctness_. That is:
```haskell
forall x. aRun (aCompile x) == aInterpret x
```
As an example, the arithmetic expression $2 + 3 \times 4$ produces the
following code sequence:
```haskell
[Push 2,Push 3,Push 4,IMul,IAdd]
```
You can interactively follow the execution of this program with the tool
below. Pressing the Step button is equivalent to `aEval`. The stack is
drawn in boxes to the left, and the instruction sequence is presented on
the right, where the `>` marks the currently executing instruction (the
"program counter", if you will).
<noscript>
You seem to have opted out of the interactive visualisations :(
</noscript>
<div class="center">
<div class="diagram diagram-container">
<div class="diagram-contained">
<div class="diagram" id="forth">
</div>
<button id="step" onclick="step()">Step</button>
<button onclick="reset()">Reset</button>
</div>
<div id="code" style="min-width: 10em;">
</div>
</div>
</div>
<script src="/static/forth_machine.js" />
\ignore{
\begin{code}
#elif Section == 2
\end{code}
}
---
Section 1.75: A Functional Program
==================================
In the previous section, we looked at how stack machines can be used to
implement arithmetic. This is nothing exciting, though: FORTH is from
the late 1960s! In this section, we're going to look at a _much_ more
modern idea, only 30-something years old, which uses stack machines to
implement _functional_ languages via _lazy graph reduction_.
But first, we need to understand what that technobabble means in the
first place. We define a functional language to be one in which the
evaluation of a program expression is the same as evaluating a
mathematical function: When you're executing a "function application",
substitute the actual value of the argument wherever the parameter
appears in the body of the function, then reduce any _reducible
expressions_.
<blockquote>
<div style="font-size: 15pt;">
$$
( \lambda{x}. x + 2 )\ 5
$$
Evaluation of a functional program starts by identifying a _reducible
expression_, that is, an expression that isn't "done" evaluating yet. By
convention, we call reducible expressions redexes for short[^1], and
expressions that are done evaluating are called _head-normal forms_.
Every application is a reducible expression. Here, reduction proceeds by
substituting $5$ in the place of every mention of $x$. Substituting an
expression $E_2$ in place of the variable $v$, in a bigger expression
$E_1$ is notated $E_1[E_2/v]$ (read "$E_1$ with $E_2$ for $v$").
$$
(x + 2)[5/x]
$$
This step of the evaluation isn't exactly an expression, but it serves
to illustrate what reducing a $\lambda$ expression does: replacing the
bound variable (or the "formal parameter" in fancy-pants speak. I'll
stick to bound variable).
$$
(5 + 2)
$$
By this step, the function has disappeared entirely. The expression has
been replaced entirely with addition between numbers.
Of course, addition, when both sides have been evaluated to a number, is
_itself_ a redex. This program isn't done yet.
$$
7
$$
Replacing the addition by its value, our original program has reached
its end: The number $7$, and indeed any other number, is a head-normal
form.
</div>
</blockquote>
This all sounds good when described on paper, but how does one actually
wire up (or, well, program) a computer to reduce functional programs?
Among the first and most comprehensive answers to this question was the
G-machine, whose G stands for "Graph". More specifically, the G-machine
is an implementation of _graph reduction_: The expression to be reduced
is represented as a graph that might have some redexes.
Once the machine has identified some particular redex to reduce, it'll
evaluate exactly as much as is needed to reach a head-normal form, and
_replace_ (or update) the graph so that the old redex points to its
normal form.
To explore the workings of the G-machine, we'll need to choose a
functional language. Any will do, but simpler is better. Since I've
already written a Lazy ML that compiles as described in this post, we'll
go with that.
[Rio]'s core language is a very simple functional language, notable only
in that _it doesn't have $\lambda$-abstractions_. All functions are
defined at top-level, in the form of supercombinators.
<blockquote>
A **supercombinator** is a function that only refers to its arguments or
other supercombinators.
</blockquote>
There's a data type for terms:
```haskell
data Term
= Let [(Var, Term)] Term
| Letrec [(Var, Term)] Term
| App Term Term
| Ref Var
| Num Integer
deriving Show
```
And one for supercombinators:
```haskell
data SC = SC { name :: Var, args :: [Var], body :: Term }
deriving Show
```
Consider the reduction of this functional program:
```haskell
double x = x + x
main = double (double 4)
```
Here, `double` and `main` are the supercombinators that constitute the
program. By convention, execution starts with the supercombinator
`main`.
<p class="image">
<img class="centered" src="/diagrams/template/step1.svg" />
</p>
The initial graph is the trivial graph containing only the node `main`
and no edges. Since the node points directly to a supercombinator, we
can replace it by a copy of its body:
<p class="image">
<img class="centered" src="/diagrams/template/step2.svg" />
</p>
Now starts the actual work. There are many strategies for selecting a
redex, and all of them are equally good, with the caveat that some may
not terminate. However, if _any_ evaluation strategy terminates, then so
does "always choose the outermost redex". This is called normal order
evaluation. It's what the G-machine implements.
The outermost redex here is the outer application of `double`, so that's
where reduction will happen. To reduce an application, update the redex
with a copy of the supercombinator body, and replace the bound variables
with pointers to the arguments.
<p class="image">
<img class="centered" src="/diagrams/template/step3.svg" />
</p>
Observe that, since the subexpression `double 4` has two edges leading
into it, the _tree_ representing the program has degenerated into a
general graph. However, this isn't a bad thing: it means that the work
to evaluate `double 4` will only be needed once.
The application of $+$ isn't reducible yet because it requires its
arguments to be evaluated, so the next reducible expression down the
chain is the application node representing `double 4`. The expansion
there is similarly simple.
Here, it's a bit hard to see what's actually going on, so I'll highlight
in <span style="color: #0984e3">blue</span> the _whole_ next redex, `4 + 4`.
<div class="image"> <!-- reduction + highlight {{{ -->
<div class="mathpar">
<div style="flex-direction: column; padding-right: 2em;">
<img class="centered two-img" src="/diagrams/template/step4.svg" />
<p style="max-width: 32ch;">
The state of the graph after reduction of `double 4`.
</p>
</div>
<div style="flex-direction: column; padding-left: 2em;">
<img class="centered two-img" src="/diagrams/template/step4red.svg" />
<p style="max-width: 32ch;">
... with the entirety of the next redex highlighted for clarity.
</p>
</div>
</div>
</div> <!-- }}} -->
But, wait. That redex has _two_ application nodes, but the expression it
represents is just `4 + 4` (with the `4`s, shared, so more like `let x =
4 in x + x`, but still). What gives?
Most formal treatments of functional languages, this included (to
the extent that you can call Rio and a blog post "formal"), use
_currying_ to represent functions of multiple arguments. That is,
instead of having built-in support for things like
```javascript
let x = function(x, y) {
/* takes two arguments (arity = 2) */
}
```
We encode a function of many arguments using nested lambda expressions,
as in $\lambda x. \lambda y. x + y$. That's why the application `4 + 4`,
or, better stated, `(+) 4 4`, has two application nodes.
With that in mind, the entire blue subgraph can be zapped away to become
the number 8.
<p class="image">
<img class="centered" src="/diagrams/template/step5.svg" />
</p>
And finally, the last redex, `8 + 8`, can be zapped entirely into the
number 16[^2].
---
\begin{code}
module Gm where
import qualified Data.Map.Strict as Map
import Data.Map.Strict (Map, (!))
import qualified Data.Set as Set
import Data.Set (Set)
\end{code}
\ignore{
\begin{code}
import Data.Maybe
\end{code}
}
Section 2: The G-machine
========================
After seeing in detail the reduction of a simple expression, one might
start to form in their heads an idea of an algorithm to reduce a
functional programming. As SPJ put it:
<blockquote>
1. Find the next redex.
2. Reduce it.
3. Update the root of the redex with its reduct.
</blockquote>
With these three easy steps, functional programs be!
Of course, that glosses over three major difficulties:
1. How does one find the next redex?
2. How does one reduce it?
3. How does one update the graph?
Of these, only the answer to 3 is simple: "Overwrite it with an
indirection". (We'll get there). To do the latter efficiently, we're
going to use an _abstract machine_: The G-machine.
<details>
<summary>What's an abstract machine?</summary>
An abstract machine isn't, as the similar-sounding name might imply, a
virtual machine. Indeed, these concepts are so easily confused that the
most popular abstract machine in existence has "virtual machine" in its
name. I'm talking about LLVM, of course.
Abstract machines are simply formalisms used to aid in the
implementation of compilers. Of course, one might write an execution
engine for such a machine (a "simulator", one could say), and even use
that as an actual execution model for your language (like OCaml uses the
ZINC machine).
In this, they are more closely related to intermediate languages than
virtual machines.
</details>
Let's tackle these problems in turn.
How does one find the next redex?
---------------------------------
Consider the following expression graph. It has an interesting feature
in that it (almost certainly) constitutes a redex. How do we know that?
<p class="image">
<img class="centered" src="/diagrams/gm/spine.svg" />
</p>
Well, I've used the least subtle blue possible to highlight the _spine_
of the expression graph. By starting at the root (the topmost node), and
following every left pointer until reaching a supercombinator, one can
find the spine of the graph.
Moreover, if we use a stack to remember the addresses that we visited on
our way down, we'll have _unwound_ the spine.
<p class="image">
<img class="centered big" src="/diagrams/gm/spine+stack.svg" />
</p>
<details>
<summary>A note on stack addressing</summary>
Following x86 convention, our stack grows _downwards_, so that the first
element in the diagram above would be the one pointing to `f`.
</details>
The third address in the stack is the root of the redex, and the first
address points to a supercombinator. If the number of pointers on the
stack is greater than or equal to the number of arguments the
supercombinator expects (plus one, to account for the supercombinator
node itself), we've spotted a redex.
How does one reduce it?
-----------------------
This depends on the nature of the redex, of course; Reducing a
supercombinator is not the same as reducing an arithmetic function, for
example.
**Supercombinator redexes** are easy enough. If the stack has enough
arguments, then we can just replace the root of the redex (in our
addressing model, this coincides with the stack pointer used to fetch
the last argument) with a copy of the body of the supercombinator,
replacing their arguments in the correct place.
**Constant applicative forms**, or CAFs, are supercombinators with no
arguments. Their reduction is much the same as with a normal
supercombinator, except that when the time comes to update the graph, we
need to update the supercombinator _itself_ with an indirection.
**Primitive redexes**, on the other hand, will require a bit more
machinery. For instance, what should we do in the situation above, where
the argument to `+` was itself a redex?
<p class="image">
<img class="centered" src="/diagrams/template/step3.svg" />
</p>
There needs to be a way to evaluate the argument `double 4` to head
normal form then continue reducing the application of `+`. Every
programming language has to deal with this, and our solution is more of
the same: use a stack.
The G-machine already has a stack, though, so we need another one. A
stack of stacks, and of return addresses, called the _dump_. When a
primitive operation needs the value of one of its arguments, it first
saves that argument from the stack, then pushes the stack pointer and
program counter onto the dump (this is the G-machine's concept of return
address); The saved argument is pushed onto an empty stack, and the
graph is unwound starting from that argument.
When unwinding encounters a node in head-normal form, and there's a
saved return address on the dump, we pop that, restore the stack
pointers, and jump to the saved program counter.
The idea behind the G-machine is that we can teach each supercombinator
to make an instance of its own body by compiling it to a series of
small, atomic instructions. This solves the hardest problem in
implementing functional languages, which is the whole "replacing the
root of the redex with a copy of the supercombinator body" I glossed
over.
An Example
----------
Let's consider the (fragment of a) functional program below.
```haskell
f g x = K (g x)
```
Compiling it into G-machine instructions results in the following
instructions:
```haskell
Push (Arg 1)
Push (Arg 3)
Mkap
Push (Global K)
Mkap
Slide 3
Unwind
```
These diagrams show how the code for `f` would execute.
<div class="picture-container"> <!-- {{{ -->
<div class="picture" id="fig1.1">
<img class="tikzpicture" src="/diagrams/gm/entry.svg" />
Fig. 1: Diagram of the stack and the heap ("graph") after entering the
$f$ supercombinator.
</div>
<div class="picture" id="fig1.2">
<img class="tikzpicture" src="/diagrams/gm/push_x.svg" />
Fig. 2: State of the machine after executing `Push (Arg 1)`.
</div>
<div class="picture" id="fig1.3">
<img class="tikzpicture" src="/diagrams/gm/push_g.svg" />
Fig. 3: State of the machine after executing `Push (Arg 3)`.
</div>
<div class="picture" id="fig1.4">
<img class="tikzpicture" src="/diagrams/gm/app_gx.svg" />
Fig. 4: State of the machine after executing `Mkap`.
</div>
<div class="picture" id="fig1.5">
<img class="tikzpicture" src="/diagrams/gm/push_k.svg" />
Fig. 5: State of the machine after executing `Push (Global K)`.
</div>
<div class="picture" id="fig1.6">
<img class="tikzpicture" src="/diagrams/gm/app_kgx.svg" />
Fig. 6: State of the machine after executing `Mkap`.
</div>
<div class="picture" id="fig1.7">
<img class="tikzpicture" src="/diagrams/gm/slide_3.svg" />
Fig. 7: State of the machine after executing `Slide 3`.
</div>
</div> <!-- }}} -->
When jumping to the code of `f`, the stack would look as it does in
figure 1. The expression graph has been unwound, and the stack has
pointers to the application nodes that we'll use to fetch the actual
arguments.
The first thing we do is take pointers to the arguments `g` and `x` from
their application nodes and put them on the stack. This is shown in
figures 2 and 3.
Keep in mind that `Arg 0` would refer to the bottom-most stack location,
so (on entry to the function) `Arg 1` refers to the first argument.
However, when we push onto the stack, the offsets to reach the argument
shift by one, and so what would be `Arg 2` has to become `Arg 3`.
The instruction `Mkap` takes the two newest pointers and makes an
application node, denoted `@`, from them. The newest value on the stack
is taken as the function (the node's left edge) and the value above that
is the argument (the node's right edge).
By figure 4, we're not done yet. `Push (Global K)` has the sole effect
of pushing a pointer to the supercombinator `K` onto the stack, as shown
in figure 5; After yet another `Mkap`, we've finished building the body
of `f`.
The G-machine presented above, unlike the one implemented in Rio, is not
lazy; The abrupt transition between figures 6 and 7 shows that,
instead of updating the graph, we just discard the old stuff that was
there with a `Slide 3` instruction.
"Slide" is a weird little instruction that doesn't correspond to any
stack operation, whose effect, to save the newest value on the stack,
discard the `n` values following that, and push the saved value, is
best described by the Haskell function below:
```haskell
slide n (x:xs) = x:drop n xs
```
Implementing the G-machine
--------------------------
First and foremost we'll need a type for our machine's instructions.
`GmVal`{.haskell} represents anything that can be pushed onto the stack,
and only exists to avoid having four different `Push` instructions.
\begin{code}
data GmVal
= Global String
| Value Int
| Arg Int
| Local Int
deriving (Eq, Show, Ord)
\end{code}
The addressing mode `Global` is only used for statically-allocated
supercombinator nodes; `Value` is used for integer constants, and
allocates an integer node on the heap[^3]. `Arg` and `Local` push a
pointer from the stack back onto the stack, the difference being that
`Arg` expects the indexed value to point to an application node, and
pushes the right pointer of that node.
\begin{code}
data GmInst
= Push GmVal
| Slide Int
| Cond [GmInst] [GmInst]
| Mkap
| Eval
| Add | Sub | Mul | Div | Equ
| Unwind
deriving (Eq, Show, Ord)
\end{code}
Here's a quick summary of what the instructions do, in order:
1. `Push`{.haskell} adds something to the stack in one of the ways
described above;
3. `Slide n`{.haskell} does the "save top item, pop `n` items, push top
item" transformation described above;
4. `Cond code_then code_else`{.haskell} expects the top of the stack to
be a pointer to an integer node. If the value pointed to is `0`, it'll
load `code_then` into the program counter; Otherwise, it'll load
`code_else`.
5. `Mkap` makes an application node out of the two topmost values on the
stack, and pushes that node's address back onto the stack.
6. `Eval` is one of the most complicated instructions. First, it must
save the topmost element of the stack. In a compiled implementation,
this would be in a scratch register, but in this simulator it's saved as
a local Haskell variable.
It then saves the stack pointer and program counter onto the dump,
allocates a fresh stack with only the saved value, and loads
`[Unwind]` as the program.
7. `Add`, `Sub`, `Mul`, `Div`, and `Equ` are all self-explanatory. They
all expect the two topmost values onto the stack to be numbers in <span
class="definition" title="Weak head-normal form">WHNF</span>.
8. `Unwind`{.haskell} is the most complicated instruction in the
machine. In a compiled implementation, like Rio, the sensible thing to
do for `Unwind`{.haskell} would be to emit a jump to a precompiled
procedure.
The behaviour of unwinding depends on what's currently the top of
the stack.
* Unwinding an application node pushes the left pointer (the
function pointer) of the application node onto the stack and
continues unwinding.
* Unwinding a supercombinator node must check that the stack has
enough pointers to satisfy the combinator's arity. Namely, for a
combinator of arity $N$, the stack must have at least $N + 1$
pointers.
* Unwinding a number with a non-empty dump must pop the stack
pointer and program counter from the top of the dump and continue
executing, with the number pushed on top of the restored stack.
* Unwinding a number with an empty dump means the machine is done.
For our simulator, we need to define what the state of the machine
comprises, and implement state transitions corresponding to each of the
instructions above.
\begin{code}
type Addr = Int
data GmNode
= App Addr Addr
| SCo String Int [GmInst]
| Num Int
deriving (Eq, Show, Ord)
type GmHeap = Map Addr GmNode
type GmGlobals = Map String Addr
type GmCode = [GmInst]
type GmDump = [(GmStack, GmCode)]
type GmStack = [Addr]
\end{code}
The state of the machine is the pairing (quintupling?) of heap, globals,
code, dump and stack.
<details>
<summary>Support functions for the heap and the state type</summary>
\begin{code}
data GmState =
GmState { heap :: GmHeap
, globals :: GmGlobals
, stack :: GmStack
, code :: GmCode
, dump :: GmDump
}
deriving (Eq, Show, Ord)
alloc :: GmNode -> GmHeap -> (Addr, GmHeap)
alloc node heap =
let (last, _) = Map.findMax heap
in (last + 1, Map.insert (last + 1) node heap)
num :: GmNode -> Int
num (Num i) = i
num x = error $ "Not a number: " ++ show x
binop :: (Int -> Int -> Int) -> GmState -> GmState
binop fun st@GmState{..} =
let a:b:xs = stack
a' = num (heap Map.! a)
b' = num (heap Map.! b)
(addr, heap') = alloc (Num (b' `fun` a')) heap
in st { heap = heap', stack = addr:xs }
reify :: GmState -> GmNode
reify GmState{ stack = addr:_, heap } = heap Map.! addr
graphToDOT :: GmState -> String
graphToDOT GmState{..} = unlines $ "digraph {\n":concatMap go (Map.toList heap)
++ [ "stack[color=red]; stack ->" ++ nde (head stack) ++ "; }" ] where
go (n, node) =
case node of
Num i -> ([ nde n ++ "[label=" ++ show i ++ "]; " ])
SCo name _ code -> (nde n ++ "[label=" ++ name ++ "]; "):mapMaybe (codeEdge n) code
App n' n'' -> ([ nde n ++ "[label=\"@\"]", nde n ++ " -> " ++ nde n', nde n ++ " -> " ++ nde n'' ])
nde i = 'N':show i
codeEdge i (Push (Global g')) = Just (nde i ++ " -> " ++ nde (globals Map.! g'))
codeEdge i _ = Nothing
\end{code}
</details>
Armed with a definition for the machine state, we can implement the main
function `run`, which takes a state to a list of successor states. If
the program represented by some state `initial` terminates, then `last
(run initial)` is the terminal state, containing the single number which
is the result of the program.
\begin{code}
run :: GmState -> [GmState]
run state = state:rest where
rest
| final state = []
| otherwise = run nextState
nextState = step state
\end{code}
What does it mean for a state to be final, or terminal? Well, if the
machine has no more code to execute, or it's reached WHNF for a value
and has nowhere to return, execution can not proceed. These are the
final states of our G-machine.
\begin{code}
final :: GmState -> Bool
final GmState{..} = null code || (null dump && whnf) where
whnf =
case stack of
[addr] -> isNum (heap Map.! addr)
_ -> False
isNum (Num _) = True
isNum _ = False
\end{code}
Now we can define the stepper function that takes one step to its
successor:
\begin{code}
step :: GmState -> GmState
step state@GmState{ code = [] } = error "step final state"
step state@GmState{ code = i:is } =
instruction i state{ code = is }
instruction :: GmInst -> GmState -> GmState
\end{code}
The many cases of the `instruction` function represent the various
transition rules for each instruction we detailed above.
\begin{code}
instruction (Push val) st@GmState{..} =
case val of
Global str -> st { stack = globals Map.! str:stack }
Local i -> st { stack = (stack !! i):stack }
Arg i -> st { stack = getArg (heap Map.! (stack !! (i + 1))):stack }
Value i ->
let (addr, heap') = alloc (Num i) heap
in st { stack = addr:stack, heap = heap' }
where getArg (App _ x) = x
\end{code}
Remember that in the `Push (Arg _)`{.haskell} case, the offset points us
to an application node unwound from the spine, so we have to look
through it to find the actual argument.
\begin{code}
instruction Mkap st@GmState{..} =
let (addr, heap') = alloc (App f x) heap
x:f:xs = stack
in st { heap = heap', stack = addr:xs }
instruction (Slide n) st@GmState{..} =
let a:as = stack in st { stack = a:drop n as }
\end{code}
`Mkap` and `Slide` are very straightforward indeed.
\begin{code}
instruction (Cond t e) st@GmState{..} =
let a:as = stack
Num i = heap Map.! a
in if i == 0 then st { code = t ++ code, stack = as } else st { code = e ++ code, stack = as }
\end{code}
For the `Cond` instruction, we mimic the effect of control flow "joining
up" after an `if` statement by _concatenating_ the given code, instead
of replacing it. Since `Unwind` acts almost like a return statement, one
can skip this by adding an `Unwind` in either branch.
\begin{code}
instruction Add st = binop (+) st
instruction Sub st = binop (-) st
instruction Mul st = binop (*) st
instruction Div st = binop div st
instruction Equ st@GmState{..} =
let a:b:xs = stack
Num a' = heap Map.! a
Num b' = heap Map.! b
(addr, heap') = alloc (Num equal) heap
equal = if a' == b' then 0 else 1
in st { heap = heap', stack = addr:xs }
\end{code}
I included `Equ` here as a representative example for all the binary
operations; The rest are defined in terms of a `binop` combinator I hid
in a `<details>`{.html} tag way back when the state type was defined.
The `Eval` instruction needs to save the stack and the code onto the
dump and begin unwinding the top of the stack.
\begin{code}
instruction Eval st@GmState{..} =
let a:as = stack
in st { dump = (as, code):dump, code = [Unwind], stack = [a] }
\end{code}
`Unwind` is, by far, the most complicated instruction. We start by
dispatching on the head of the stack.
\begin{code}
instruction Unwind st@GmState{..} =
case heap Map.! head stack of
\end{code}
If there's a number, we also have to inspect the dump. If we have
somewhere to return to, we continue there. Otherwise, we're done.
\begin{code}
Num _ -> case dump of
(stack', code'):dump' ->
st { stack = head stack:stack', code = code', dump = dump' }
[] ->
st { code = [] }
\end{code}
Application nodes are more interesting. We put the function part of the
app node onto the stack and keep unwinding.
\begin{code}
App fun _ -> st { stack = fun:stack, code = [Unwind] }
\end{code}
Supercombinator nodes do the arity test and load their code onto the
state if there are enough arguments.
\begin{code}
SCo _ arity code | length stack + 1 >= arity ->
st { code = code }
SCo name _ _ -> error $ "Not enough arguments for supercombinator " ++ name
\end{code}
Here's the code for a factorial program if you'd like to see. You can
print the (very non-exciting result) using the functions `reify` and
`run` like this:
```haskell
main = print . reify . last . run $ factorial10
```
<details>
<summary>G-machine code for $10!$, and `factorial10_dumb`</summary>
**Note**: The code below is _much_ better than what I can realistically
implement a compiler for in the space of a blog post. It was hand-tuned
to do the least amount of evaluation nescessary. It could, however, be
improved by being made tail-recursive.
**Exercise**: Make the implementation below tail-recursive. That is,
compile the following program:
```haskell
fac 0 acc = acc
fac n !acc = fac (n - 1) (acc * n)
main = fac 10 1
```
<blockquote>
\begin{code}
factorial10 :: GmState
factorial10 =
GmState { code = [Push (Global "main"), Unwind]
, globals = globals
, stack = []
, heap = heap
, dump = []
}
where
heap = Map.fromList . zip [0..] $
[ SCo "fac" 1
[ Push (Arg 0), Eval, Push (Local 0), Push (Value 0), Equ
, Cond [ Push (Value 1), Slide 3, Unwind ] []
, Push (Global "fac")
, Push (Local 1), Push (Value 1), Sub
, Mkap, Eval
, Push (Local 1), Mul
, Slide 2, Unwind
]
, SCo "main" 0 [ Push (Global "fac"), Push (Value 10), Mkap, Slide 1, Unwind ]
]
globals = Map.fromList [ ("fac", 0), ("main", 1) ]
\end{code}
What you could expect from Rio is more along the lines of this crime
against humanity:
\begin{code}
factorial10_dumb :: GmState
factorial10_dumb =
GmState { code = [Unwind]
, globals = globals
, stack = [5]
, heap = heap
, dump = []
}
where
heap = Map.fromList . zip [0..] $
[ SCo "if" 3 [ Push (Arg 0), Eval, Cond [ Push (Arg 1) ] [ Push (Arg 2) ], Slide 4, Unwind ]
, SCo "mul" 2 [ Push (Arg 0), Eval, Push (Arg 2), Eval, Mul, Slide 3, Unwind ]
, SCo "sub" 2 [ Push (Arg 0), Eval, Push (Arg 2), Eval, Sub, Slide 3, Unwind ]
, SCo "equ" 2 [ Push (Arg 0), Eval, Push (Arg 2), Eval, Equ, Slide 3, Unwind ]
, SCo "fac" 1
[ Push (Global "if"), Push (Global "equ"), Push (Arg 2), Mkap, Push (Value 0), Mkap
, Mkap, Push (Value 1), Mkap, Push (Global "mul"), Push (Arg 2), Mkap, Push (Global "fac")
, Push (Global "sub"), Push (Arg 4), Mkap, Push (Value 1), Mkap, Mkap, Mkap
, Mkap, Slide 2, Unwind ]
, SCo "main" 0 [ Push (Global "fac"), Push (Value 10), Mkap, Slide 1, Unwind ]
]
globals = Map.fromList [ ("if", 0), ("mul", 1), ("sub", 2), ("equ", 3), ("fac", 4) ]
\end{code}
</blockquote>
</details>
The G-machine, with no garbage collector, has a tendency to produce
_ridiculously_ large graphs comprising of mostly garbage. For instance,
the graph at the end of reducing `factorial10_dumb` has _271_ nodes,
only one of which isn't garbage. Ouch!
<p class="image">
<img class="centered absolute-unit" src="/static/doom.svg" />
</p>
Those two red nodes? That's the result of the program, and the top of
the stack pointing to it. Yup.
Thankfully, the G-machine makes it easy to write a garbage collector.
Well, in theory, at least. The roots can be found on the stack, and all
the stacks saved on the dump. Each live supercombinator can also keep
other supercombinators alive by referencing them in `Push (Global _)`
instructions.
Since traversing each supercombinator every GC cycle to identify global
references is expensive, they can each be augmented with a "static
reference table", or SRT for short. In our simulator, this would be a
`Set` of `Addr`s that each supercombinator keeps alive.
\begin{code}
liveAddrs :: GmState -> Set Addr
liveAddrs GmState{..} = roots <> foldMap explore roots where
roots = Set.fromList stack <> foldMap (Set.fromList . fst) dump
explore i = Set.insert i $
case heap Map.! i of
App x y -> explore x <> explore y
SCo _ _ code -> foldMap globalRefs code
_ -> mempty
globalRefs (Push (Global i)) = Set.singleton (globals Map.! i)
globalRefs _ = mempty
\end{code}
With the set of live addresses in hand, we can write code to get rid of
all the others, and re-number them all. This is a toy moving garbage
collector, since we allocate an entirely new heap to get rid of the old
one.
\begin{code}
scavenge :: GmState -> GmState
scavenge st@GmState{..} = st { heap = Map.filterWithKey (\k _ -> is_live k) heap } where
live = liveAddrs st
is_live x = x `Set.member` live
\end{code}
Running scavenge on the final state of `factorial10_dumb` gets us a much
better looking graph:
<p class="image">
<img class="centered" src="/static/not-doom.svg" />
</p>
\ignore{
\begin{code}
#endif
\end{code}
}
Possible Extensions
===================
1. Data structures. This is covered in the book, but I didn't have
space/time to cover it here. The core idea is that the graph gets a new
kind of node, `Constr Int [Addr]`, that stores a tag and some fixed
amount of addresses. Pattern-matching `case` expressions can then take
apart these `Constr` nodes and branch based on the integer tag.
1. Support I/O. By threading an explicit state variable, a guaranteed
order of effects can be achieved even in lazy code. Let me tell you a
secret: This is what GHC does.
```haskell
newtype IO a = IO { runIO# :: State# RealWorld -> (# a, State# RealWorld #) }
```
The `State# RealWorld#`{.haskell} value is consumed by each foreign
function, i.e. everything that _actually_ does I/O, looking a lot
like a state monad; In reality, the `RealWorld`{.haskell} is made of
lies. `State#`{.haskell} has return kind `TYPE (TupleRep
'[])`{.haskell}, i.e., it takes up no bits at runtime.
However, by having every foreign function be strict in _some_
variable, no matter how fake it is, we can guarantee the order of
effects: each function depends directly on the function "before" it.
1. Parallelism. Lazy graph reduction lends itself nicely to parallelism.
One could envision a machine where a number of worker threads are each
working on a different redex. To prevent weird parallelism issues from
cropping up, graph nodes would need to be lockable. However, only `@`
nodes will ever be locked, so that might lead to an optimisation.
As an alternative to a regular lock, the implementation could
replace each node under evaluation by a _black hole_, that doesn't
keep alive any more values (thus _possibly_ getting rid of some
space leaks). Each black hole would maintain a queue of threads that
tried to evaluate it, to be woken up once the result is available.
Conclusion
==========
This post was long. And it _still_ didn't cover a lot of stuff about the
G-machine, such as how to compile _to_ the G-machine (expect a follow-up
post on that) and how to compile _from_ the G-machine (expect a
follow-up post on that too!)
Assembling G-machine instructions is actually simpler than it seems.
With the exception of `Eval` and `Unwind`, which are common and large
enough to warrant pre-assembled helpers, all G-machine instructions
assemble to no more than a handful of x86 instructions. As an entirely
contextless example, here's how `Cond` instructions are assembled in
Rio:
```haskell
compileGInst (Cond c_then c_else) = do
pop rbx
cmp (int64 0) (intv_off `quadOff` rbx)
rec
jne else_label
traverse_ compileGInst c_then
jmp exit_label
else_label <- genLabel
traverse_ compileGInst c_else
exit_label <- genLabel
pure ()
```
This is one of the most complicated instructions to assemble, since the
compiler has to do the impedance matching between the G-machine
abstraction of "instruction lists" and the assembler's labels. Other
instructions, such as `Pop` (not documented here), have a much clearer
translation:
```haskell
compileGInst (Pop n) = add (int64 (n * 8)) rsp
```
Keep in mind that the x86 stack grows downwards, so adding corresponds
popping. The only difference between the actual machine here and the
G-machine here is that the latter works in terms of addresses and the
former works in terms of bytes.
The code to make an `App` node is similarly simple, using Haskell almost
as a macro assembler. The variable `hp` is defined in the code generator
and RTS headers to be `r10`, such that both the C support code and the
generated assembly can agree on where the heap is.
```haskell
compileGInst Mkap = do
mov (int8 tag_AP) (tag_off `byteOff` hp)
pop (arg_off `quadOff` hp)
pop (fun_off `quadOff` hp)
push hp
hp += int64 valueSize
```
Allocating in Rio is as simple as writing the value you want, saving
`hp` somewhere, then bumping it by the size of a value. We can do this
because the amount a given supercombinator allocates is statically
known, so we can do a heap satisfaction check once, at the start of the
combinator, and then just build our graphs free of worry.
<details>
<summary>A function to count how much a supercombinator allocates is
easy to write using folds.</summary>
```haskell
entry :: Foldable f => f GmCode -> BlockBuilder ()
entry code
| bytes_alloced > 0
= do lea (bytes_alloced `quadOff` hp) r10
cmp hpLim r10
ja (Label "collect_garbage")
| otherwise = pure ()
where
bytes_alloced = foldl' cntBytes 0 code
cntBytes x MkAp = valueSize + x
cntBytes x (Push (Value _)) = valueSize + x
cntBytes x (Alloc n) = n * valueSize + x
cntBytes x (Cond xs ys) = foldl' cntBytes 0 xs + foldl' cntBytes 0 ys + x
cntBytes x _ = x
```
</details>
To sum up, hopefully without dragging around a huge chain of thunks in
memory, I'd like to thank everyone who made it to the end of this
grueling, exceedingly niche article. If you liked it, and were perhaps
inspired to write a G-machine of your own, please let me know!
[^1]: I'd prefer the plural "redices".
[Rio]: https://github.com/plt-hokusai/rio
[^2]: Which I'm not going to draw here because it's going to be rendered at an absurd size.
[^3]: A real implementation could use pointer tagging instead.
[a Literate Haskell source file]: /pages/posts/2020-01-31-lazy-eval.lhs
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