frustration/frustration.rs
2022-05-22 10:45:53 -07:00

2249 lines
86 KiB
Rust

use std::io;
use std::io::Read;
use std::io::Write;
use std::convert::TryInto;
/* What is this file?
*
* This is a tutorial that will show you how to bootstrap an interactive
* programming environment from a small amount of code.
*
* First we will design a virtual computer.
*
* Then we will design software to run on that computer, to enable REPL-style
* interactive programming.
*
* A REPL is a "Read, Evaluate, Print loop". A REPL lets you type code at
* the keyboard and immediately get a result back. You can also define
* functions, including functions that change how the environment works in
* fundamental ways.
*/
/* What is Forth?
*
* Forth is the programming language we will use with our computer.
*
* Forth was invented by Chuck Moore in the 1960s as a tool for quickly
* coming to grips with new computer systems.
*
* "Let us imagine a situation in which you have access to
* your computer. I mean sole user sitting at the board with
* all the lights, for some hours at a time. This is
* admittedly an atypical situation, but one that can
* always be arranged if you are competent, press hard, and
* will work odd hours. Can you and the computer write a
* program? Can you write a program that didn't descend from
* a pre-existing program? You can learn a bit and have a
* lot of fun trying."
* -- Chuck Moore, "Programming a Problem-Oriented Language", 1970
* https://colorforth.github.io/POL.htm
*
* As you will see, it does not take much work to get Forth running on a
* new machine, including a machine with a completely unfamiliar instruction
* set.
*
* But before we can do any of that we will need a machine. Let's make one.
*/
/* Table of Contents
* Part 1 - The Computer
* Part 1a - The instruction set
* Part 2 - The Program
* Part 2a - The lexer
* Part 2b - The outer interpreter
* Part 3 - Using the interactive programming environment
*/
/* ---------------------------------------------------------------------------
* Part 1 - The Computer
* ------------------------------------------------------------------------- */
/* This computer will have a 16-bit CPU. It will be able to access
* 2^16 (65536) memory locations, numbered 0 to 65535.
* Each of these locations, 0 to 65535, is called a "memory address".
*/
const ADDRESS_SPACE: usize = 65536;
/* The job of a CPU is to load numbers from memory, do math or logic on them,
* then write the resulting number back into memory.
*
* The CPU needs a temporary place to hold numbers while it is working with
* them.
*
* In most CPUs, this place is called a "register". Registers work like
* variables in a programming language but there are only a few of them
* (most CPUs have between 1 and 32).
*
* On 64-bit ARM the registers are named r0, r1, ..., r15.
* On 64-bit Intel they are instead named rax, rbx, ....
* Just in case those names ring any bells.
*
* Having immediate access to dozens of registers is quite handy, but it means
* many choices are available to the programmer, or more likely, to the
* compiler. And making good choices is Hard. A lot of work goes into
* deciding what variable to store in what register ("register allocation") and
* when to dump register contents back into memory ("spilling").
*
* Our CPU avoids these problems by not having registers; instead we store
* numbers in a stack.
* - Putting a number onto the top of the stack is called "push".
* - Taking the most recent number off the top of the stack is called "pop".
*
* The CPU can only access the value that was most recently pushed onto the
* stack. This may seem like a big limitation right now but you will see ways
* of dealing with it.
*
* The choice to use a stack instead of registers makes our CPU a
* "stack machine" as opposed to a "register machine".
*/
#[derive(Debug)]
struct Stack<const N: usize> {
mem: [u16; N],
tos: usize /* top-of-stack */
}
impl<const N: usize> Stack<N> {
/* Add a number to the stack. */
fn push(&mut self, val: u16) {
self.tos = (self.tos.wrapping_add(1)) & (N - 1);
/* This stack is fixed-size and can hold N values.
*
* When a fixed-size stack fills up, there is a failure case
* (stack overflow) that must be handled somehow.
*
* This particular stack is a circular stack, meaning that if
* it ever fills up, it will discard the oldest entry instead of
* signaling an error. The lack of error handling makes the CPU
* simpler.
*/
self.mem[self.tos] = val;
}
/* Return the most recently pushed number. */
fn pop(&mut self) -> u16 {
let val = self.mem[self.tos];
self.mem[self.tos] = 0;
/* You don't have to set the value back to zero. I am only doing
* this because it makes makes the stack look nicer when dumped
* out with print!().
*/
self.tos = (self.tos.wrapping_sub(1)) & (N - 1);
return val;
}
}
/* Now that we have a stack let's use one! Or two?
*
* Why two stacks?
*
* The first stack is called the "data stack" and is used instead of
* registers, as already described.
*
* The second stack will be called the "return stack". This one holds
* subroutine return addresses. Don't worry if you don't know what that
* means; we'll get to it later when we talk about the instruction set.
*
* In addition to stacks we are going to give the CPU a couple more things:
*
* 1. An "instruction pointer", which holds the memory address of the next
* instruction that the CPU will execute.
*
* 2. To make life simpler we put main memory straight on "the CPU" even
* though in a real computer, RAM would be off-chip and accessed through a
* data bus.
*/
struct Core {
ram: [u8; ADDRESS_SPACE],
/* In our memory, each of the 65536 possible memory addresses will store
* one 8-bit byte (u8 data type in Rust). This makes it a 65536 byte
* (64 KB) memory.
*
* We could have chosen to make each memory address store 16-bits instead.
* That would make this a "word-addressed memory".
*
* Instead we are going with the "byte-addressed memory" that is more
* conventional in today's computers. This choice is arbitrary.
*/
ip: u16, /* instruction pointer */
dstack: Stack<16>, /* data stack */
rstack: Stack<32> /* return stack */
}
/* Helper to initialize the CPU.
* There is probably a better idiom for this but I am bad at rust */
fn new_core() -> Core {
let c = Core {
ram: [0; ADDRESS_SPACE],
ip: 0,
dstack: Stack {tos: 15, mem: [0; 16]},
rstack: Stack {tos: 31, mem: [0; 32]}};
/* Because these are circular stacks it doesn't matter where top-of-stack
* starts off pointing. I arbitrarily set it to the highest index so
* the first value pushed will wind up at index 0, again because this
* makes the stack look nicer when printed out.
*/
return c;
}
/* ---------------------------------------------------------------------------
* Part 1a - The instruction set
* ------------------------------------------------------------------------- */
/* Now we have a CPU sitting there but it does nothing.
*
* A working CPU would execute a list of instructions. An instruction is
* a number that is a command for the CPU. For example:
*
* 65522 might mean "add the top two values on the data stack".
* 65524 might mean "invert the bits of the top value on the data stack".
*
* The map of instruction-to-behavior comes from the CPU's
* "instruction set" i.e. the set of all possible instructions and their
* behaviors.
*
* Normally you program a CPU by putting instructions into memory and then
* telling the CPU the memory address where it can find the first instruction.
*
* The CPU will:
* 1. Fetch the instruction (load it from memory)
* 2. Decode the instruction (look it up in the instruction set)
* 3. Execute that instruction (do the thing the instruction set said to do)
* 4. Move on to the next instruction and repeat.
*
* So now we will make the CPU do those things.
* We'll start off by teaching it how to access memory, and then we will
* define the instruction set.
*/
impl Core {
/* Helper to read a number from the specified memory address. */
fn load(&self, addr: u16) -> u16 {
let a = addr as usize;
/* We immediately run into trouble because we are using byte-addressed
* memory as mentioned earlier.
*
* Each memory location stores 8 bits (a byte)
*
* Our CPU operates on 16 bit values and we want each memory operation
* to read/write 16 bits at a time for efficiency reasons.
*
* What do we do?
*
* This CPU chooses to do the following:
* - Read the low byte of the 16-bit number from address a
* - Read the high byte of the 16-bit number from address a+1
*
* 16 bit number in CPU: [00000000 00000001] = 1
* | |
* | memory address a = 1
* |
* memory address a+1 = 0
*
* This is called "little endian" because the low byte comes first.
*
* We could have just as easily done the opposite:
* - Read the high byte of the 16-bit number from address a
* - Read the low byte of the 16-bit number from address a+1
*
* 16 bit number in CPU: [00000000 00000001] = 1
* | |
* | memory address a+1 = 1
* |
* memory address a = 0
*
* This is called "big endian" because the high byte comes first.
*/
return u16::from_le_bytes(self.ram[a..=a+1].try_into().unwrap());
/* The le in this function call stands for little-endian. */
}
/* Helper to write a number to the specified memory address. */
fn store(&mut self, addr: u16, val: u16) {
let a = addr as usize;
self.ram[a..=a+1].copy_from_slice(&val.to_le_bytes());
}
/* With that taken care of, we can get around to defining the CPU's
* instruction set.
*
* Each instruction on this CPU will be the same size, 16 bits, for
* the following reasons:
*
* 1. Instruction fetch always completes in 1 read. You never have to
* go back and fetch more bytes.
*
* 2. If you put the first instruction at an even numbered address then
* you know all the rest of the instructions will also be at even
* numbered addresses. I will take advantage of this later.
*
* 3. A variable length encoding would save space but 2 bytes per
* instruction is already pretty small so it doesn't matter very much.
*
* Here are the instructions I picked.
*
* CALL
* ------------------------------------------------------------+----
* | n n n n n n n n n n n n n n n | 0 |
* ------------------------------------------------------------+----
*
* What CALL does:
* ---------------
* - Push instruction pointer onto the return stack.
* - Set instruction pointer to address nnnnnnnnnnnnnnn0.
*
* This lets you call a subroutine at any even numbered address
* from 0 to 65534.
*
* Why this is useful:
* -------------------
* Together with the return stack, CALL lets you call subroutines.
*
* A subroutine is a list of instructions that does something
* useful and then returns control to the caller.
*
* For example:
*
* Address Instruction Meaning
* 100 -> 200 Call 200
* 102 -> ??? Add the top two values on the data stack.
* ...
* 200 -> ??? Push the value 3 onto the data stack
* 202 -> ??? Push the value 4 onto the data stack
* 204 -> ??? Return to caller
*
* Don't worry about the other instructions I am using here. I will
* define them later.
*
* I mostly want to point out the three instructions that I put
* at address 200 because they are a subroutine,
* a small self contained piece of code (6 bytes) that
* performs a specific task.
*
* Do you think it's cool that you can count exactly how many bytes it
* took? I think it's cool.
*
* Here is what happens when the CPU begins execution at address 100.
*
* Address Data stack Return stack
* 100 [] [] <--- About to call subroutine...
* 200 [] [102]
* 202 [3] [102]
* 204 [3 4] [102] <--- About to return from subroutine...
* 102 [3 4] []
* 104 [5] []
*
* The return stack is there to make sure that returning from a subroutine
* goes back to where it came from. We will talk more about the return
* stack later when we talk about the RET instruction.
*
* Limitations of CALL:
* --------------------
* This CPU cannot call an instruction that starts at an odd address.
* a.k.a. "unaligned call" is impossible.
*
* At first this seems like a limitation, but it really isn't.
* If you put the first instruction at an even numbered address then
* all the rest of the instructions will also be at even numbered
* addresses. So this works fine.
*
* Of course if you intersperse instructions and data in memory...
* _________
* ________ |_________| _____________
* |________| Data |_____________|
* Instructions More instructions
*
* ...then you will have to be careful to make sure the second block
* of instructions also starts at an even numbered address.
* You might need to include an extra byte of data as "padding".
*
* Data processing instructions
* --------------------------------------------+---------------+----
* | 1 1 1 1 1 1 1 1 1 1 1 | x x x x | 0 |
* --------------------------------------------+---------------+----
* Sixteen of the even numbers are reserved for additional instructions
* that will be be described later.
*
* The even numbers 1111111111100000 to 1111111111111110 (65504 to 65534)
* are reserved for these instructions. This means that CALL 65504 through
* CALL 65534 are not possible. Put another way, it is not possible to
* call a subroutine living in the top 32 bytes of memory. This is not a
* very severe limitation.
*
* LITERAL
* ------------------------------------------------------------+----
* | n n n n n n n n n n n n n n n | 1 |
* ------------------------------------------------------------+----
*
* What LITERAL does
* -----------------
* - Place the value 0nnnnnnnnnnnnnnn on the data stack.
*
* Why this is useful:
* -------------------
* Program will often need to deal with constant numbers.
* For example, you might want to add 2 to a memory address (to move
* on to the next even-numbered address) or add 32 to a character code
* (to convert an uppercase letter to lowercase). These constants have
* to come from somewhere.
*
* Limitations of LITERAL:
* -----------------------
* To differentiate it from a call, this instruction is always an
* odd number. The trailing 1 is discarded before placing the number on
* the data stack. This missing bit means that only 2^15 values can be
* represented (0 to 32767). 32768 on up cannot be stored directly.
* You would need to do some follow-up math to get these numbers.
* The most direct way is to use the INV instruction, described later.
*/
/* Now that the instruction set is generally described
* let's look at the code that implements it */
fn step(&mut self) {
/* 1. Fetch the instruction.
* Also advance ip to point at the next instruction for next time. */
let opcode = self.load(self.ip);
self.ip = self.ip.wrapping_add(2);
/* 2. Decode and execute the instruction */
if (opcode >= 0xffe0) && (opcode & 1 == 0) {
/* Data processing instruction */
PRIMITIVES[((opcode - 0xffe0) >> 1) as usize](self);
/* These instructions get looked up in a table. The bit
* math converts the instruction code into an index in the
* table as follows:
*
* 0xffe0 --> 0
* 0xffe2 --> 1
* ...
* 0xfffe --> 15
*
* The table will be described below, and these instructions
* explained.
*/
}
else if (opcode & 1) == 1 {
/* Literal */
self.dstack.push(opcode >> 1);
}
else {
/* Call */
self.rstack.push(self.ip);
self.ip = opcode;
}
}
}
/* The names of the 16 remaining CPU instructions */
enum Op {
RET = 0xffe0, TOR = 0xffe2, RTO = 0xffe4, LD = 0xffe6,
ST = 0xffe8, DUP = 0xffea, SWP = 0xffec, DRP = 0xffee,
Q = 0xfff0, ADD = 0xfff2, SFT = 0xfff4, OR = 0xfff6,
AND = 0xfff8, INV = 0xfffa, GEQ = 0xfffc, IO = 0xfffe,
}
type Primitive = fn(&mut Core);
/* A table of functions for each of the 16 remaining CPU instructions */
const PRIMITIVES: [Primitive; 16] = [
/* Return-stack instructions */
| x | {
/* RET - Return from subroutine */
x.ip = x.rstack.pop()
},
| x | {
/* TOR - Transfer number from data stack to return stack */
x.rstack.push(x.dstack.pop())
},
| x | {
/* RTO - Transfer number from return stack to data stack */
x.dstack.push(x.rstack.pop())
},
/* Memory instructions */
| x | {
/* LD - Load number from memory address specified on the data stack */
let a = x.dstack.pop();
x.dstack.push(x.load(a));
},
| x | {
/* ST - Store number to memory address specified on the data stack */
let a = x.dstack.pop();
let v = x.dstack.pop();
x.store(a, v);
},
/* Stack shuffling instructions
*
* Remember the problem of "register allocation" mentioned earlier,
* and how stack machines are supposed to avoid that problem? Well,
* nothing comes for free. Stack machines can only process the top
* value(s) on the stack. So sometimes you will have to do some work
* to "unbury" a crucial value and move it to the top of the stack.
* That's what these instructions are for.
*
* Their use will become more obvious when we start programming the
* machine, soon.
*/
| x | {
/* DUP - Duplicate the top number on the data stack */
let v = x.dstack.pop();
x.dstack.push(v);
x.dstack.push(v);
},
| x | {
/* SWP - Exchange the top two numbers on the data stack */
let v1 = x.dstack.pop();
let v2 = x.dstack.pop();
x.dstack.push(v1);
x.dstack.push(v2);
},
| x | {
/* DRP - Discard the top number on the data stack */
let _ = x.dstack.pop();
},
/* Conditional skip instruction */
| x | {
/* Q - If the top number on the data stack is zero, skip the next
* instruction.
*
* Note Q is the only "decision-making" instruction that our CPU
* has. This means that all "if-then" logic, counted loops, etc.
* will be built using Q.
*/
let f = x.dstack.pop();
if f == 0 {
x.ip = x.ip.wrapping_add(2)
/* Because all of our instructions are two bytes, adding two
* to the instruction pointer skips the next instruction. */
};
},
/* Arithmetic and logic */
| x | {
/* ADD - Sum the top two numbers on the data stack. */
let v1 = x.dstack.pop();
let v2 = x.dstack.pop();
x.dstack.push(v1.wrapping_add(v2));
},
| x | {
/* SFT - Bit shift number left or right by the specified amount.
* A positive shift amount will shift left, negative will shift right.
*/
let amt = x.dstack.pop();
let val = x.dstack.pop();
x.dstack.push(
if amt <= 0xf {
val << amt
} else if amt >= 0xfff0 {
val >> (0xffff - amt + 1)
} else {
0
}
);
},
| x | { // OR - Bitwise-or the top two numbers on the data stack.
let v1 = x.dstack.pop();
let v2 = x.dstack.pop();
x.dstack.push(v1 | v2);
},
| x | { // AND - Bitwise-and the top two numbers on the data stack.
let v1 = x.dstack.pop();
let v2 = x.dstack.pop();
x.dstack.push(v1 & v2);
},
| x | { // INV - Bitwise-invert the top number on the data stack.
let v1 = x.dstack.pop();
x.dstack.push(!v1);
/* You can use the INV instruction to compensate for the LITERAL
* instruction's inability to encode constants 32768 to 65535.
* Use two instructions instead:
* - LITERAL the complement of your desired constant
* - INV
*
* For example, LITERAL(0) INV yields 65535 (signed -1)
* For example, LITERAL(1) INV yields 65534 (signed -2)
* etc.
*/
},
| x | { // GEQ - Unsigned-compare the top two items on the data stack.
let v2 = x.dstack.pop();
let v1 = x.dstack.pop();
x.dstack.push(if v1 >= v2 { 0xffff } else { 0 });
},
/* Input/output.
*
* The CPU needs some way to communicate with the outside world.
*
* Some machines use memory mapped IO where certain memory addresses are
* routed to hardware devices instead of main memory. This machine already
* has the full 64K of memory connected so no address space is readily
* available for hardware devices.
*
* Instead we define a separate input-output space of 65536 possible
* locations. Each of these possible locations is called an IO "port".
*
* For a real CPU you could hook up hardware such as a serial
* transmitter that sends data to a computer terminal, or just an
* output pin controller that is wired to a light bulb.
*
* This is a fake software CPU so I am going to hook it up to
* stdin and stdout.
*/
| x | { // IO - Write/read a number from/to input/output port.
let port = x.dstack.pop();
/* I'm loosely following a pattern in which even ports are inputs
* and odd ports are outputs. But each port acts different.
* In a hardware CPU this would not be suitable but it is fine for
* a software emulation.
*/
match port {
0 => {
/* Push a character from stdin onto the data stack */
let mut buf: [u8; 1] = [0];
let _ = io::stdin().read(&mut buf);
x.dstack.push(buf[0] as u16);
/* You are welcome to make your own computer that supports
* utf-8, but this one does not. */
}
1 => {
/* Pop a character from the data stack to stdout */
let val = x.dstack.pop();
print!("{}", ((val & 0xff) as u8) as char);
let _ = io::stdout().flush();
}
2 => {
/* Dump CPU status.
* Like the front panel with the blinking lights that Chuck
* talked about. */
println!("{:?} {:?}", x.ip, x.dstack);
let _ = io::stdout().flush();
}
_ => {}
}
}
];
/* ---------------------------------------------------------------------------
* Part 2 - The Program
* ------------------------------------------------------------------------- */
/* You now have an unfamiliar computer with no software. Can you and the
* computer write a program?
*
* The first program is the hardest to write because you don't have any tools
* to help write it. The computer itself is going to be no help. Without any
* program it will sit there doing nothing.
*
* What should the first program be?
* A natural choice would be a tool that helps you program more easily.
*
* An interactive programming environment needs to let you do 2 things:
*
* 1. Call subroutines by typing their name at the keyboard
* 2. Define new subroutines in terms of existing ones
*
* Begin with step 1:
* Call subroutines by typing their name at the keyboard
*
* This is where we will meet Forth.
*
* Our interactive programming environment will be a small language in the
* Forth family. If you want to learn how to implement a full featured Forth,
* please read Jonesforth, and Brad Rodriguez' series of articles "Moving
* Forth". The small Forth I write below will probably help you understand
* those Forths a little better.
*
* Forth organizes all the computer's memory as a "dictionary" of subroutines.
* The point of the dictionary is to give each subroutine a name so you
* can run a subroutine by typing its name. The computer will look up its
* address for you and call it.
*
* The dictionary starts at a low address and grows towards high addresses.
* It is organized as a linked list, like this:
*
* [Link field][Name][Code .......... ]
* ^
* |
* [Link field][Name][Code ...... ]
* ^
* |
* [Link field][Name][Code ............... ]
*
* The reason it is a linked list is to allow each list entry to be a
* different length.
*
* Each dictionary entry contains three things:
*
* - "Link field": The address of the previous dictionary entry.
* For the first dictionary entry this field is 0.
*
* - "Name": A few letters to name this dictionary entry.
* Later you will type this name at the keyboard to call up
* this dictionary entry.
*
* - "Code": A subroutine to execute when you call up this dictionary
* entry. This is a list of CPU instructions. Note that one
* of the CPU instructions is "call". So you can have a subroutine
* that call other subroutines, or calls itself.
*
* This code should end with a return (RET) instruction.
*
* Example subroutine:
*
* Number Instruction Meaning
* ------ ----------- -------
* 7 Literal(3) Push the value 3 onto the data stack
* 9 Literal(4) Push the value 4 onto the data stack
* 65504 RET Return to caller
*
* A linked list is not a very fast data structure but this doesn't really
* matter because dictionary lookup doesn't need to be fast. Lookups are
* for converting text you typed at the keyboard to subroutine addresses.
* You can't type very fast compared to a computer so this lookup doesn't
* need to be fast.
*
* In addition to the linked list itself, you will need a couple of
* variables to keep track of where the dictionary is in memory:
*
* - Dictionary pointer: The address of the newest dictionary entry.
* - Here: The address of the first unused memory location,
* which comes just after the newest dictionary entry.
*
* [Link field][Name][Code .......... ]
* ^
* |
* [Link field][Name][Code ...... ]
* ^
* |
* [Link field][Name][Code ............... ]
* ^ ^
* | |
* [Dictionary pointer] [Here]
*
* To create our Forth interactive programmming environment, we will start
* by defining subroutines that:
* - read names from the keyboard
* - look up and execute dictionary entries by name
*
* We will put these subroutines themselves in the dictionary so they are
* available for use once our interactive environment is up and running!
*
* If you were sitting in front of a minicomputer in 196x you would need
* to create the dictionary with pencil and paper, but in 20xx we will
* write a Rust program to help create the dictionary.
*
* First we need to keep track of where the dictionary is:
*/
struct Dict<'a> {
dp: u16, // The dictionary pointer
here: u16, // The "here" variable
c: &'a mut Core // The dictionary lives in memory. We are going to
// hang on to a mutable reference to the core to give
// us easy access to the memory.
}
/* Helpers to help put new routines in the dictionary */
enum Item {
Literal(u16),
Call(u16),
Opcode(Op)
}
impl From<u16> for Item { fn from(a: u16) -> Self { Item::Call(a) } }
impl From<Op> for Item { fn from(o: Op) -> Self { Item::Opcode(o) } }
impl Dict<'_> {
/* Helper to reserve space in the dictionary by advancing the "here"
* pointer */
fn allot(&mut self, n: u16) {
self.here = self.here.wrapping_add(n);
}
/* Helper to append a 16 bit integer to the dictionary */
fn comma(&mut self, val: u16) {
self.c.store(self.here, val);
self.allot(2);
}
/* Helper to append a CPU instruction to the dictionary */
fn emit<T: Into<Item>>(&mut self, val: T) {
match val.into() {
Item::Call(val) => { self.comma(val) }
Item::Opcode(val) => { self.comma(val as u16) }
Item::Literal(val) => { assert!(val <= 0x7fff);
self.comma((val << 1) | 1) }
}
}
/* Helper to append a "name" field to the dictionary. To save space and
* to make each dictionary header a consistent size, I am choosing to not
* store every letter of the name. Instead I am storing only the length of
* the name and then the first three letters of the name.
*
* That means these two names will compare equal:
* - ALLOW (-> 5ALL)
* - ALLOT (-> 5ALL)
*
* Even though their first three letters are the same, these two names
* will compare unequal because they are different lengths:
* - FORTH (-> 5FOR)
* - FORGET (-> 6FOR)
*
* If a name is shorter than 3 letters it is padded out with spaces.
* - X (-> 1X )
*
* You can see that the name field is always four bytes regardless
* of how many letters are in the name, and the link field is two bytes.
* This means a dictionary header in this Forth is always six bytes.
*/
fn name(&mut self, n: u8, val: [u8; 3]) {
/* Store the length and the first character */
self.comma(n as u16 | ((val[0] as u16) << 8));
/* Store the next two characters */
self.comma(val[1] as u16 | ((val[2] as u16) << 8));
}
/* Helper to append a new link field to the dictionary and update the
* dictionary pointer appropriately. */
fn entry(&mut self) {
let here = self.here;
self.comma(self.dp);
self.dp = here;
}
}
/* Now we can start building the dictionary. */
fn build_dictionary(c: &mut Core) {
use Op::*;
use Item::*;
let mut d = Dict {
dp: 0, /* Nothing in the dictionary yet */
here: 2, /* Reserve address 0 as an "entry point", i.e. where the
CPU will jump to start running Forth. We don't have a
Forth interpreter yet so we'll leave address 0 alone for
now and start the dictionary at address 2 instead. */
c: c
};
/* Consider the following facts:
* - The CPU knows how to execute a bunch of instructions strung together.
* - Forth consists of a bunch of subroutine calls strung together.
* - Subroutine CALL is a valid instruction of our CPU.
*
* This means that we can immediately begin programming our machine in
* a language resembling Forth, just by writing a list of subroutine
* calls into the dictionary.
*
* The line between "machine code program" and "Forth program" is
* very blurry. To illustrate:
*
* Here is a subroutine consisting of a few instructions strung together.
*
* Instruction Number Meaning
* ----------- ------ -------
* Literal(3) 7 Push the value 3 onto the data stack
* Literal(4) 9 Push the value 4 onto the data stack
* RET 65504 Return to caller
*
* Here is a Forth subroutine consisting of a few subroutine calls strung
* together.
* Call Number Meaning
* ----------- ------ -------
* S1 1230 Call subroutine S1 which happens to live
* at address 1230
* S2 1250 Call subroutine S2 which happens to live
* at address 1250
* RET 65504 Return to caller
*
* Both of these are valid machine code programs (list of numbers that
* our CPU can directly execute).
*
* This duality between CPU instructions and Forth code comes from
* an idea called "subroutine threading". It is a refinement of an
* idea called "threaded code". This has no relation to the kind of
* threading that lets you run programs in parallel. You can read more
* about threaded code on Wikipedia or in the other Forth resources I
* mentioned earlier (Jonesforth, and Moving Forth by Brad Rodriguez).
*
* Our new language starts out with the sixteen (well, eighteen)
* instructions built into the CPU. We can string those instructions
* together into a new subroutine. Each new subroutine adds to the
* toolbox we have available for making the next new subroutine.
* Repeat until you have built what you wanted to build, via
* function composition. This is the idea behind Forth.
*/
/*
* We are going to be writing many series of instructions so let's
* start out by making a Rust macro that makes them easier to type
* and lets us specify a CPU instruction vs. a subroutine call with
* equal ease.
*
* The macro below will convert:
*
* forth!(Literal(2), ADD, RET)
*
* to:
*
* d.emit(Literal(2));
* d.emit(ADD);
* d.emit(RET);
*
* which you probably recognize as code that will add a new subroutine
* to the dictionary.
*/
macro_rules! forth {
($x:expr) => (d.emit($x));
($x:expr, $($y:expr),+) => (d.emit($x); forth!($($y),+))
}
/* Now we can add the first subroutine to the dictionary!
*
* key: Reads a character from the keyboard and places its character
* code on the stack.
*
* There is a tradition of writing stack comments for Forth subroutines
* to describe the stack effect of executing the subroutine.
* They look like this: key ( -- n )
*
* Read as: key does not take any parameters off the stack, and leaves
* one new number pushed onto the stack.
*
* Also remember that a dictionary entry looks like this:
* [Link field][Name][Code .......... ]
*/
// key ( -- n )
d.entry(); /* Compile the link field into the dictionary */
d.name(3, *b"key"); /* Compile the name field into the dictionary */
let key = d.here; /* (Save off the start address of the code so we
can call it later) */
forth!(
Literal(0), /* Compile a LITERAL instruction that pushes
0 to the stack */
IO, /* Compile an IO instruction.
*
* Remember from the CPU code that IO takes a
* parameter on the stack to specify which port
* to use.
*
* Also remember that IO port 0 reads
* a character from standard input.
*/
RET /* Compile a RET instruction */
);
/* We have now compiled the "key" subroutine into the dictionary.
* [Link field][Name][Code .......... ]
* 0000 3key 1, 65534, 65504
*
* The next subroutine we will make is "emit". This is a companion
* to "key" that works in the opposite direction.
*
* key ( -- n ) reads a character from stdin and pushes it to the stack.
* emit ( n -- ) pops a character from the stack and writes it to stdout.
*/
// emit ( n -- )
d.entry(); d.name(4, *b"emi"); let emit = d.here;
forth!(Literal(1), IO, RET);
/* I am tired of saying "subroutine" so many times, so I am going to
* introduce a new term. Remember the goal our language is working
* towards -- we want to be able to type a word at the keyboard, and
* let the computer look it up in the dictionary and execute the
* appropriate code.
*
* So far we have two named items in the dictionary, call and emit.
*
* We are going to term a named dictionary item a "word".
* This is a Forth tradition.
*
* So call and emit are "words", or "dictionary words" if you want to be
* precise about it. So far these are the only words we've defined.
*
* Let's define some more words.
*/
/* Our CPU does not have subtraction so let's make subtraction by adding
* the two's complement.
*
* To get the two's complement, do a bitwise invert and add 1.
*
* This will be the most complicated Forth that we've written so far
* so let's walk through step by step. */
// - ( a b -- a-b )
d.entry(); d.name(1, *b"- "); let sub = d.here;
forth!( /* Stack contents: a b, to start off with.
* We want to compute a minus b */
INV, /* Bitwise invert the top item on the stack.
* Stack contents: a ~b */
Literal(1), /* Push 1 onto the stack.
* Stack contents: a ~b 1 */
ADD, /* Add the top two items on the stack.
* Stack contents: a ~b+1
* Note that ~b+1 is the two's complement of b. */
ADD, /* Add the top two items on the stack.
* Stack contents: n
* Note that n = (a + ~b+1) = a - b */
RET /* Done, return to caller, leaving n on the data stack. */
);
/* Writing it out like that takes a lot of space. Normally Forth code
* is written on a single line, like this:
*
* INV 1 ADD ADD RET
*
* Looking at it this way, it's easy to see the new word we just
* created (-) is made from 5 instructions. It's pretty typical for
* a Forth word to be made of 2-7 of them. Beyond that length, things
* get successively harder to understand, and it becomes a good idea
* to split some work off into helper words.
*
* We will see an example of this below.
*/
/* Our next word will be useful for Boolean logic.
*
* 0= ( n -- f )
*
* In a stack comment, "f" means "flag", a.k.a. Boolean value.
* By Forth convention, zero is false and any nonzero value is true.
* However the "best" value to use for a true flag is 65535 (all ones)
* so the bitwise logical operations can double as Boolean logical
* operations.
*
* So what 0= does is:
* - if n=0, leave on the stack f=65535
* - otherwise, leave on the stack f=0
*
* It is like C's ! operator.
*
* In Rust this could be implemented as:
*
* fn zero_eq(n: u16) -> u16 {
* if (n == 0) {
* return 65535;
* } else {
* return 0;
* }
* }
*
* Rust has an if-then and block scope, so this is easy to write.
*
* The literal translation to a typical register-machine assembly
* language would look something like this:
*
* zero_eq: compare r0, 0
* jump_eq is_zero
* move r0, 0
* ret
* is_zero: move r0, 65535
* ret
*
* It looks simple but I want to point out a couple things about it
* that are not so simple.
*
* The conditional jump instruction, jump_eq.
* ------------------------------------------
* Our CPU doesn't have this. The only decision-making instruction
* we have is Q which is a conditional skip.
*
* Q - If the top number on the data stack is zero, skip the next
* instruction.
*
* A conditional jump can go anywhere. A conditional skip can only decide
* whether or not to skip the next instruction (i.e., it is a fixed forward
* jump of 2 bytes). You cannot give Q a specific address to jump to, the
* way jump_eq worked.
*
* So our CPU does not make it easy to jump around in a long block of
* instructions -- our CPU prefers that you use subroutine calls.
*
* The forward reference
* ---------------------
* This is another problem. Think of the job of an assembler which is
* converting an assembly language program to machine code. We are
* currently writing our code in a tiny assembler that we made in Rust! It
* is very simple but so far it has worked for us. The assembler of our
* hypothetical register-machine below has a rather nasty problem to solve.
*
* zero_eq: compare r0, 0
* jump_eq is_zero <----- On this line.
* move r0, 0
* ret
* is_zero: move r0, 65535
* ret
*
* It wants to emit a jump to is_zero, but that symbol has not been seen
* yet and is unrecognized. On top of that, the assembler also doesn't yet
* know what address is_zero will have, so doesn't know what jump target to
* emit. To successfully assemble that kind of program you would need an
* assembler smarter than the assembler we made for ourselves in Rust.
*
* There are ways to solve this but let's NOT solve it.
*
* Our CPU has no jump instruction (only call) and our assembler only lets
* us call things we already defined. Instead of removing these
* constraints, find a way to write 0= within the constraints.
*
* Here is a start at solving the problem
*
* is_nonzero ( -- 0 )
* Literal(0)
* RET
*
* 0= ( n -- f )
* Q <-- pop n, if n=0 skip next instruction
* is_nonzero <-- f=0 is now pushed to stack
* Literal(0)
* INV <-- f=65535 is now pushed to stack
* RET <-- Return
*
* We got rid of the forward reference by defining is_nonzero before it
* was used.
*
* We got rid of the jump instruction by using a subroutine call instead.
*
* This code is close to working but it doesn't quite work. The problem
* is that is_nonzero gives control back to 0= when done, just like
* a subroutine call normally does, and then 0= runs as normal until it
* hits the return instruction at the end.
* So we wind up executing both the f=0 branch and the f=65535 branch,
* instead of just executing the f=0 branch like we wanted in this case.
*
* It is possible to fix this last problem by adding the instructions
* RTO DRP to is_nonzero.
*
* is_nonzero ( -- 0 )
* RTO <-- Pop the return address, push to data stack
* DRP <-- Discard it
* Literal(0) <-- Put 0 on the data stack
* RET <-- Return
*
* Because we popped off and discarded one item from the return stack, the
* final RET instruction will not return to 0= any more. Instead it will
* skip one level and return to whoever called 0=. This has the result of
* ending 0= early, which is what we wanted to do.
*
* 0= ( n -- f )
* Q <-- pop n, if n=0 skip next instruction
* is_nonzero <-- this word puts f=0 on the stack then ends 0= early
* Literal(0)
* INV <-- f=65535 is now pushed to stack
* RET <-- Return
*
* I call this pattern "return-from-caller". It is used occasionally in
* real Forth systems. My dialect of Forth will use it extensively to work
* around my CPU's lack of conditional jump.
*
* Now we've explained how 0= is going to work, let's write it.
*/
/* First we define the helper. It won't be reused, so I am not going
* to bother giving it a dictionary header and name for easy lookup later.
* Think of it as a private function. */
let zero = d.here;
forth!(Literal(0), RTO, DRP, RET);
/* Now define 0= using the helper. */
// 0= ( n -- f )
d.entry(); d.name(2, *b"0= "); let zero_eq = d.here;
forth!(Q, zero, Literal(0), INV, RET);
/* Next let's make a = equality comparison operator, using 0= and subtract.
* I call it an "operator" because that's what other languages would
* call it, but Forth has no special idea of an "operator". Everything
* is just words. */
// = ( a b -- a=b )
d.entry(); d.name(1, *b"= "); let eq = d.here;
forth!(sub, zero_eq, RET);
/* Note that 0= and subtract are both words, not CPU instructions.
* This makes = the first "pure" Forth word we have defined, with no
* direct dependency on the machine's instruction set.
* We could define = as - 0= on a real standards-compliant Forth system
* and it would still work. So Forth gets you to the point of writing
* "portable" code really quickly. Often you can reuse routines early in
* bootstrapping even though they were written and tested on a different
* machine. Many languages offer portability but few offer it so quickly.
*/
/* -----------------------------------------------------------------------
* Part 2a - The lexer
*---------------------------------------------------------------------- */
/* Now that we've got some basics in place let's go back to solving
* the real problem of getting our language to read words from the
* keyboard. The first problem we have is that we need some way to
* separate words from each other so we know where one word ends and the
* next begins. This problem is called "lexing". Forth has about the
* simplest lexer ever, it just splits on whitespace. Anything with
* character code <=32 is considered whitespace. Words are delimited by
* whitespace. And that is all the syntax Forth has.
*
* To read a word from the keyboard you will need to:
* 1. Advance past any leading whitespace
* 2. Read characters into a buffer until whitespace is seen again.
*/
/* Let's start with the "advance past leading whitespace" part
*
* The "key" word gives us the latest keystroke as an ASCII code.
* (Really it is reading utf-8 characters one byte at a time but let's
* not get into that right now, pretend the year is 196x, we're sitting
* in front of a minicomputer and and utf-8 hasn't been invented yet.)
*
* ASCII codes 0 to 32 are whitespace or control characters. Codes
* 33 and up are letters, numbers and symbols. So to skip whitespace
* all you need to do is read keys until you get an ASCII code >= 33,
* then return that to tell the rest of the program what key code you
* saw.
*
* In Rust this could be implemented as:
*
* fn skipws() -> u16 {
* loop {
* let c = key();
* if c >= 33 {
* return c;
* }
* }
* }
*
* Rust has a loop keyword, so this is easy to write.
* (Alarm bells should be ringing in your head at this point because
* we haven't put any looping constructs in our CPU or language.)
*
* The literal translation to a typical register-machine assembly
* language would look something like this:
*
* skipws: call key
* compare r0, 32
* jump_le skipws
* ret
*
* (More alarm bells should be ringing in your head because this is
* using conditional jump, which our CPU doesn't have.)
*
* Like last time, is there a way to solve this without conditional
* jump?
*
* Here is a start at solving the problem:
*
* skipws ( -- c )
* key <-- Put keycode on the stack: ( c )
* DUP <-- Duplicate top value on the stack: ( c c )
* Literal(33) <-- Put 33 on the stack: ( c c 33 )
* GEQ <-- Is c >= 33? ( c f )
* Q <-- If so...
* RET <-- ... return, leaving c on the stack. ( c )
* DRP <-- Discard c from the stack. ( )
* skipws <-- Call skipws again
*
* You will notice there is no RET statement at the end of skipws.
* At the end of skipws we call skipws again. This makes an infinite
* loop. The only way out of the loop is the RET instruction in the
* middle. This works similarly to the Rust code that uses a loop { }
* and breaks out when it sees the condition it's looking for.
*
* Writing a word that calls itself is called "recursion".
*
* This code almost works but there is still something wrong with it.
* Youll notice we were careful to make sure "skipws" removed all items
* it added to the data stack, before it called itself. Its last two
* lines were:
*
* DRP <-- Discard c from the stack
* skipws <-- Call skipws again
*
* If we didn't do that, skipws would leave each whitespace character
* it saw, on the data stack, as it looped again and again.
* So instead of returning the first nonwhitespace character it would
* return EVERY character it saw.
*
* 1st recursion: data stack: ( c1 )
* 2nd recursion: data stack: ( c1 c2 )
* 3rd recursion: data stack: ( c1 c2 c3 )
*
* There are problems with this. It's messy. The caller has no idea
* how many values we are going to leave on the stack, so has no idea
* how many to pop off. Also, we might see more than 16 whitespace
* characters in a row, which would make weird things happen because
* our CPU's data stack only has room for 16 numbers.
*
* For these reasons it's better to leave the data stack as we found it,
* when we do a recursive call. That is the reason the last two lines are
* DRP, skipws -- it's to stop items building up on the data stack. The
* final pass through this function goes down a different path that does
* not DRP, so it leaves something on the data stack -- the last key read.
*
* The problem skipws still has, is that we haven't taken the same care
* with its return stack.
*
* At the first line of skipws the return stack looks like this:
* ( caller )
*
* That's because skipws must have been called by our CPU's CALL
* instruction (we have no other way of calling subroutines!), and the
* CALL instruction leaves a return address on the top of the return
* stack so RET knows where to return to at the end of the subroutine.
*
* But we are also using CALL for a different purpose: to repeat skipws.
* Every time we repeat skipws, the CALL instruction will push another
* return address to the call stack.
*
* DRP return stack:( caller )
* skipws <-- Call skipws again. return stack:( caller x )
* <-- This location has address x.
*
* first call: return stack: ( caller )
* 1st recursion: return stack: ( caller x )
* 2nd recursion: return stack: ( caller x x )
* 3rd recursion: return stack: ( caller x x x )
*
* Clearly all these x's are garbage. When we are done with skipws we
* want to return to our caller, not to x.
*
* We could patch over the problem somewhat by putting a RET instruction
* at x.
*
* DRP return stack:( caller )
* skipws <-- Call skipws again. return stack:( caller x )
* RET <-- x
*
* This yields working recursive code.
*
* Each time we loop, a useless return address x is left on the return
* stack. When skipws wants to quit, skipws runs a RET instruction, which
* transfers control to x. x is the address of a RET instruction, left on
* the stack earler. So we wind up running RET RET RET ... until we burn
* through all x's on the return stack and finally transfer control back to
* caller.
*
* first call: return stack: ( caller ) data stack: ( )
* 1st recursion: return stack: ( caller x ) data stack: ( )
* 2nd recursion: return stack: ( caller x x ) data stack: ( )
* 3rd recursion: return stack: ( caller x x x ) data stack: ( c )
* RET: : return stack: ( caller x x ) data stack: ( c )
* RET: : return stack: ( caller x ) data stack: ( c )
* RET: : return stack: ( caller ) data stack: ( c )
* RET: < control is passed back to our caller,
* and now they can do stuff with the "c" on the data
* stack, yay >
*
* This works. It isn't very fast but we don't care about speed right
* now, just about getting our computer to work.
*
* But there is still a problem.
*
* Our CPU has a fixed-size circular return stack that can hold 32 numbers.
* What happens if you loop 32 times or more? The return stack fills up
* completely with the useless "x" addresses, and the address of caller
* is lost.
*
* recursive call N : return stack: ( caller x x x ... x )
* recursive call N+1: return stack: ( x x x x ... x ) :-(
*
* So skipping 32 or more whitespace characters in a row wouldn't work.
* To fix that problem we need to find a way to stop the useless "x"
* addresses from building up on the return stack.
*
* 1st loop: return stack: ( caller ) data stack: ( )
* 2nd loop: return stack: ( caller ) data stack: ( )
* 3rd loop: return stack: ( caller ) data stack: ( c )
* RET: < control is passed back to our caller >
*
* The most common solution is called "tail call optimization".
* If a function's last instruction is a recursive call, that call can be
* replaced with a jump. On paper this doesn't work very well on our
* computer, for two reasons:
*
* 1. Our CPU has no jump, only call.
*
* 2. Our assembler, and eventually our interactive environment, would need
* to be smart enough to emit a call sometimes and a jump other times.
* This is the same "look-ahead" problem that we saw with forward
* references -- you don't know that a given CALL will be followed by a
* RET, unless you can see the future.
*
* Earlier we decided to keep our assembler very dumb so it would be
* weird to start making it smart now.
*
* So what are we going to do?
*
* It is possible to get a very, very dumb caveman version of tail call
* optimization, by manually using the "return-from-caller" trick, RTO DRP,
* to "get rid of" the x that is pushed on by the skipws CALL.
*
* skipws ( -- c ) RTO DRP ... Q RET ... skipws
*
* 1st loop: return stack: ( caller ) data stack: ( )
* 2nd loop: return stack: ( ) data stack: ( )
* 3rd loop: return stack: ( ) data stack: ( )
*
* So now recursive calls will leave the return-stack as they found it,
* which is good! We don't have the useless-x problem any more.
* Unfortunately, the first pass through skipws discards the original
* caller's return address, which we wanted to keep. There is a quick
* hack around that problem: wrap skipws in another subroutine, and
* always call it through that wrapper.
*
* skipws ( -- c ) RTO DRP ... Q RET ... skipws
*
* wrapper ( -- c ) skipws RET
*
* The RET in skipws returns from wrapper, but that's ok.
*
* Finally we are able to write loops, and we did not even need to add
* anything to our language or CPU to get that to work, we just needed to
* look at things differently. Learning to look at things differently is a
* big part of the Forth philosophy.
*
* We'll see a better way of solving this problem later, in the file
* frustration.4th, but for now this is good enough and we can get back to
* solving our original problem, skipping whitespace.
*/
/* You should now understand what the next two functions are doing
* because we just talked about them at length. In the real program
* I swapped the names of the two functions because I wanted to let the
* wrapper have the friendly "skipws" name. */
let skip_helper = d.here;
forth!(RTO, DRP, key, DUP, Literal(33), GEQ, Q, RET, DRP, skip_helper);
// skipws ( -- c )
d.entry(); d.name(6, *b"ski"); let skipws = d.here;
forth!(skip_helper);
/* Step 1 of the lexer is now working!
* We can now discard whitespace characters typed at the keyboard,
* i.e. advance to the first character of a word.
*/
/* The next stage of lexing is once again going to be more complicated than
* any code we've written before, so we are going to need some more helper
* words.
*
* Until now, we have been able to structure our code in such a way that
* the next value we need is conveniently stored at the top of the stack.
* The most we've had to do is either DUPlicate this value or DRP it
* because it's no longer needed. In more complicated code, sometimes we
* will need to "dig through" the values on the stack to surface the one we
* want to use next. This is inefficient and ugly so we will do it as
* little as possible, but it will soon be necessary.
*
* The CPU instruction SWP does stack shuffling by swapping the first
* two values on the data stack. We already have SWP (it's built into the
* CPU) but I will write out its stack effect below as a recap of what it
* does.
*
* SWP ( a b -- b a ).
*
* The problem with SWP is that it can only reach the top two values
* on the stack. If you wanted to dig further, you couldn't do it with
* SWP.
*
* One way of digging further is by using the RTO and TOR instructions
* as demonstrated below in the "over" word.
*/
// over ( a b -- a b a )
d.entry(); d.name(4, *b"ove"); let over = d.here;
forth!(TOR, /* data stack: ( a ) return stack: ( caller b ) */
DUP, /* data stack: ( a a ) return stack: ( caller b ) */
RTO, /* data stack: ( a a b ) return stack: ( caller ) */
SWP, /* data stack: ( a b a ) return stack: ( caller ) */
RET);
/* "over" is a good building block for further stack shuffling words. */
// 2dup ( a b -- a b a b )
d.entry(); d.name(4, *b"2du"); let twodup = d.here;
forth!(over, over, RET);
/* Now we can get back to writing the lexer. Step 2 of lexing is "Read
* characters into a buffer until whitespace is seen again", and once that
* works we will be done writing the lexer!
*
* Start by setting aside the word input buffer. We'll format it as Nabcde
* where N is the number of characters stored.
*/
let word_buf = d.here;
d.allot(6);
/* It may seem strange to be plopping this down in the middle of the
* dictionary but it will work fine, just as long as we're setting aside
* an even number of bytes. As mentioned earlier, if you intersperse
* instructions and data in memory...
* _________
* ________ |_________| _____________
* |________| Data |_____________|
* Instructions More instructions
*
* ...then you will have to be careful to make sure the second block
* of instructions also starts at an even numbered address.
* You might need to include an extra byte of data as "padding".
*
* In this case we set aside one byte for length and five bytes for
* characters, which is a total of six bytes, so no padding is needed.
*/
/* We are about to do some buffer handling so we want bounds checking.
* Let's write a min-value word. It will look at the top two items
* on the stack and return whichever is less.
*
* This word is simple enough that I'm not going to walk through it
* like I did with some of the earlier words. If you want to understand
* how it works I recommend walking through it on paper or in your head.
* With a little practice this will become as natural as walking through
* code in any other language.
*/
// min ( a b -- n )
d.entry(); d.name(3, *b"min"); let min = d.here;
forth!(twodup, GEQ, Q, SWP, DRP, RET);
/* We want to access the buffer byte-by-byte, but our machine only
* accesses memory 16 bits at a time.
*
* Reading one byte at a time is pretty easy, just do a 16-bit read and
* discard the high byte with Literal(0xFF) AND. */
// c@ ( a -- n )
d.entry(); d.name(2, *b"c@ "); let cld = d.here;
forth!(LD, Literal(0xff), AND, RET);
/* To write one byte at a time, we'll take the approach of reading two
* bytes, editing just the low byte, and then writing the full two-byte
* value back to memory. The high byte gets unnecessarily rewritten but
* we are writing back its old value so no one will know the difference.
*
* If our CPU was multi-core, or had interrupts, there could be some
* problems with this approach (search the Internet for "non-atomic
* read-modify-write"), but ours isn't, so we are fine.
*/
// c! ( n a -- )
d.entry(); d.name(2, *b"c! "); let cst = d.here;
forth!(DUP, /* ( n a a ) r: ( caller ) */
LD, /* ( n a old-n ) r: ( caller ) */
Literal(0xff), INV, /* ( n a old-n 0xff00 ) r: ( caller ) */
AND, /* ( n a old-highbyte ) r: ( caller ) */
SWP, TOR, /* ( n old-highbyte ) r: ( caller a ) */
OR, /* ( new-n ) r: ( caller a ) */
RTO, /* ( new-n ) r: ( caller ) */
ST, /* ( ) r: ( caller ) */
RET);
/* Load 1 letter into the buffer. */
let stchar = d.here;
forth!(Literal(word_buf), cld, /* Retrieve the first byte of the buffer,
i.e. its current length. */
Literal(1), ADD, /* Increment the length. */
DUP, Literal(word_buf), cst, /* Write-back the incremented length
to the first byte of the buffer */
/* Decide where to store the letter in the buffer.
*
* The 1st letter should be stored 1 byte past the buffer start
* (to leave room for the length).
*
* The 2nd letter should be stored 2 bytes past the buffer start
* ...
* The 5th letter should be stored 5 bytes past the buffer start.
*
* Any letters beyond the 5th will also be stored in the 5th slot
* overwriting whatever letter was seen there previously. This
* is fine because only the first 3 letters of the word are
* significant anyway. What's important is that we not overrun
* the buffer and corrupt adjacent parts of the dictionary.
*/
Literal(5), min, Literal(word_buf), ADD,
cst, /* Store the letter in the buffer */
RET);
/* Function to load letters into buffer until whitespace is hit again.
* Return the whitespace character that was seen.
*
* This will tail-recursively call the function we just wrote, until
* whitespace is seen again (a character code that is <= 32).
*/
let getcs_helper = d.here;
forth!(RTO, DRP, /* The "return-from-caller" trick */
stchar,
key, DUP, Literal(32), SWP, GEQ, Q, RET,
getcs_helper);
// getcs ( -- c )
d.entry(); d.name(5, *b"get"); let getcs = d.here;
forth!(getcs_helper, RET);
/* The lexer is almost done, now we'll write the word that the rest of the
* program will use to call it.
*
* This word is named "word".
*
* First, it clears word_buf by setting its length byte to 0 and
* padding out the first three name bytes by setting them to 32 (space).
*
* Then, reads a word from the keyboard into the word_buf.
*/
// word ( -- )
d.entry(); d.name(4, *b"wor"); let word = d.here;
forth!(
Literal(word_buf), /* Address of word_buf */
DUP, Literal(2), ADD, /* Address of word_buf + 2 */
Literal(0x2020), SWP, ST, /* Set name bytes 2 and 1 to space */
Literal(0x2000), SWP, ST, /* Set name byte 0 to space and
set length to zero */
skipws, /* Lexer step 1, skip leading whitespace */
getcs, /* Lexer step 2, read letters into buffer until whitespace
is seen again */
DRP, /* We don't care what whitespace character was last seen
so drop it */
RET);
/* The lexer is now complete: we can read space-delimited words from
* the keyboard.
*
* This took a long while, because we had to figure out how to do things
* like branching and looping, while also figuring out how to write the
* lexer itself.
* But now our dictionary is filled with useful helper words so our next
* steps will be faster to write.
*/
/* Let's move on to dictionary lookup, so we can do something useful with
* the space-delimited words we now know how to read from the keyboard.
*
* To do dictionary lookup we first need to keep track of where the
* dictionary is, so let's teach Forth about the dictionary pointer (dp)
* variable that we've so far been tracking in Rust.
*
* The traditional Forth name for this variable is "latest".
*/
// latest ( -- a )
/* Address of "latest" variable. This variable stores the address of
* the latest word in the dictionary. */
let latest_ptr = d.here; d.allot(2);
d.entry(); d.name(6, *b"lat"); let latest = d.here;
forth!(Literal(latest_ptr), RET);
/* Now we will write "find" which is the word that does dictionary
* lookup. Dictionary lookup is a linked list traversal starting
* at latest (the end of the dictionary). For each dictionary entry, we
* compare its name against the name that "word" placed in the input
* buffer. If it matches, we return the address of this dictionary entry's
* code field. Otherwise we advance to the previous dictionary entry and
* try again. If we don't match anything before we hit address 0 (the
* start of the dictionary) that means the name in the input buffer
* was not found in the dictionary.
*
* The stack effect of find will be:
*
* find ( -- xt|0 )
*
* It's time to explain a couple more conventions often used in stack
* effect comments:
*
* - xt is "execution token". In our Forth, "execution token" just means
* the address of some code.
*
* - A vertical bar | means "or". So find will return either an execution
* token, or 0 if no execution token is found.
*/
/* Helper word ( a -- f )
*/
let matches = d.here;
forth!(
/* Stash the address of the name field by putting it on the
* return stack
*/
Literal(2), ADD, TOR,
/* Load the 4 bytes at word_buf */
Literal(word_buf), DUP, Literal(2), ADD, LD, SWP, LD,
/* Load the first 2 bytes of the name field */
RTO, DUP, TOR, LD,
/* Compare to the first 2 bytes at word_buf.
* Don't worry about that bitwise AND: it will be explained later
* when we are adding "immediate" words to the outer interpreter.
*/
Literal(0x0080), INV, AND, eq,
/* Compare the second 2 bytes of the name field to the second
* 2 bytes at word_buf
*/
SWP, RTO, Literal(2), ADD, LD, eq,
/* If both comparisons were true, return true, else return false */
AND, RET);
/* Helper word ( a -- a' )
*/
let matched = d.here;
forth!(
Literal(6), ADD, /* Advance six bytes (the length of the dictionary
header). This advances from the start of the
header to the address of the code field. */
RTO, DRP, /* Return-from-caller */
RET);
let find_helper = d.here;
forth!(
RTO, DRP,
DUP, Literal(0), eq, Q, RET, /* No match - return 0 */
DUP, matches, Q, matched, /* Match - return the code address */
LD, find_helper); /* Try the next one */
/* And find itself is just a wrapper around the tail-recursive
* find_helper word. */
// find ( -- xt|0 )
d.entry(); d.name(4, *b"fin"); let find = d.here;
forth!(latest, LD, find_helper);
/* The ' (quote) word reads the next word from the keyboard and then looks
* it up in the dictionary. It works very similarly to the "address-of"
* operator in C. ' fn in Forth is like &fn in C.
*/
// ' ( -- xt|0 )
d.entry(); d.name(1, *b"' "); let quote = d.here;
forth!(word, find, RET);
/* -----------------------------------------------------------------------
* Part 2b - The outer interpreter
*---------------------------------------------------------------------- */
/* We can now look up a subroutine in the dictionary by typing its name
* at the keyboard.
*
* Remember that an interactive programming environment needs to let you
* do two things:
*
* 1. Call subroutines by typing their name at the keyboard
* 2. Define new subroutines in terms of existing ones
*
* We're also going to succumb to temptation at this point and add a third
* feature to our language.
*
* 3. Push numbers onto the data stack by typing them at the keyboard
*
* We haven't achieved any of these three goals yet, but we now have all
* of the building blocks we need to do so.
*/
/* To add words to the dictionary we'll need to keep track of where the
* end of the dictionary is, so let's teach Forth about the "here"
* variable that we've so far been tracking in Rust.
*/
// here ( -- a )
/* Address of "here" variable. This variable stores the address of
the first free space in the dictionary */
let here_ptr = d.here; d.allot(2);
d.entry(); d.name(4, *b"her"); let here = d.here;
forth!(Literal(here_ptr), RET);
/* Let's talk a little bit about how we are going to make our Forth
* interactive. We want to do one of two things:
*
* 1. Call subroutines by typing their name at the keyboard
* 2. Define new subroutines in terms of existing ones
*
* Both of these things are structurally similar. We can solve either
* problem by reading a list of words from the keyboard and doing something
* with each word.
*
* First we look up the word in the dictionary, then we either:
* 1. Execute it right now (if we are in interpreting mode).
* 2. Append it to the dictionary (if we are in compiling mode).
*
* Numbers can be handled in a similar way. If we encounter a number
* in interpreting mode, we'll put it on the stack. If we encounter a
* number in compiling mode, we'll compile a LITERAL instruction that
* will put the number on the stack when executed.
*
* It seems a pretty good bet that we'll be able to solve our problem
* with an interpreting/compiling mode flag, so let's make one.
*/
// state ( -- a )
/* Address of "state" variable. This variable stores -1 if
* interpreting or 0 if compiling. */
let state_ptr = d.here; d.allot(2);
d.entry(); d.name(5, *b"sta"); let state = d.here;
forth!(Literal(state_ptr), RET);
/* We need a way of switching between interpreting and compiling mode.
*
* If you are interpreting, this is easy -- just write 0 to state.
*
* If you are compiling, it is not so easy to go back into interpreting
* mode, because everything you type gets compiled. There is no way to
* execute a word when you are in compiling mode, so you are stuck
* compiling forever.
*
* What if there was a way to execute a word in compiling mode?
*
* We will define a special category of words called "immediate" words
* that are executed whenever they are seen, even if you are in compiling
* mode.
*
* We will mark a word as "immediate" by setting the high bit of the
* length byte, in the name field of its dictionary entry.
*
* ----+---+---+---+---+---+---+---+
* | i | n | n | n | n | n | n | n |
* ----+---+---+---+---+---+---+---+
* - nnnnnnn = length (0 to 127)
* - i = "immediate" bit (1 = immediate, 0 = ordinary)
*
* Do you remember the bit math in "find" that I told you to not worry
* about just yet?
*
* Literal(0x0080), INV, AND
*
* This math was masking out the "immediate" flag so it would not interfere
* with dictionary lookup.
*/
/* Helper function to get the address of the latest dictionary entry */
let word_addr = d.here;
forth!(Literal(latest_ptr), LD, Literal(2), ADD, RET);
// immediate ( -- )
/* Set the "immediate" flag on the latest dictionary entry */
d.entry(); d.name(9, *b"imm");
forth!(word_addr, DUP, LD, Literal(0x0080), OR, SWP, ST, RET);
/* Now we can define words to switch between interpreting and compiling
* mode. The names [ and ] are traditional Forth names. */
// [ ( -- )
d.entry();
d.name(
1 | 0x80, /* In Rust we do not have access to the handy "immediate"
function, but we can make a word "immediate" by setting
the high bit in its length field, as is done here. */
*b"[ ");
let lbracket = d.here;
forth!(Literal(0), INV, state, ST, RET);
// ] ( -- )
d.entry(); d.name(1 | 0x80, *b"] "); let rbracket = d.here;
forth!(Literal(0), state, ST, RET);
/* By setting / unsetting a different bit of the name field we can
* temporarily hide a word from name lookups. We will talk more
* about this later. */
// smudge ( -- )
d.entry(); d.name(6 | 0x80, *b"smu"); let smudge = d.here;
forth!(word_addr, DUP, LD, Literal(0x0040), OR, SWP, ST, RET);
// unsmudge ( -- )
d.entry(); d.name(8 | 0x80, *b"uns"); let unsmudge = d.here;
forth!(word_addr, DUP, LD, Literal(0x0040), INV, AND, SWP, ST, RET);
/* Now let's make a word that appends to the dictionary.
* We have had a Rust helper function for this for a long time.
* The word below is the same thing but callable from Forth. */
// , ( n -- )
d.entry(); d.name(1, *b", "); let comma = d.here;
forth!(here, LD, ST,
here, LD, Literal(2), ADD, here, ST, RET);
/* We will read numbers the same way we read words: from the input
* buffer. This, incidentally, is why we chose to reserve space for five
* characters in the input buffer, even though we only needed to store
* three for word lookup. The largest 16-bit number will fit in five
* decimal digits.
*
* Our numbers will be base-10. To build up a base-10 number digit by
* digit, we'll need to be able to multiply by 10. Our CPU has no multiply
* but it does have bit shift, which can be used to multiply or divide an
* unsigned value by any power of two.
*/
// x10 ( n -- n*10 )
d.entry(); d.name(3, *b"x10"); let x10 = d.here;
forth!(
DUP, DUP, Literal(3), SFT, /* Find n*8 */
ADD, ADD, /* (n*8) + n + n = (n*10) */
RET);
/* Now we can write a word that goes through the input buffer
* character by character and converts it to an integer on the stack. */
/* Helper function to clear junk off the stack. */
let end_num = d.here;
forth!(DRP, RTO, DRP, RET);
/* Helper function to clear junk off the stack and return -1. */
let bad_num = d.here;
forth!(DRP, DRP, DRP, Literal(0), INV, RTO, DRP, RET);
// Helper function ( 0 1 -- n|-1 )
let number_helper = d.here;
forth!(
RTO, DRP,
/* Load the next character */
DUP, Literal(word_buf), ADD, cld,
/* If the character is not in the range 48 to 57
* (which are the character codes for '0' to '9')
* then this is not a number, so return the error code -1 (65535)
*/
Literal(48), sub, DUP, Literal(10), GEQ, Q, bad_num,
SWP, TOR, SWP, x10, ADD, RTO,
/* If we've come to the end of the input buffer then end. */
DUP, Literal(word_buf), cld, GEQ, Q, end_num,
/* Move on to the next digit */
Literal(1), ADD, number_helper);
// number ( -- n|-1 )
d.entry(); d.name(6, *b"num"); let number = d.here;
forth!(Literal(0), Literal(1), number_helper);
/* Compile a number */
d.entry(); d.name(3, *b"lit"); let lit = d.here;
forth!(DUP, ADD, Literal(1), ADD, comma, RET);
// Helper function to compile a number ( n -- n? )
let try_compile_lit = d.here;
forth!(
/* If we are in interpreting mode, */
state, LD,
/* then exit immediately, leaving this number on the stack. */
Q, RET,
/* Otherwise, turn it into a LITERAL instruction and append that
* to the dictionary, */
lit,
/* and then return-from-caller. */
RTO, DRP, RET);
// Helper function to compile a call ( xt -- xt? )
let try_compile_call = d.here;
forth!(
/* If this is an immediate word, */
DUP, Literal(4), sub, LD, Literal(0x0080), AND,
/* or if we are in interpreting mode, */
state, LD, OR,
/* then we should execute this word, not compile it. */
Q, RET,
/* Otherwise, compile it by appending its address to the dictionary, */
comma,
/* and then return-from-caller. */
RTO, DRP, RET);
/* Given the address of a word, execute that word. */
// execute ( xt -- )
d.entry(); d.name(7, *b"exe"); let execute = d.here;
forth!(TOR, RET);
// Helper function to compile or execute a word ( xt -- )
let do_word = d.here;
forth!(
/* When this function concludes, return-from-caller. */
RTO, DRP,
/* If this word should be compiled, compile it, */
try_compile_call,
/* otherwise, execute it. */
execute, RET);
/* Forth can have very good error handling. This Forth does not.
* If we try to look up a word in the dictionary and can't find it,
* and if the word also can't be parsed as an number,
* then we print out a ? and move on to the next word.
*
* This helper function does some stack cleanup, prints the ?, then
* uses the return-from-caller trick to move on to the next word.
*/
let bad = d.here;
forth!(DRP, Literal(63), emit, RTO, DRP, RET);
/* Figure out what to do with the contents of the input buffer. */
// dispatch ( xt -- )
d.entry(); d.name(9, *b"int"); let dispatch = d.here;
forth!(
/* If the word was found in the dictionary, treat it as a word. */
DUP, Q, do_word,
/* If it wasn't found in the dictionary, try to parse it as a number.
* If it isn't a number, flag it as an error. */
DRP, number, DUP, Literal(1), ADD, zero_eq, Q, bad,
/* If it is a number, treat it as a number. */
try_compile_lit, RET);
/* And now we can write the main interpreter/compiler loop.
*
* This is the top-level code for our entire Forth system!
*
* Forth names this "quit", for the reason that calling "quit" in
* the middle of a compiled program is a reasonable way to bring
* you back to top-level.
*/
// quit ( -- )
d.entry(); d.name(4, *b"qui"); let quit = d.here;
forth!(
quote, /* Read a word from the keyboard and look it up in
* the dictionary */
dispatch, /* Figure out what to do with the word */
quit /* Repeat forever */
/* You might have noticed that "quit" isn't tail-recursive -- it
* just calls itself normally. "quit" is never supposed to return
* so it doesn't matter for it to properly maintain the return stack.
* It will just fill up the circular stack and wrap around. That's
* fine.
*/
);
/* We now have an interpreter that can compile or execute code!!!
*
* We have now succeeded at:
*
* 1. Call subroutines by typing their name at the keyboard
* 3. Push numbers onto the data stack by typing them at the keyboard
*
* But there are still a few more words we'll need if we want to:
*
* 2. Define new subroutines in terms of existing ones
*
* Let's take care of that now.
*/
/* Here is a word to create a new dictionary header. */
// create ( -- )
d.entry(); d.name(6, *b"cre"); let create = d.here;
forth!(
here, LD,
latest, LD, comma, /* emit the link field */
latest, ST, /* point "latest" at us */
word, /* read a word from the keyboard */
/* emit the name field (by copying it from the input buffer) */
Literal(word_buf), DUP, LD, comma, Literal(2), ADD, LD, comma,
RET);
/* And now, here is the word to compile a new Forth word. */
// : ( -- )
d.entry(); d.name(1, *b": ");
forth!(
/* Read name from keyboard, create dictionary header */
create,
/* Hide the word until we are done defining it. This lets us
* redefine a word in terms of a previous incarnation of itself. */
smudge,
/* Switch to compiling mode */
rbracket,
RET);
/* And here is ;, the "end" marker that ends the Forth word.
* Note that ; is immediate, as it has to switch us from compiling mode
* back into interpreting mode.
*/
// ; ( -- )
d.entry(); d.name(1 | 0x80, *b"; ");
forth!(
/* Emit a RET instruction. RET = 65504 which is outside of the
* LITERAL instruction's 0 to 32767 range, so you have to store the
* inverse and use INV to swap it back. */
Literal(!(RET as u16)), INV, comma,
/* The word is now done, so unhide it. */
unsmudge,
/* Switch back to interpreting mode */
lbracket,
RET);
/* Put the CPU instructions into dictionary words so we can call them
* interactively from Forth. Instructions that modify the return stack
* need special care, because otherwise they will mess up the
* wrapper we created for them, instead of acting on the caller
* the way they are supposed to.
*/
d.entry(); d.name(3, *b"ret"); forth!(RTO, DRP, RET);
d.entry(); d.name(2, *b">r "); forth!(RTO, SWP, TOR, TOR, RET);
d.entry(); d.name(2, *b"r> "); forth!(RTO, RTO, SWP, TOR, RET);
d.entry(); d.name(1, *b"@ "); forth!(LD, RET);
d.entry(); d.name(1, *b"! "); forth!(ST, RET);
d.entry(); d.name(3, *b"dup"); forth!(DUP, RET);
d.entry(); d.name(4, *b"swa"); forth!(SWP, RET);
d.entry(); d.name(4, *b"dro"); forth!(DRP, RET);
d.entry(); d.name(1 | 0x80, *b"? "); /* This one only works in-line. */
forth!(Literal(!(Q as u16)), INV, comma, RET);
d.entry(); d.name(1, *b"+ "); forth!(ADD, RET);
d.entry(); d.name(5, *b"shi"); forth!(SFT, RET);
d.entry(); d.name(2, *b"or "); forth!(OR, RET);
d.entry(); d.name(3, *b"and"); forth!(AND, RET);
d.entry(); d.name(3, *b"inv"); forth!(INV, RET);
d.entry(); d.name(3, *b"u>="); forth!(GEQ, RET);
d.entry(); d.name(2, *b"io "); forth!(IO, RET);
/* Update Forth's "latest" and "here" variables to match the ones
* we've been tracking in Rust.
*/
d.c.store(latest_ptr, d.dp);
d.c.store(here_ptr, d.here);
/* Start out in interpreting mode.
*/
d.c.store(state_ptr, 0xffff);
/* The "entry point" should be the top level interpreter word "quit".
*/
d.c.store(0, quit);
}
fn main() {
/* Create the machine */
let mut c = new_core();
/* Put the dictionary into memory */
build_dictionary(&mut c);
/* Run Forth */
c.ip = 0;
loop {
c.step();
}
}
/* ---------------------------------------------------------------------------
* Part 3 - Using the interactive programming environment
* ------------------------------------------------------------------------- */
/* "The next step is a problem-oriented-language. By permitting
* the program to dynamically modify its control language, we
* mark a qualitative change in capability. We also change our
* attention from the program to the language it implements.
* This is an important, and dangerous, diversion. For it's
* easy to lose sight of the problem amidst the beauty of the
* solution."
*
* -- Chuck Moore, "Programming a Problem-Oriented Language", 1970
*/
/* Now we can start programming in "real" Forth, not a weird macro language
* inside Rust.
*
* You can compile our Forth computer with:
* rustc frustration.rs
*
* You can run our Forth computer with:
* ./frustration
*
* However, I recommend loading a Forth program (frustration.4th, provided)
* which does a few more setup steps before letting you loose.
*
* cat frustration.4th - | ./frustration
*
* The line above is a good way to run Frustration if you're using Linux.
* It concatenates together frustration.4th and - (stdin). This means you
* can type commands once frustration.4th has been executed.
*
* There is a shell script supplied that will do all of the above for you.
*
* bash build.sh
*
* Please read frustration.4th if you want to learn more about how to
* use Forth.
*/