RE: BAJA OpCode suggestion
BY: Digital Man to Angus Netfoot on Thu Dec 16 1999 01:00 pm
I'd like to suggest the introduction of a new BAJA opcode. I don't know you would call it, but in effect it would allow run-time modification of BAJA code-space in a way similar to the POKE opcode known to BASIC progra
Do you have a suggested syntax? Classic poke functions take an address and value, but how would the programmer know what address to poke? Perhaps an offset from the start of the current module's image? An absolute address wo probably be pretty useless.
I've been thinking about it some more.
The idea is to allow the programmer to generate code on-the-fly for immediate execution without the overhead of writing a .BIN file to disk and then executing it. I figure that means either a POKE of some sort allowing the
code space to be changed, or an EXEC_STR that allows a sequence of BAJA/SBBS instructions in string to be executed. I'm not sure which one is the most suitable there are probably good reasons for and against both.
If we could do this, we could look at BAJA operation codes as low-level building blocks, and construct higher-level operations out of them. These higher-level operations would only need to be known to the BAJA compiler,
which would translate any high-level concept into the lower-level codes that SBBS can understand and interpret.
If you are going to POKE stuff into the current code-space you probably need
to say WHAT to poke, WHERE to poke it, and HOW MUCH of it to poke. You might want to poke the least significant 1, 2 or 4 bytes of an integer (or integer constant?) or maybe the first 18 bytes of a string (string constant?). You would want to poke relative to your own position, or absolute to the code- space (POKER / POKEA maybe? or with a flag?). So maybe something like:
POKE <location> <value> <size> <flags>
<flags> might select RELATIVE or ABSOLUTE location, or even something weird like RELATIVE_TO_ABSOLUTE_LABEL so you could POKE at Label+2 or something.
You might introduce a Pseudo-Label meaning "Here" so you could poke to $+6
or whatever.
With <size> defaulted to 4 and <flags> defaulted to maybe RELATIVE then the last two would disappear in a lot of cases and the last one in almost all cases, so the normal usage would be:
POKE <location> <value>
As an alternative to the POKE idea, there is EXEC_STR as in something like:
EXEC_STR <string to execute> <start offset> <flags>
The <flags> parameter could allow you to select whether to execute in the current scope or it's own local scopeperhaps? And default to the current scope. The <start offset> would default to zero mostly, I suppose, but would allow you to jump into the code-string somewhere in the middle.
This looks like it could be good. EXEC_STR would allow you to construct essentially mini-routines of a few dozen instructions in a string, without worrying about where each part of each instructions was to be poked to. But there are probably lots of worrysome complications. Recursive EXEC_STR operations embedded in a string that you are already EXEC_STR-ing?
Performing loops and other branch-type operations within the string being EXEC_STR-ed? Needs thought.
Might as well through a peek function in there too, eh? :-)
Couldn't hurt, although no immediate use comes to mind... Are you thinking of anything specific?
To make it even more useful, pre-allocated data blocks (in the module code space, so they could be peeked/poked) would be nice.
I'm not sure I get what you are aiming at.
Probably could use a WORD and DWORD variant of peek/poke too.
I think that you _do_ need to allow for variable length POKE operations, like poking a single or two-byte op-code or a 4-byte operand CRC32 "address". I rather like the idea of being able to poke arbitrary strings of bytes so that you could construct a sequence of instructions using a single SPRINTF or something (or even read a string from disk), POKE the entire thing in one go, and then CALL it, GOTO it, or fall through into it.
Hmmm. Some other instructions might be useful to support this, like a way to declare a block of space with a label on it maybe? Oh, this is what you meant earlier by pre-allocated data blocks. Yes. Good plan.
#Hello World the HARD way
SPRINTF Some_Str "\x51Hello, World!" # x51 = PRINT
POKE PokeHere Some_Str 13
:PokeHere
DEF_BYTES 13
sort of thing.
That could really open up possiblities to the enterprising programmer.
Actually, it's sorta scary! :) Suppose we had the POKE op-code and we agreed on a notational equivilence for array syntax. Example, suppose we agreed that
ADD MyArray[Dest] YourArray[Source]
is only a notational shorthand for
ADD MyArray.32 YourArray.Wednesday
assuming that Dest = 32 and Source = "Wednesday". Then we could do something like:
INT SAddr # we need these
STR IAddr1 IAddr2
SPRINTF SAddr "MyArray.%ld" Dest # compute CRC\Address of Dest
STRUPR SAddr
CRC32 Iaddr1 Saddr
SPRINTF SAddr "YourArray.%s" Source # compute CRC\Address of Source
STRUPR SAddr
CRC32 IAddr2 Saddr
POKE Modify+2 IAddr1 # Modify code-space Dest
POKE Modify+6 IAddr2 # Modify code-space Source
:Modify
ADD Dummy Dummy # This is modified by the POKE
We have just added two array elements together, computing the elements at run- time and we have used numeric and non-numeric indexes to boot. And the only new instruction introduced is the POKE itself.
Or instead of poke, you could do
SPRINTF CodeStr "\x7F\x38%ld%ld" IAddr1 IAddr2 # neat!
EXEC_STR CodeStr
The coding looks awful, but it could be simplified by a few new support operations. Maybe something similar to an SPRINTF that combined it's
arguments in some standard way, did a strupr() on the entire thing and
computed the CRC all in one operation. But this is only icing, because
you could simply change BAJA.EXE to read
ADD MyArray[Dest] YourArray[Source]
and generate the necessary long-hand code invisibly, "behind the scenes" as
it were. Or you could leave the BAJA compiler alone and let programmers develop their own pre-processor.
To declare an array,
INT Array[10..16] Yours[RED, GREEN, BLUE] X[1..3][A, B, C]
could be a notational convenience meaning
INT Array.10 Array.11 Array.12 Array.13 Array.14 Array.15 Array.16
INT Yours.RED Yours.GREEN Yours.BLUE
INT X.1.A X.1.B X.1.C X.2.A X.2.B X.2.C X.3.A X.3.B X.3.C
And either left to the programmer to hand-translate or handled by some sort of preprocessor or by BAJA.EXE itself.
You could do multiple indexes (multi-dimensional arrays) by a similar process where the "address" of the element could be computed by:
SPRINTF SAddr "Array.%ld.%ld.%ld" X Y Z # three dimentions
And structs/records could be done in some similar fashion.
I have not worked out the details, but you could probably do a computed CALL
or GOTO if you poked the destination part of a regular CALL or GOTO.
I think there is a lot of potential here with the addition of a POKE or maybe EXEC_STR opcode, and possibly (but not necessarily) a couple other opcodes to simplify generation of CRC32 "addresses" of variables. The nice thing is, once these building-block op-codes are in, people can come up with clever ways to use them _afterwards_, without the SBBS executable having to be changed. Only the BAJA compiler or a pre-processor would need to be updated to handle the
new ideas, whatever they were, or the programmer could hand-translate at a pinch.
Enough talk from me. What do you think?
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