digitalmars.D - Expose the CTFE interpter in Phobos?
- bearophile (11/11) Jul 25 2011 (This post is related to something I have suggested time ago, to offer s...
- Ary Manzana (6/17) Jul 25 2011 That's why I suggest abstracting away the CTFE to the backend. DMD's
- Don (9/64) Jul 25 2011 There's certainly a lot of potential in that direction, but it's not
- Peter Alexander (17/17) Jul 25 2011 CTFE isn't really an interpreter in the traditional sense. I believe it
- Paulo Pinto (7/25) Jul 26 2011 Hi,
(This post is related to something I have suggested time ago, to offer some parts of the D compiler through the D standard library itself (to use the do.) There is a part of the D compiler that to me seems more useful than other ones, I mean the D interpreter used for CTFE. People often add Lua, Python, MiniD, JavaScript to large C/C++/D programs (I think most video games contain some kind of interpreter). So is it possible to offer this part alone to the D programmer? With it you are allowed to create at runtime small strings of D code and interpret it. No need to learn and add a second scripting language to do it. Just import a function execute() from a Phobos module :-) The (hopefully) introduction of some writing function (http://d.puremagic.com/issues/show_bug.cgi?id=3952 https://github.com/D-Programming-Language/dmd/pull/237 ) will make run-time D interpretation even more useful. There are disadvantages: - Even with some printing function, CTFE interpreter is limited. Don will remove some more CTFE limitations like allowing classes and exceptions, but a "scripting language" that can't read and save files is less useful; so maybe it can't fully replace a Lua interpreter. - If you want to use this feature you need the whole D compiler at run time too. The D compiler is probably much bigger than a Lua interpreter. On the other hand maybe it's possible to push the CTFE interpreter in a DLL that is normally used by the D compiler, that the D standard library uses if you want to interpret D code at run time. I don't know if this DLL is going to be small enough. - CTFE is currently much slower than dynamic/scripting languages like LuaJIT (that are becoming almost as fast as well compiled D). But in LDC with the LLVM back-end you have all the tools to create a JIT for interpted D code too :-) LLVM is not a compiler, it's an aggregate of parts. - D language is not as simple as a scripting language. In video games the people that write the 3D engine in C++ are not the same people that program game logic in Lua. The second group of people has different skills, and they often are not good programmers able to write C++ code too. So among other things Lua is used to allow a large number of people to write how the game has to act, not just hard-core C++ programmers. Do you know/have use cases for running D code (with current or near-future CTFE limitations) at run-time? Bye, bearophile
Jul 25 2011
On 7/25/11 12:55 PM, bearophile wrote:(This post is related to something I have suggested time ago, to offer some parts of the D compiler through the D standard library itself (to use the do.) There is a part of the D compiler that to me seems more useful than other ones, I mean the D interpreter used for CTFE. People often add Lua, Python, MiniD, JavaScript to large C/C++/D programs (I think most video games contain some kind of interpreter). So is it possible to offer this part alone to the D programmer? With it you are allowed to create at runtime small strings of D code and interpret it. No need to learn and add a second scripting language to do it. Just import a function execute() from a Phobos module :-) The (hopefully) introduction of some writing function (http://d.puremagic.com/issues/show_bug.cgi?id=3952 https://github.com/D-Programming-Language/dmd/pull/237 ) will make run-time D interpretation even more useful. There are disadvantages: - Even with some printing function, CTFE interpreter is limited. Don will remove some more CTFE limitations like allowing classes and exceptions, but a "scripting language" that can't read and save files is less useful; so maybe it can't fully replace a Lua interpreter. - If you want to use this feature you need the whole D compiler at run time too. The D compiler is probably much bigger than a Lua interpreter. On the other hand maybe it's possible to push the CTFE interpreter in a DLL that is normally used by the D compiler, that the D standard library uses if you want to interpret D code at run time. I don't know if this DLL is going to be small enough. - CTFE is currently much slower than dynamic/scripting languages like LuaJIT (that are becoming almost as fast as well compiled D). But in LDC with the LLVM back-end you have all the tools to create a JIT for interpted D code too :-) LLVM is not a compiler, it's an aggregate of parts. - D language is not as simple as a scripting language. In video games the people that write the 3D engine in C++ are not the same people that program game logic in Lua. The second group of people has different skills, and they often are not good programmers able to write C++ code too. So among other things Lua is used to allow a large number of people to write how the game has to act, not just hard-core C++ programmers. Do you know/have use cases for running D code (with current or near-future CTFE limitations) at run-time? Bye, bearophileThat's why I suggest abstracting away the CTFE to the backend. DMD's backend could implement it as now, just interpreting things in memory and basically implementing an interpreter from scratch. For LDC the backend could just JIT-compile the functions and execute them without any restriction at all...
Jul 25 2011
Ary Manzana wrote:On 7/25/11 12:55 PM, bearophile wrote:There's certainly a lot of potential in that direction, but it's not simple. For example: * Cross compilation. The target CPU is not necessarily the same as the one which the compiler is running on. (Even the 64 bit compiler is executed in 32 bit mode, so this isn't just a theoretical problem). * The environment in which the user code runs (eg, user account, directory being run from, etc) isn't generally the same as the one which runs the build system.(This post is related to something I have suggested time ago, to offer some parts of the D compiler through the D standard library itself (to use the compiler at run-time for some purposes), as recent versions of There is a part of the D compiler that to me seems more useful than other ones, I mean the D interpreter used for CTFE. People often add Lua, Python, MiniD, JavaScript to large C/C++/D programs (I think most video games contain some kind of interpreter). So is it possible to offer this part alone to the D programmer? With it you are allowed to create at runtime small strings of D code and interpret it. No need to learn and add a second scripting language to do it. Just import a function execute() from a Phobos module :-) The (hopefully) introduction of some writing function (http://d.puremagic.com/issues/show_bug.cgi?id=3952 https://github.com/D-Programming-Language/dmd/pull/237 ) will make run-time D interpretation even more useful. There are disadvantages: - Even with some printing function, CTFE interpreter is limited. Don will remove some more CTFE limitations like allowing classes and exceptions, but a "scripting language" that can't read and save files is less useful; so maybe it can't fully replace a Lua interpreter. - If you want to use this feature you need the whole D compiler at run time too. The D compiler is probably much bigger than a Lua interpreter. On the other hand maybe it's possible to push the CTFE interpreter in a DLL that is normally used by the D compiler, that the D standard library uses if you want to interpret D code at run time. I don't know if this DLL is going to be small enough. - CTFE is currently much slower than dynamic/scripting languages like LuaJIT (that are becoming almost as fast as well compiled D). But in LDC with the LLVM back-end you have all the tools to create a JIT for interpted D code too :-) LLVM is not a compiler, it's an aggregate of parts. - D language is not as simple as a scripting language. In video games the people that write the 3D engine in C++ are not the same people that program game logic in Lua. The second group of people has different skills, and they often are not good programmers able to write C++ code too. So among other things Lua is used to allow a large number of people to write how the game has to act, not just hard-core C++ programmers. Do you know/have use cases for running D code (with current or near-future CTFE limitations) at run-time? Bye, bearophileThat's why I suggest abstracting away the CTFE to the backend. DMD's backend could implement it as now, just interpreting things in memory and basically implementing an interpreter from scratch. For LDC the backend could just JIT-compile the functions and execute them without any restriction at all...
Jul 25 2011
CTFE isn't really an interpreter in the traditional sense. I believe it just uses the parsed source in its IR form, which is different from normal byte code interpreters (and also slower). I'm guessing here though, so I could be wrong. Whether I'm right or wrong though, I don't see much use for this. As you said: - CTFE is limited. - You'd need nearly the whole D compiler, as well as the standard library and runtime. - It would be slower than other scripting languages (unless given lots of attention). - D wasn't made to be a scripting language. The most important thing is simply that CTFE is a function evaluator. For scripting, that's pretty much useless. You need an entire virtual machine that you can call into, one that has state and can bind into your main application. I think this would be a lot of work for little gain.
Jul 25 2011
Hi, at least in .Net case there is no interpretation going on. All code is JITted, the bytecodes are only used as file representation. -- Paulo "Peter Alexander" <peter.alexander.au gmail.com> wrote in message news:j0k8pm$29e3$1 digitalmars.com...CTFE isn't really an interpreter in the traditional sense. I believe it just uses the parsed source in its IR form, which is different from normal byte code interpreters (and also slower). I'm guessing here though, so I could be wrong. Whether I'm right or wrong though, I don't see much use for this. As you said: - CTFE is limited. - You'd need nearly the whole D compiler, as well as the standard library and runtime. - It would be slower than other scripting languages (unless given lots of attention). - D wasn't made to be a scripting language. The most important thing is simply that CTFE is a function evaluator. For scripting, that's pretty much useless. You need an entire virtual machine that you can call into, one that has state and can bind into your main application. I think this would be a lot of work for little gain.
Jul 26 2011