Re: [rust-dev] Implementation of traits in Rust: could it be dynamic?

2014-07-27 Thread Lionel Parreaux
I see. Thanks for the links, Greg Morrisett's notes are a great survey of
possible approaches to this problem.
It is funny because I had also come to the conclusion that JIT was the
neater solution, as long as JIT is available with the runtime... and you
don't have to implement it -- I guess it's even more complex than doing
runtime dictionary passing.
Has there been experiments using LLVM's JIT to implement polymorphism in
Rust? I'm not sure about the cost of JIT, though. Maybe it would not make
sense in Rust. Well, at least there should still be the static
monomorphization option.



2014-07-26 5:31 GMT+02:00 Patrick Walton pcwal...@mozilla.com:

 On 7/25/14 8:26 PM, Patrick Walton wrote:

 Uniform value representations work well too (as
 OCaml shows), but of course you'll pay a performance cost for that.


 Oh, note that Greg's notes are a little bit out of date when discussing
 the performance tradeoffs of uniform value representation. On 64 bit (and
 even on 32 bit) you can do NaN-boxed fatvals [1] (scroll down to
 Mozilla's New JavaScript Value Representation) which avoid having to box
 every floating point value.

 Patrick

 [1] http://evilpie.github.io/sayrer-fatval-backup/cache.aspx.htm


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Re: [rust-dev] Implementation of traits in Rust: could it be dynamic?

2014-07-25 Thread Patrick Walton

On 7/25/14 8:26 PM, Patrick Walton wrote:

Uniform value representations work well too (as
OCaml shows), but of course you'll pay a performance cost for that.


Oh, note that Greg's notes are a little bit out of date when discussing 
the performance tradeoffs of uniform value representation. On 64 bit 
(and even on 32 bit) you can do NaN-boxed fatvals [1] (scroll down to 
Mozilla's New JavaScript Value Representation) which avoid having to 
box every floating point value.


Patrick

[1] http://evilpie.github.io/sayrer-fatval-backup/cache.aspx.htm

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Re: [rust-dev] Implementation of traits in Rust: could it be dynamic?

2014-07-24 Thread Lionel Parreaux
Hi,

Could you provide a link to Patrick's description of size/alignment-passing
implementation? I'm interested in these things.

Well, there could be a warning if the compiler switches to such an
implementation. It's arguably still better than not compiling at all.
However, I don't have enough experience with type classes to know whether
such situations actually happen in the real world. But didn't Nawfel BGH
give an example of that?

I'm not an expert in embedded systems, but I know that in some embedded
systems, especially when memory is scarce or when the instruction cache is
small, code size does matter more than the number of instructions executed
per function call. It would probably be useful to be able to use generic
libraries but still tweak the amount of monomoprhization in order to
control the size of the generated executable.
I don't know if this is the case for Rust, but executable size is an
endemic problem in C++ because of wild template instantiation.

I can't pronounce myself about the suitability of features in the Rust
language, but it may be worth noting that some convenient high-level
features are already present in the language, like garbage collection.
Also, even C compilers output code with dramatically varying efficiency
depending on the chosen levels of optimization -- and sometimes small
details can disable optimization opportunities.

Cheers,
LP.



2014-07-23 4:13 GMT+02:00 Cameron Zwarich zwar...@mozilla.com:

 Even if we could do a size/alignment-passing implementation like Patrick
 describes, would be it even be appropriate? It wouldn’t make sense for a
 systems language to transparently switch to a dramatically less efficient
 implementation mechanism without the programmer’s involvement.

 Is there any place where an unbounded number of dictionaries at runtime is
 actually appropriate for solving a real problem in Rust?

 Cameron

 On Jul 22, 2014, at 10:16 AM, Lionel Parreaux lionel.parre...@gmail.com
 wrote:

 Hi,

 So traits seem to be quite similar to Haskell's classes, being also used
 for parametric polymorphism. Now, Haskell classes are usually implemented
 using runtime dictionary passing. In general, code cannot be specialized
 for every function call, since there may be an unbounded number of
 instances generated for it, as is explained in this reddit answer:
 http://www.reddit.com/r/haskell/comments/1ar642/what_type_of_binding_does_haskell_use/c94o2ju

 Knowing that Rust implements traits using monomorphization of code (much
 like C++ templates), I was curious about how it handled such cases, and
 tried this:

 struct WT {
 f: T
 }

 trait Show {
 fn show(self) - int;
 }

 impl Show for int {
 fn show(self) - int { 666 }
 }
 implT:Show Show for WT {
 fn show(self) - int { self.f.show()+1 }
 }
 implT:Clone Clone for WT {
 fn clone(self) - WT { W{f:self.f.clone()} }
 }

 fn fooS:Show+Clone(s: S, n: int) {
 let w = W{f:s.clone()};
 if n  0 { foo(w, n-1); }
 }

 fn main() {
   foo(W{f:42i},42);
 }


 It gave me an error: reached the recursion limit during
 monomorphization, which... well, that's a possible solution :)

 I'm not sure whether this is a big problem in practice, but I was
 wondering if it would be possible to switch to some runtime mechanism in
 cases like this. Maybe we could make a special version of every generic
 functions, that takes a dictionary at runtime and that would be able to
 handle types unknown at compile-time. We would switch to this version when
 monomorphization does not work. It could also allow dynamic linking of
 libraries with generic functions, or it could be a way to compile some
 programs (or some parts of programs) much faster.
 I was thinking about, for example, an IDE where generic function calls to
 types defined inside the files currently being edited use their dynamic
 version, so that recompile times can be virtually inexistent (like Java).
 On the other hand, the release build would of course monomorphize as much
 as possible to make the perf optimal.

 Now the question is: would this conform to the current semantic of
 monomorphization? Do special things happen during monomorphization that
 cannot be reproduced at runtime?
 This is the case in C++ (and one of the reasons why C++ templates are so
 bad). Is it the case in Rust, which should already have all the required
 info (type bounds) before monomorphization?

 I apologize if this has already been discussed. I could not find many
 satisfying answers by googling.

 Cheers,
 LP.


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Re: [rust-dev] Implementation of traits in Rust: could it be dynamic?

2014-07-24 Thread Daniel Micay
On 24/07/14 11:59 AM, Lionel Parreaux wrote:

 I can't pronounce myself about the suitability of features in the Rust
 language, but it may be worth noting that some convenient high-level
 features are already present in the language, like garbage collection.

There isn't an implementation of garbage collection.



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[rust-dev] Implementation of traits in Rust: could it be dynamic?

2014-07-22 Thread Lionel Parreaux
Hi,

So traits seem to be quite similar to Haskell's classes, being also used
for parametric polymorphism. Now, Haskell classes are usually implemented
using runtime dictionary passing. In general, code cannot be specialized
for every function call, since there may be an unbounded number of
instances generated for it, as is explained in this reddit answer:
http://www.reddit.com/r/haskell/comments/1ar642/what_type_of_binding_does_haskell_use/c94o2ju

Knowing that Rust implements traits using monomorphization of code (much
like C++ templates), I was curious about how it handled such cases, and
tried this:

struct WT {
f: T
}

trait Show {
fn show(self) - int;
}

impl Show for int {
fn show(self) - int { 666 }
}
implT:Show Show for WT {
fn show(self) - int { self.f.show()+1 }
}
implT:Clone Clone for WT {
fn clone(self) - WT { W{f:self.f.clone()} }
}

fn fooS:Show+Clone(s: S, n: int) {
let w = W{f:s.clone()};
if n  0 { foo(w, n-1); }
}

fn main() {
  foo(W{f:42i},42);
}


It gave me an error: reached the recursion limit during monomorphization,
which... well, that's a possible solution :)

I'm not sure whether this is a big problem in practice, but I was wondering
if it would be possible to switch to some runtime mechanism in cases like
this. Maybe we could make a special version of every generic functions,
that takes a dictionary at runtime and that would be able to handle types
unknown at compile-time. We would switch to this version when
monomorphization does not work. It could also allow dynamic linking of
libraries with generic functions, or it could be a way to compile some
programs (or some parts of programs) much faster.
I was thinking about, for example, an IDE where generic function calls to
types defined inside the files currently being edited use their dynamic
version, so that recompile times can be virtually inexistent (like Java).
On the other hand, the release build would of course monomorphize as much
as possible to make the perf optimal.

Now the question is: would this conform to the current semantic of
monomorphization? Do special things happen during monomorphization that
cannot be reproduced at runtime?
This is the case in C++ (and one of the reasons why C++ templates are so
bad). Is it the case in Rust, which should already have all the required
info (type bounds) before monomorphization?

I apologize if this has already been discussed. I could not find many
satisfying answers by googling.

Cheers,
LP.
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Re: [rust-dev] Implementation of traits in Rust: could it be dynamic?

2014-07-22 Thread Corey Richardson
You can avoid monomorphization by using trait objects, which erase
the precise implementing type through a vtable + pointer.
http://doc.rust-lang.org/tutorial.html#trait-objects-and-dynamic-method-dispatch
has some documentation.

On Tue, Jul 22, 2014 at 10:16 AM, Lionel Parreaux
lionel.parre...@gmail.com wrote:
 Hi,

 So traits seem to be quite similar to Haskell's classes, being also used for
 parametric polymorphism. Now, Haskell classes are usually implemented using
 runtime dictionary passing. In general, code cannot be specialized for every
 function call, since there may be an unbounded number of instances generated
 for it, as is explained in this reddit answer:
 http://www.reddit.com/r/haskell/comments/1ar642/what_type_of_binding_does_haskell_use/c94o2ju

 Knowing that Rust implements traits using monomorphization of code (much
 like C++ templates), I was curious about how it handled such cases, and
 tried this:

 struct WT {
 f: T
 }

 trait Show {
 fn show(self) - int;
 }

 impl Show for int {
 fn show(self) - int { 666 }
 }
 implT:Show Show for WT {
 fn show(self) - int { self.f.show()+1 }
 }
 implT:Clone Clone for WT {
 fn clone(self) - WT { W{f:self.f.clone()} }
 }

 fn fooS:Show+Clone(s: S, n: int) {
 let w = W{f:s.clone()};
 if n  0 { foo(w, n-1); }
 }

 fn main() {
   foo(W{f:42i},42);
 }


 It gave me an error: reached the recursion limit during monomorphization,
 which... well, that's a possible solution :)

 I'm not sure whether this is a big problem in practice, but I was wondering
 if it would be possible to switch to some runtime mechanism in cases like
 this. Maybe we could make a special version of every generic functions, that
 takes a dictionary at runtime and that would be able to handle types unknown
 at compile-time. We would switch to this version when monomorphization does
 not work. It could also allow dynamic linking of libraries with generic
 functions, or it could be a way to compile some programs (or some parts of
 programs) much faster.
 I was thinking about, for example, an IDE where generic function calls to
 types defined inside the files currently being edited use their dynamic
 version, so that recompile times can be virtually inexistent (like Java). On
 the other hand, the release build would of course monomorphize as much as
 possible to make the perf optimal.

 Now the question is: would this conform to the current semantic of
 monomorphization? Do special things happen during monomorphization that
 cannot be reproduced at runtime?
 This is the case in C++ (and one of the reasons why C++ templates are so
 bad). Is it the case in Rust, which should already have all the required
 info (type bounds) before monomorphization?

 I apologize if this has already been discussed. I could not find many
 satisfying answers by googling.

 Cheers,
 LP.



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 Rust-dev@mozilla.org
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Re: [rust-dev] Implementation of traits in Rust: could it be dynamic?

2014-07-22 Thread Nawfel BGH
this remindes me of the issue i got when trying to implement finger
trees in Rust so long ago

https://github.com/rust-lang/rust/issues/8613

I suggested to let add a way to specify (in the code) how match
functions do we want to generate and failing at runtime when the limit
is reached. This made sense in my situation.

2014-07-22 18:23 UTC+01:00, Corey Richardson co...@octayn.net:
 You can avoid monomorphization by using trait objects, which erase
 the precise implementing type through a vtable + pointer.
 http://doc.rust-lang.org/tutorial.html#trait-objects-and-dynamic-method-dispatch
 has some documentation.

 On Tue, Jul 22, 2014 at 10:16 AM, Lionel Parreaux
 lionel.parre...@gmail.com wrote:
 Hi,

 So traits seem to be quite similar to Haskell's classes, being also used
 for
 parametric polymorphism. Now, Haskell classes are usually implemented
 using
 runtime dictionary passing. In general, code cannot be specialized for
 every
 function call, since there may be an unbounded number of instances
 generated
 for it, as is explained in this reddit answer:
 http://www.reddit.com/r/haskell/comments/1ar642/what_type_of_binding_does_haskell_use/c94o2ju

 Knowing that Rust implements traits using monomorphization of code (much
 like C++ templates), I was curious about how it handled such cases, and
 tried this:

 struct WT {
 f: T
 }

 trait Show {
 fn show(self) - int;
 }

 impl Show for int {
 fn show(self) - int { 666 }
 }
 implT:Show Show for WT {
 fn show(self) - int { self.f.show()+1 }
 }
 implT:Clone Clone for WT {
 fn clone(self) - WT { W{f:self.f.clone()} }
 }

 fn fooS:Show+Clone(s: S, n: int) {
 let w = W{f:s.clone()};
 if n  0 { foo(w, n-1); }
 }

 fn main() {
   foo(W{f:42i},42);
 }


 It gave me an error: reached the recursion limit during
 monomorphization,
 which... well, that's a possible solution :)

 I'm not sure whether this is a big problem in practice, but I was
 wondering
 if it would be possible to switch to some runtime mechanism in cases like
 this. Maybe we could make a special version of every generic functions,
 that
 takes a dictionary at runtime and that would be able to handle types
 unknown
 at compile-time. We would switch to this version when monomorphization
 does
 not work. It could also allow dynamic linking of libraries with generic
 functions, or it could be a way to compile some programs (or some parts
 of
 programs) much faster.
 I was thinking about, for example, an IDE where generic function calls to
 types defined inside the files currently being edited use their dynamic
 version, so that recompile times can be virtually inexistent (like Java).
 On
 the other hand, the release build would of course monomorphize as much as
 possible to make the perf optimal.

 Now the question is: would this conform to the current semantic of
 monomorphization? Do special things happen during monomorphization that
 cannot be reproduced at runtime?
 This is the case in C++ (and one of the reasons why C++ templates are so
 bad). Is it the case in Rust, which should already have all the
 required
 info (type bounds) before monomorphization?

 I apologize if this has already been discussed. I could not find many
 satisfying answers by googling.

 Cheers,
 LP.



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Re: [rust-dev] Implementation of traits in Rust: could it be dynamic?

2014-07-22 Thread Patrick Walton

On 7/22/14 10:16 AM, Lionel Parreaux wrote:

I'm not sure whether this is a big problem in practice, but I was
wondering if it would be possible to switch to some runtime mechanism in
cases like this. Maybe we could make a special version of every generic
functions, that takes a dictionary at runtime and that would be able to
handle types unknown at compile-time. We would switch to this version
when monomorphization does not work. It could also allow dynamic linking
of libraries with generic functions, or it could be a way to compile
some programs (or some parts of programs) much faster.


The hard part about doing that is not the dictionary passing. The hard 
part is that generic types may have unknown size or alignment. In 
Haskell this is not a problem because the language is garbage-collected 
and lazy so values have a uniform representation. But in Rust this is 
not true.


Old Rust used to try to use runtime dictionary passing, where the 
dictionary contained size and alignment information, and all 
size/alignment info was computed at runtime for generics. I cannot 
overstate how *fiendishly* complex this was. We never got all the bugs 
out. In many cases, the amount of runtime code generated to compute size 
and alignment outweighed the cost of just monomorphizing.


I strongly feel that the current system, where you can use generic type 
parameters to get monomorphization or trait objects to get dictionary 
passing, is the sweet spot.


Patrick

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