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75ef1f440c
This allows us to remove AMOVE* words.
154 lines
5.8 KiB
Plaintext
154 lines
5.8 KiB
Plaintext
# Collapse OS usage guide
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If you already know Forth, start here. Otherwise, read primer
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first.
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We begin with a few oddities in Collapse OS compared to tradi-
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tional forths, then cover higher level operations.
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# Signed-ness
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For simplicity purposes, numbers are generally considered
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unsigned. For convenience, decimal parsing and formatting
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support the "-" prefix, but under the hood, it's all unsigned.
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This leads to some oddities. For example, "-1 0 <" is false.
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To compare whether something is negative, use the "0<" word
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which is the equivalent to "0x7fff >".
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# Branching
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Branching in Collapse OS is limited to 8-bit. This represents
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64 word references forward or backward. While this might seem
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a bit tight at first, having this limit saves us a non-
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negligible amount of resource usage.
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The reasoning behind this intentional limit is that huge
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branches are generally an indicator that a logic ought to be
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simplified. So here's one more constraint for you to help you
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towards simplicity.
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# Interpreter I/O
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The INTERPRET loop, the heart of Collapse OS, feeds itself
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from the C< word, which yields a character every time it is
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called. If no character is available to interpret, it blocks.
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During normal operations, C< is simply a buffered layer over
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KEY, which has the same behavior (but unbuffered). Before
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yielding any character, the C< routine fetches a whole line
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from KEY, puts it in a buffer, then yields the buffered line,
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one character at a time.
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Both C< and KEY can be overridden by setting an alternate
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routine at the proper RAM offset (see impl.txt). For example,
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C< overrides are used during LOAD so that input comes from disk
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blocks instead of keyboard.
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KEY overrides can be used to, for example, temporarily give
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prompt control to a RS-232 device instead of the keyboard.
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Interpreter output is unbuffered and only has EMIT. This
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word can also be overriden, mostly as a companion to the
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raison d'etre of your KEY override.
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# Aliases and Switches
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A common pattern in Forth is to add an indirection layer with
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a pointer word. For example, if you have a word "FOO" for
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which you would like to add an indirection layer, you would
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rename "FOO" to "_FOO", add a variable "FOO*" pointing to
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"_FOO" and re-defining "FOO" as ": FOO FOO* @ EXECUTE".
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This is all well and good, but it is resource intensive and
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verbose, which make us want to avoid this pattern for words
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that are often used.
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For this purpose, Collapse OS has two special word types:
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alias and switches.
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An alias is a variable that contains a pointer to another word.
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When invoked, we invoke the specified pointer with minimal over-
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head. Using our FOO example above, we would create an alias
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with "' _FOO :* FOO". Invoking FOO will then invoke "_FOO". You
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can change the alias' pointer with "*!" like this:
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"' BAR ' FOO *!". FOO now invokes BAR.
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A switch is like an alias, but with a second level of indi-
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rection. The variable points to a cell pointing to our word.
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It works like an alias, except you have to use ":**" and "**!".
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Switches are used by core code which point to hardcoded
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addresses in RAM (because the core code is designed to run from
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ROM, we can't have regular variables). You are unlikely to
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need switches in regular code.
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# Addressed devices
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A@, A! and A, are the indirect versions of C@, C! and C,. They
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are switch words and initially point to C@, C! and C,.
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Addressed device words can be useful to "pipe" processing to
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places outside of regular memory.
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All MOVE words use A@ and A! instead of C@ and C!. This gives a
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lot of flexibility to those words, allowing for complex data
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transfers. The cost of the indirection is small because of the
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optimized ways aliases are built.
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# Disk blocks
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Disk blocks are Collapse OS' main access to permanent storage.
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The system is exceedingly simple: blocks are contiguous
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chunks of 1024 bytes each living on some permanent media such
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as floppy disks or SD cards. They are mostly used for text,
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either informational or source code, which is organized into
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16 lines of 64 characters each.
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Blocks are referred to by number, 0-indexed. They are read
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through BLK@ and written through BLK!. When a block is read,
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its 1024 bytes content is copied to an in-memory buffer
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starting at BLK( and ending at BLK). Those read/write
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operations are often implicit. For example, LIST calls BLK@.
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When a word modifies the buffer, it sets the buffer as dirty
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by calling BLK!!. BLK@ checks, before it reads its buffer,
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whether the current buffer is dirty and implicitly calls BLK!
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when it is.
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The index of the block currently in memory is kept in BLK>.
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Many blocks contain code. That code can be interpreted through
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LOAD. Programs stored in blocks frequently have "loader blocks"
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that take care of loading all blocks relevant to the program.
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Blocks spanning multiple disks are tricky. If your media isn't
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large enough to hold all Collapse OS blocks in one unit, you'll
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have to make it span multiple disks. Block reference in
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informational texts aren't a problem: When you swap your disk,
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you mentally adjust the block number you fetch.
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However, absolute LOAD operations in Collapse OS aren't aware
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of disk spanning and will not work properly in your spanned
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system.
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Although the usage of absolute LOAD calls are minimally used
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(relative LOADs are preferred), they are sometimes unavoidable.
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When you span Collapse OS over multiple disks, don't forget to
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adjust those absolute LOADs.
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# How blocks are organized
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Organization of contiguous blocks is an ongoing challenge and
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Collapse OS' blocks are never as tidy as they should, but we
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try to strive towards a few goals:
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1. Block 0 contains documentation discovery core keys to the
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uninitiated.
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2. B1-B4 are for a master index of blocks.
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3. B5-B259 are for programs loaded at runtime.
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4. B260-B599 are for bootstrapping a new core.
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5. B600-B650 are for recipes.
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Recipes blocks do not live in the main blkfs, but each recipe
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has its own blkfs overlay, with blocks beginning at 600.
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