DISCLAIMER: These notes are from the defunct k8 project which precedes SquirrelJME. The notes for SquirrelJME start on 2016/02/26! The k8 project was effectively a Java SE 8 operating system and as such all of the notes are in the context of that scope. That project is no longer my goal as SquirrelJME is the spiritual successor to it.
16:09
Well, providing entrySet for PatchCodes would be rather difficult if I wanted it to be exactly like a map.
18:45
Thinking about it, I can have the KBF writing stuff more streamlined to write everything as it is needed. The entry table can be stored at the end because I can just have a pointer to it as I do already.
18:47
I can streamline it because I have IndexedSet, which I can just fill with entries assuming that what I place in it has unique hashCodes and equality with references and constant pool entries. However that should be statisfied. Doing it this way will allow KBFs to be written faster. It would however seem that KBFs are just a mashup of disorganized entries however. However, this would be rather straight forward and would require a minimal amount of memory since Foobarniux may be running on memory constrained systems.
18:56
Also thinking about it, I can remove the gigantic enumeration used in the PowerPC instructions and instead just have an instruction lookup mechanism. I can do the same with Java byte code. Then I would not need architecture data at all for the most part as it could be described in resources.
18:50
Currently experimenting with small heap sizes. I can run the build process with only 8MiB of heap, however it appears I need at least 16MiB to build packages. With such low amounts of memory everything is much slower. However optimizing for low memory usage would be rather good because then I can run on constrained systems, provided the kernel can be in ROM or similar. Actually, I get out of memory building kernel-asm with a 12MiB heap size. But one thing I assume what will occur is that I will run out of heap size trying to compile the PowerPC instruction table, since that is essentially a gigantic enumeration.
19:03
Looks like 16MiB is enough to build things such as the architecture definitions
and such. However this idea of not having a gigantic enumeration for each
instruction would probably be more optimized. The instructions are only needed
when they are actually needed. Looks like however that compilation fails with
no memory when trying to compile java-library-1-core
. So I will try 24MiB
now. I would very much like to be able to build a full Foobarniux setup on
systems with as little as 8MiB of RAM. Doing so would make it very useful. The
programs in general should use as little memory as possible. Also most of the
instruction generation stuff is just cache work and basic detail initialization
so that could be easily split out to not become an enumeration. The instruction
itself can just be SoftReferenced so it can be collected when not used. There
would just have to be a lookup for an instruction.
19:09
Cannot build with 24MiB, trying 32MiB. 32MiB fails, trying 48MiB. However since I have two laptops I can write the KBF write streamlining and the new way to write architecture stuff on the other.
19:13
Thinking about it, due to the way I plan on defining classes. The kernel can include the entire library compiled into a single kernel binary. The references and constants would then be shared. Thinking of this, I would need actual projects which declare with classes are part of it and any files. However the different code could still reference the same data. This mega kernel could be used for ROM based systems such as Nintendo 64 which may be able to directly execute from ROM so that not much memory is required to run class code. The build process completes with 48MiB heap size. However thinking of these two things, this should go a long way to reduce memory usage. Another thing though for running systems is to actually compress pages so they take up less memory as a sort of virtual memory system when things are very constrained. The compression might not have much effect however.
21:46
It would be best to first work on the streamlined KBF writing and then redo the architecture definitions so that they are a bit smoother.
22:30
My portable solar AA battery charger has been damaged. I decided to open it up and I find a pair of broken wires. The wires are very thin, but I believe I can fix it. This would make my battery charger useful again. The wires however are the coated aluminum wires I believe. That is they have no rubber coating and instead have this very thing layer which gives the wires a red coloring. Only the broken tips of the wires conduct. I will have to do some fancy soldering work. I suppose the solder can bridge the very edges of the tips so they all conduct together. I could use some very fine sandpaper which I do have to hopefully increase the surface area a bit. I would need to find my file which is lost somewhere, I do hope however that I can find it.
22:41
For memory savings, what I can do is for the configuration system if I have not done so already is to lazily load the JSON data. And currently I do not. I can also make PackageContents more memory efficient and cacheable by just checking the binary/source date to see if they have changed when they are requested. So the main things to do to reduce memory usage:
- Lazily initialize PackageContents and split the code between directory based and archive based. This way if only a few files are ever needed they do not all have to be in memory at the same time. Currently both source and ZIP based contents are handled in a single class where it could instead be an abstract class, this splits the slightly different variations of them.
- Cache the PackageContents for binaries and sources based on the last time of the files. Instead of using new on both of these, the cache in general would be better because binary packages would rarely change unless rebuilt.
- Remove the gigantic enumerations for instructions and instead have that
information lazily read from manifest in the classpath for instructions.
This would remove the need for using meta-hairball to generate PowerPC
instructions for example. There would also be the potential to completely
remove the need for sub-provided
ArchitectureData
. The root data would just have to be a bit more powerful to handle decoding of various instruction sets and how they are to be encoded. This would reduce the boilerplate code in the sub-architecture definitions and makes instruction handling essentially just a bunch of files. - For the machine and CPU configurations, do not load the Json data until it is needed and then cache it. If a memory constrained system is performing a build, once one has been selected there is really no need to force the other configuration settings to be in memory.
- Streamline the KBFWriter so that writing is faster and in a single step at the cost of a disorganized entry table.
22:52
The PatchCode stuff is generally good, I just need to make it so more than what there currently is created when it is needed. Parts of it are only as needed while others do much recursive work to create things. The good thing at least is that DataAccessor works with FileChannel and ByteBuffer so that handling these are agnostic. On memory constrained systems though, some large classes might require lots of space to be utilized properly. However the Java class file support is heavily cached to begin with.
22:56
POIT code generation will create very size inefficient output code however so
that will definitely push the limits of memory constrained systems. However I
will not worry about this due to the required simplicity of POIT. I could
however but I am fighting against it, to have a basic optimization system.
Right now POIT uses abstract methods which are then called to do things. I do
wonder if this is a bad thing to do. However the StandardRISCMachine
is fine
because it is more to the metal. This would have to wait until after these
things are done however, the 5 refactors I plan on listed above.
23:00
Thinking about it, I could change POIT slightly so that the way code generation
works similar to how the translator works would be to have it be like
StandardRISCMachine
. The base code would be the same for the most part,
however specific handling stuff would be moved off rather than be a direct part
of the translator. The translator stuff as it is, is quite integrated into it
as it was previously an inner class and for the most part still is. This would
most likely make it easier to use and to debug.