- the function that calls every reducer (and the action queue) is written in the program's own file: in the first action's file it belonged to that module, depended on every module with a reducer, and joined a game's modules into one 69-module cycle (examples/actions/modules and a ludic deps case hold it); the state instances, the queue and the reducers make no deps edges - ludicc --check / ludic build --check lower the program too and write nothing, so the code writer's refusals are in it: a bind to a function that is gone, an unknown name (and the checker now refuses fn <missing> itself); rejects bind_missing_fn, unknown_name, registry_count_key - def R count is refused: its constant would be PREFIX_COUNT, the registry's size - a file's module, package, trust and numbers-float are tables, and from the check on the lookups of functions, enums, records, globals and externs are too (tagged enums kept as a list): Maroon Lake's check-only build went from about 20 s to 7 s including lowering, its IR from about 2 minutes to under 10 s; duplicate declarations are found by table, not a pair of loops - threads.ludic's pool check gives each call a little work, so a busy machine cannot run them all on the caller before a worker wakes (it failed one run in three under load) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
62 lines
2.4 KiB
Text
62 lines
2.4 KiB
Text
# threads.ludic — Job.parallel_for on real OS threads, with Sync.* made safe to share.
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# Each assertion that holds prints its number, so a full run prints:
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# 1 2 3 4 5 6 7
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# A worker is a top-level function taking (i: int, ctx: pointer-like) that computes on what ctx
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# points at; `fn name` passes it. Workers never touch the world or a list another thread can see.
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program Threads {
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const N: int = 20000
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state ThreadsState {
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calls: int = 0 # an atomic handle, made on the main thread before any work
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lock: int = 0 # a mutex handle
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total: long = 0 # guarded by `lock`
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}
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# out[i] = i * i: every index written exactly once, by whichever thread claimed it
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function square(i: int, out: words) -> void { out[i] = i * i }
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# count the call atomically, and add i to a shared total under the mutex
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function tally(threads_st: mut ThreadsState, i: int, ctx: pointer) -> void {
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Sync.add(threads_st.calls, 1)
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Sync.lock(threads_st.lock)
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threads_st.total = threads_st.total + i
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Sync.unlock(threads_st.lock)
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}
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# remember which calls ran on a pool thread - each with a little work in it, so on a busy machine
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# the calling thread cannot claim every index before a worker wakes
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function placed(i: int, out: words) -> void {
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var spin = 0
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for k in 0 .. 2000 { spin = spin + k % 7 }
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if Job.is_worker() { out[i] = 1 + spin * 0 } else { out[i] = spin * 0 }
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}
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entry (threads_st: mut ThreadsState) {
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if Sync.cpu_count() >= 1 { print(1) }
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if not Job.is_worker() { print(2) }
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let sq = words(N)
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Job.parallel_for(N, fn square, sq)
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var right = true
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for i in 0 .. N { if sq[i] != i * i { right = false } }
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if right { print(3) }
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threads_st.calls = Sync.atomic()
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threads_st.lock = Sync.mutex()
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Job.parallel_for(N, fn tally, null)
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if Sync.get(threads_st.calls) == N { print(4) }
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let want: long = N * (N - 1) / 2
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if threads_st.total == want { print(5) }
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let ran = words(N)
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Job.parallel_for(N, fn placed, ran)
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var pooled = 0
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for i in 0 .. N { pooled += ran[i] }
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# with more than one core some calls ran on workers; with one, all ran here
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if (Sync.cpu_count() > 1 and pooled > 0) or (Sync.cpu_count() == 1 and pooled == 0) { print(6) }
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Job.parallel_for(0, fn square, sq) # nothing to do: returns at once
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let fn = 7 # `fn` is still an ordinary name, before `and` too
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if 0 < fn and fn < 8 { print(fn) }
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}
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}
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