4 releases (1 stable)
Uses old Rust 2015
1.0.1 | Apr 8, 2019 |
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0.3.0 | Nov 21, 2017 |
0.2.0 | Nov 14, 2017 |
0.1.0 | Nov 12, 2017 |
#49 in Emulators
79KB
1.5K
SLoC
stack-vm
This crate implements a generic stack machine for which you provide the operands and the instructions and this crate provides the rest of the infrastructure required to run it.
It also provides a simple instruction builder which you can use to generate your program.
Stack machines are computers which use an operand stack to perform the evaluation of postfix expressions. Every computer architecture has it's own instruction set which is the basic set of operations that the computer can perform.
Instructions usually describe basic arithmetic operations, I/O, jumps, etc.
License
This crate is licensed under the terms of the MIT license. See the LICENSE
file for details.
Computer Architecture
The architecture of a computer system is how the various logic components are connected together in order to execute the instructions and produce side-effects (useful outcomes).
There are two main ways to organise a computer architecture:
- Von Neumann - in which the program data and instructions are stored in the same memory.
- Harvard - in which the program data and instructions are stored in separate memory sections.
The bulk of modern processors are Von Neumann type machines.
We can also classify our machines by the way that they store intermediate values:
- Accumulator - the most basic form of processor where only a single register is used to store the results of computation.
- Stack - stack machines use an operand stack to push and pop results off the top of.
- Register - register machines use a number of named (or numbered) registers to store values or pass arguments.
Most modern processors are register machines, although interestingly both register and stack machines can be used to emulate their cousin.
Instruction Sets
The instruction set is the definition of the machine. Without instructions your machine can't do anything. They are the fundamental building blocks of your computer, so you need to think this through before building it.
This virtual machine uses Rust functions as instructions rather than transistors and logic gates, but the effect is the same.
In order to generate your instructions you need to create a bunch of Rust
functions which conform to the stack_vm::InstructionFn
signature.
For example:
use stack_vm::Machine;
type Operand = i64;
fn push(machine: &mut Machine<Operand>, args: &[usize]) {
let arg = machine.get_data(args[0]).clone();
machine.operand_push(arg);
}
Once you have finished defining your instructions you can use them to build
a stack_vm::InstructionTable
, where every instruction is identified by
it's op_code
, name
and arity
.
-
op_code
a positive integer which uniquely identifies this instruction. This is manually entered rather than auto-generated from insert order so that you can maintain as much compatibility between versions of your VM as possible. -
name
a string used to identify this instruction; mainly for debugging. -
arity
the number of arguments your instruction expects from program data. This is not the number of operands your function needs off the operand stack. This is used so that you can place constant data into the program at compile time.
use stack_vm::{Instruction, InstructionTable, Machine};
type Operand = i64;
fn push(machine: &mut Machine<Operand>, args: &[usize]) {
let arg = machine.get_data(args[0]).clone();
machine.operand_push(arg);
}
fn add(machine: &mut Machine<Operand>, _args: &[usize]) {
let rhs = machine.operand_pop().clone();
let lhs = machine.operand_pop().clone();
machine.operand_push(lhs + rhs);
}
let mut instruction_table = InstructionTable::new();
instruction_table.insert(Instruction::new(0, "push", 1, push));
instruction_table.insert(Instruction::new(1, "add", 0, add));
Code generation
One your instruction set is defined then you can use the
stack_vm::Builder
object to build a representation that the VM can
execute.
For example, to push two integers on the stack and add them:
use stack_vm::{Instruction, InstructionTable, Machine, Builder};
type Operand = i64;
fn push(machine: &mut Machine<Operand>, args: &[usize]) {
let arg = machine.get_data(args[0]).clone();
machine.operand_push(arg);
}
fn add(machine: &mut Machine<Operand>, _args: &[usize]) {
let rhs = machine.operand_pop().clone();
let lhs = machine.operand_pop().clone();
machine.operand_push(lhs + rhs);
}
let mut instruction_table = InstructionTable::new();
instruction_table.insert(Instruction::new(0, "push", 1, push));
instruction_table.insert(Instruction::new(1, "add", 0, add));
let mut builder: Builder<Operand> = Builder::new(&instruction_table);
builder.push("push", vec![3 as Operand]);
builder.push("push", vec![4 as Operand]);
builder.push("add", vec![]);
This will result in the following code:
@0 = 3
@1 = 4
.main:
push @0
push @1
add
Running your program
Once you have the instructions and code generated then you can put them
together with the stack_vm::Machine
to execute it.
use stack_vm::{Instruction, InstructionTable, Machine, Builder, WriteManyTable};
type Operand = i64;
fn push(machine: &mut Machine<Operand>, args: &[usize]) {
let arg = machine.get_data(args[0]).clone();
machine.operand_push(arg);
}
fn add(machine: &mut Machine<Operand>, _args: &[usize]) {
let rhs = machine.operand_pop().clone();
let lhs = machine.operand_pop().clone();
machine.operand_push(lhs + rhs);
}
let mut instruction_table = InstructionTable::new();
instruction_table.insert(Instruction::new(0, "push", 1, push));
instruction_table.insert(Instruction::new(1, "add", 0, add));
let mut builder: Builder<Operand> = Builder::new(&instruction_table);
builder.push("push", vec![3 as Operand]);
builder.push("push", vec![4 as Operand]);
builder.push("add", vec![]);
let constants: WriteManyTable<Operand> = WriteManyTable::new();
let machine = Machine::from(builder, &constants);
let mut machine = Machine::run(machine);
assert_eq!(machine.operand_pop(), 7);
Calling functions:
Functions are executed by having the machine jump to another label within the code and continue executing from there.
Every time the machine jumps it creates a new call frame, which allows it to store and retrieve local variables without clobbering their parent call context. It also contains the return address, meaning that when you ask the machine to return it will know which address in the code to go back to after removing the frame.
You can find an example of function calling in this package's acceptance tests.
Caveats
Currently the Stack
is "infinite" because it's implemented with a Vec
behind the scenes. I should probably provide a mechanism for users to provide
their own stack limits after which the machine panics.
More information
I wrote a series of blogs on dev.to which might be useful if you're starting from zilch.
Dependencies
~265–360KB