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  • PROFESSOR: Well, now that we've given you some power to

  • make independent local state and to model objects, I

  • thought we'd do a bit of programming of a very

  • complicated kind, just to illustrate what you can do

  • with this sort of thing.

  • I suppose, as I said, we were motivated by physical systems

  • and the ways we like to think about physical systems, which

  • is that there are these things that the world is made out of.

  • And each of these things has particular independent local

  • state, and therefore it is a thing.

  • That's what makes it a thing.

  • And then we're going to say that in the model in the

  • world--we have a world and a model in our minds and in the

  • computer of that world.

  • And what I want to make is a correspondence between the

  • objects in the world and the objects in the computer, the

  • relationships between the objects in the world and the

  • relationships between those same obj...--the model objects

  • in the computer, and the functions that relate things

  • in the world to the functions that relate

  • things in the computer.

  • This buys us modularity.

  • If we really believe the world is like that, that it's made

  • out of these little pieces, and of course we could arrange

  • our world to be like that, we could only model those things

  • that are like that, then we can inherit the modularity in

  • the world into our programming.

  • That's why we would invent some of this object-oriented

  • programming.

  • Well, let's take the best kind of objects I know.

  • They're completely--they're completely wonderful:

  • electrical systems. Electrical systems really are the

  • physicist's best, best objects.

  • You see over here I have some piece of machinery.

  • Right here's a piece of machinery.

  • And it's got an electrical wire connecting one part of

  • the machinery with another part of the machinery.

  • And one of the wonderful properties of the electrical

  • world is that I can say this is an object, and this is an

  • object, and they're--

  • the connection between them is clear.

  • In principle, there is no connection that I didn't

  • describe with these wires.

  • Let's say if I have light bulbs, a light bulb and a

  • power supply that's plugged into the outlet.

  • Then the connection is perfectly clear.

  • There's no other connections that we know of.

  • If I were to tie a knot in the wire that connects the light

  • bulb to the power supply, the light remains lit up.

  • It doesn't care.

  • That the way the physics is arranged is such that the

  • connection can be made abstract, at least for low

  • frequencies and things like that.

  • So in fact, we have captured all of the connections there

  • really are.

  • Well, as you can go one step further and talk about the

  • most abstract types of electrical systems we have,

  • digital to dual circuits.

  • And here there are certain kinds of objects.

  • For example, in digital circuits we

  • have things like inverters.

  • We have things like and-gates.

  • We have things like or-gates.

  • We connect them together by sort-of wires which represent

  • abstract signals.

  • We don't really care as physical variables whether

  • these are voltages or currents or some combination or

  • anything like that, or water, water pressure.

  • These abstract variables represent certain signals.

  • And we build systems by wiring these things

  • together with wires.

  • So today what I'm going to show you, right now, we're

  • going to build up an invented language in Lisp, embedded in

  • the same sense that Henderson's picture language

  • was embedded, which is not the same sense as the language of

  • pattern match and substitution was done yesterday.

  • The pattern match/substitution language was interpreted by a

  • Lisp program.

  • But the embedding of Henderson's program is that we

  • just build up more and more procedures that encapsulate

  • the structure we want.

  • So for example here, I'm going to have some various primitive

  • kinds of objects, as you see, that one and that one.

  • I'm going to use wires to combine them.

  • The way I represent attaching--

  • I can make wires.

  • So let's say A is a wire.

  • And B is a wire.

  • And C is a wire.

  • And D is a wire.

  • And E is wire.

  • And S is a wire.

  • Well, an or-gate that has both inputs, the inputs being A and

  • B, and the output being Y or D, you notate like this.

  • An and-gate, which has inputs A and B and output C, we

  • notate like that.

  • By making such a sequence of declarations, like this, I can

  • wire together an arbitrary circuit.

  • So I've just told you a set of primitives and means of

  • combination for building digital circuits, when I need

  • more in a real language than abstraction.

  • And so for example, here I have--here

  • I have a half adder.

  • It's something you all know if you've

  • done any digital design.

  • It's used for adding numbers together on A and B and

  • putting out a sum and a carry.

  • And in fact, the wiring diagram is

  • exactly what I told you.

  • A half adder with things that come out of the box-- you see

  • the box, the boundary, the abstraction is always a box.

  • And there are things that come out of it, A, B, S, and C.

  • Those are the declared variables--declared variables

  • of a lambda expression, which is the one that

  • defines half adder.

  • And internal to that, I make up some more wires, D and E,

  • which I'm going to use for the interconnect--

  • here E is this one and D is this wire, the interconnect

  • that doesn't come through the walls of the box--

  • and wire things together as you just saw.

  • And the nice thing about this that I've just shown you is

  • this language is hierarchical in the right way.

  • If a language isn't hierarchical in the right way,

  • if it turns out that a compound object doesn't look

  • like a primitive, there's something

  • wrong with the language--

  • at least the way I feel about that.

  • So here we have--here, instead of starting with mathematical

  • functions, or things that compute mathematical

  • functions, which is what we've been doing up until now,

  • instead of starting with things that look like

  • mathematical functions, or compute such things, we are

  • starting with things that are electrical objects and we

  • build up more electrical objects.

  • And the glue we're using is basically the

  • Lisp structure: lambdas.

  • Lambda is the ultimate glue, if you will.

  • And of course, half adder itself can be used in a more

  • complicated abstraction called a full adder, which in fact

  • involves two half adders, as you see here, hooked together

  • with some extra wires, that you see here, S, C1, and C2,

  • and an or-gate, to manufacture a full adder, which takes a

  • input number, another input number, a carry in, and

  • produces output, a sum and a carry out.

  • And out of full adders, you can make real adder chains and

  • big adders.

  • So we have here a language so far that has primitives, means

  • of combination, and means of abstraction to real language.

  • Now, how are we going to implement this?

  • Well, let's do it easily.

  • Let's look at the primitives.

  • The only problem is we have to implement the primitives.

  • Nothing else has to be implemented, because we're

  • picking up the means of combination and abstraction

  • from Lisp, inheriting them in the embedding.

  • OK, so let's look at a particular primitive.

  • An inverter is a nice one.

  • Now, inverter has two wires coming in, an in and an out.

  • And somehow, it's going to have to know what to do when a

  • signal comes in.

  • So somehow it's going to have to tell its input wire--

  • and now we're going to talk about objects and we're going

  • to see this in a little more detail soon--

  • but it's going to have to tell its input wire that when you

  • change, tell me.

  • So this object, the object which is the inverter has to

  • tell the object which is the input wire,

  • hi, my name is George.

  • And my, my job is to do something with results when

  • you change.

  • So when you change, you get a change, tell me about it.

  • Because I've got to do something with that.

  • Well, that's done down here by adding an action on the input

  • wire called invert-in, where invert-in is defined over here

  • to be a procedure of no arguments, which gets the

  • logical not of the signal on the input wire.

  • And after some delay, which is the inverter delay, all these

  • electrical objects have delays, we'll do the following

  • thing-- set the signal on the output wire to the new value.

  • A very simple program.

  • Now, you have to imagine that the output wire has to be

  • sensitive and know that when its signal changes, it may

  • have to tell other guys, hey, wake up.

  • My value has changed.

  • So when you hook together inverter with an and-gate or

  • something like that, there has to be a lot of communication

  • going on in order to make sure that the

  • signal propagates right.

  • And down here is nothing very exciting.

  • This is just the definition of logical not for some

  • particular representations of the logical values--

  • 1, 0 in this case.

  • And we can look at things more complicated like and-gates.

  • And-gates take two inputs, A1 and A2, we'll call them, and

  • produce an output.

  • But the structure of the and-gate is identical to the

  • one we just saw.

  • There's one called an and-action procedure that's

  • defined, which is the thing that gets called when an input

  • is changed.

  • And what it does, of course, is nothing more than compute

  • the logical and of the signals on the inputs.

  • And after some delay, called the and-gate delay, calls this

  • procedure, which sets a signal on the output to a new value.

  • Now, how I implement these things

  • is all wishful thinking.

  • As you see here, I have an assignment operation.

  • It's not set.

  • It's a derived assignment operation in the same way we

  • had functions that were derived from CAR and CDR. So

  • I, by convention, label that with an exclamation point.

  • And over here, you see there's an action, which is to inform

  • the wire, called A1 locally in this and-gate, to call the

  • and-action procedure when it gets changed, and the wire A2

  • to call the and-action procedure

  • when it gets changed.

  • All very simple.

  • Well, let's talk a little bit about this communication that

  • must occur between these various parts.

  • Suppose, for example, I have a very simple circuit which

  • contains an and with wires A and B. And that connects

  • through a wire called C to an inverter which has a wire

  • output called D. What are the comput...--here's

  • the physical world.

  • It's an abstraction of the physical world.

  • Now I can buy these out of little pieces that you get at

  • Radio Shack for a few cents.

  • And there are boxes that act like this, which have little

  • numbers on them like LS04 or something.

  • Now supposing I were to try to say what's the

  • computational model.

  • What is the thing that corresponds to that, that part

  • of reality in the mind of us and in the computer?

  • Well, I have to assign for every object in the world an

  • object in the computer, and for every relationship in the

  • world between them a relationship in the computer.

  • That's my goal.

  • So let's do that.

  • Well, I have some sort of thing called the signal, A.

  • This is A. It's a signal.

  • It's a cloudy thing like that.

  • And I have another one down here which I'm going to call

  • B. It's another signal.

  • Now this signal--these two signals are somehow going to

  • have to hook together into a box, let's call it this, which

  • is the and-gate, action procedure.

  • That's the and-gate's action procedure.

  • And it's going to produce--well, it's going to

  • interact with a signal object, which we call C--a wire

  • object, excuse me, we call C. And then the--

  • this is going to put out again, or connect to, another

  • action procedure which is one associated with the inverter

  • in the world, not.

  • And I'm going to have another--another wire, which

  • we'll call D.

  • So here's my layout of stuff.

  • Now we have to say what's inside them and what they have

  • to know to compute.

  • Well, every--every one of these wires has to know what

  • the value of the signal that's on that wire is.

  • So there's going to be some variable inside here, we'll

  • call it signal.

  • And he owns a value.

  • So there must be some environment

  • associated with this.

  • And for each one of these, there must be an environment

  • that binds signal.

  • And there must be a signal here, therefore.

  • And presumably, signal's a value that's either 1 or 0,

  • and signal.

  • Now, we also have to have some list of people to inform if

  • the signal here changes.

  • We're going to have to inform this.

  • So I've got that list. We'll call it the

  • Action Procedures, AP.

  • And it's presumably a list. But the first thing on the

  • list, in this case, is this guy.

  • And the action procedures of this one happens to have some

  • list of stuff.

  • There might be other people who are sharing A, who are

  • looking at it.

  • So there might be other guys on this list, like somebody

  • over there that we don't know about.

  • It's the other guy attached to A.

  • And the action procedure here also has to point to that, the

  • list of action procedures.

  • And of course, that means this one, its action procedures has

  • to point up to here.

  • This is the things--

  • the people it has to inform.

  • And this guy has some too.

  • But I don't know what they are because I didn't

  • draw it in my diagram.

  • It's the things connected to D.

  • Now, it's also the case that when the and-action procedure

  • is awakened, saying one of the people who know that you've

  • told--one of the people you've told to wake you up if their

  • signal changes, you have to go look and ask them what's their

  • signal so you can do the and, and produce a

  • signal for this one.

  • So there has to be, for example, information here

  • saying A1, my A1 is this guy, and my A2 is this guy.

  • And not only that, when I do my and, I'm going to have to

  • tell this guy something.

  • So I need an output--

  • being this guy.

  • And similarly, this guy's going to have a thing called

  • the input that he interrogates to find out what the value of

  • the signal on the input is, when the signal wakes up and

  • says, I've changed, and sends a message this way saying,

  • I've changed.

  • This guy says, OK, what's your value now?

  • When he gets that value, then he's going to have to say, OK,

  • output changes this guy, changes this guy.

  • And so on.

  • And so I have to have at least that much connected-ness.

  • Now, let's go back and look, for example, at the and-gate.

  • Here we are back on this slide.

  • And we can see some of these parts.

  • For any particular and-gate, there is an A1, there is an

  • A2, and the output.

  • And those are, those are an environment that was created

  • at the--those produce a frame at the time and-gate was

  • called, a frame where A1, A2, and output are--have as their

  • values, they're bound to the wires which, they are--which

  • were passed in.

  • In that environment, I constructed a procedure--

  • this one right there.

  • And-action procedure was constructed in that

  • environment.

  • That was the result of evaluating a lambda

  • expression.

  • So it hangs onto the frame where these were defined.

  • Local--part of its local state is that.

  • The and-action procedure, therefore, has access to A1,

  • A2, and output as we see here.

  • A1, A2, and output.

  • Now, we haven't looked inside of a wire yet.

  • That's all that remains.

  • Let's look at a wire.

  • Like the overhead, very good.

  • Well, the wire, again, is a, is a

  • somewhat complicated mess.

  • Ooh, wrong one.

  • It's a big complicated mess, like that.

  • But let's look at it in detail and see what's going on.

  • Well, the wire is one of these.

  • And it has to have two things that are part of

  • it, that it's state.

  • One of them is the signal we see here.

  • In other words, when we call make-wire to make a wire, then

  • the first thing we do is we create some variables which

  • are the signal and the action procedures for this wire.

  • And in that context, we define various functions--or

  • procedures, excuse me, procedures.

  • One of them is called set-my-signal to a new value.

  • And what that does is takes a new value in.

  • If that's equal to my current value of my signal, I'm done.

  • Otherwise, I set the signal to the new value and call each of

  • the action procedures that I've been, that I've

  • been--what's the right word?--

  • introduced to.

  • I get introduced when the and-gate was applied to me.

  • I add action procedure at the bottom.

  • Also, I have to define a way of accepting an action

  • procedure-- which is what you see here---

  • which increments my action procedures using set to the

  • result of CONSing up a new process--a procedure, which is

  • passed to me, on to my actions procedures list. And for

  • technical reasons, I have to call that procedure one.

  • So I'm not going to tell you anything about that, that has

  • to do with event-driven simulations and getting them

  • started, which takes a little bit of thinking.

  • And finally, I'm going to define a thing called the

  • dispatcher, which is a way of passing a message to a wire,

  • which is going to be used to extract from it various

  • information, like what is the current signal value?

  • What is the method of setting your signal?

  • I want to get that out of it.

  • How do I--how do I add another action procedure?

  • And I'm going to return that dispatch, that

  • procedure as a value.

  • So the wire that I've constructed is a message

  • accepting object which accepts a message like, like what's

  • your method of adding action procedures?

  • In fact, it'll give me a procedure, which is the add

  • action procedure, which I can then apply to an action

  • procedure to create another action procedure in the wire.

  • So that's a permission.

  • So it's given me permission to change your action procedures.

  • And in fact, you can see that over here.

  • Next slide.

  • Ah.

  • This is nothing very interesting.

  • The call each of the action procedures is just a CDRing

  • down a list. And I'm not going to even

  • talk about that anymore.

  • We're too advanced for that.

  • However, if I want to get a signal from a

  • wire, I ask the wire--

  • which is, what is the wire?

  • The wire is the dispatch returned by creating the wire.

  • It's a procedure.

  • I call that dispatch on the message get-signal.

  • And what I should expect to get is a method

  • of getting a signal.

  • Or actually, I get the signal.

  • If I want to set a signal, I want to change a signal, then

  • what I'm going to do is take a wire as an argument and a new

  • value for the signal, I'm going to ask the wire for

  • permission to set its signal and use that permission, which

  • is a procedure, on the new value.

  • And if we go back to the overhead here, thank you, if

  • we go back to the overhead here, we see that the method--

  • if I ask for the method of setting the signal, that's

  • over here, it's set-my-signal, a procedure that's defined

  • inside the wire, which if we look over here is the thing

  • that says set my internal value called the signal, my

  • internal variable, which is the signal, to the new value,

  • which is passed to me as an argument, and then call each

  • of the action procedures waking them up.

  • Very simple.

  • Going back to that slide, we also have the one last thing--

  • which I suppose now you can easily work out for yourself--

  • is the way you add an action.

  • You take a wire--a wire and an action procedure.

  • And I ask the wire for permission to add an action.

  • Getting that permission, I use that permission to give it an

  • action procedure.

  • So that's a real object.

  • There's a few more details about this.

  • For example, how am I going to control this thing?

  • How do I do these delays?

  • Let's look at that for a second.

  • The next one here.

  • Let's see.

  • We know when we looked at the and-gate or the not-gate that

  • when a signal changed on the input, there was a delay.

  • And then it was going to call the procedure, which was going

  • to change the output.

  • Well, how are we going to do this?

  • We're going to make up some mechanism, a fairly

  • complicated mechanism at that, which we're going to have to

  • be very careful about.

  • But after a delay, we're going to do an action.

  • A delay is a number, and an action is a procedure.

  • What that's going to be is they're going to have a

  • special structure called an agenda, which is a thing that

  • organizes time and actions.

  • And we're going to see that in a while.

  • I don't want to get into that right now.

  • But the agenda has a moment at which--at

  • which something happens.

  • We're setting up for later at some moment, which is the sum

  • of the time, which is the delay time plus the current

  • time, which the agenda thinks is now.

  • We're going to set up to do this action, and add that to

  • the agenda.

  • And the way this machine will now run is very simple.

  • We have a thing called propagate, which is the way

  • things run.

  • If the agenda is empty, we're done--if there's nothing more

  • to be done.

  • Otherwise, we're going to take the first item off the agenda,

  • and that's a procedure of no arguments.

  • So that we're going to see extra parentheses here.

  • We call that on no arguments.

  • That takes the action.

  • Then we remove that first item from the agenda, and we go

  • around the propagation loop.

  • So that's the overall structure of this thing.

  • Now, there's a, a few other things we can look at.

  • And then we're going to look into the agenda a

  • little while from now.

  • Now the overhead again.

  • Well, in order to set this thing going, I just want to

  • show you some behavior out of this simulator.

  • By the way, you may think this simulator is very simple, and

  • probably too simple to be useful.

  • The fact of the matter is that this simulator has been used

  • to manufacture a fairly large computer.

  • So this is a real live example.

  • Actually, not exactly this simulator, because I'll tell

  • you the difference.

  • The difference is that there were many more different kinds

  • of primitives.

  • There's not just the word inverter or and-gate.

  • There were things like edge-triggered, flip-flops,

  • and latches, transparent latches, and adders, and

  • things like that.

  • And the difficulty with that is that there's pages and

  • pages of the definitions of all these primitives with

  • numbers like LS04.

  • And then there's many more parameters for them.

  • It's not just one delay.

  • There's things like set up times and hold

  • times and all that.

  • But with the exception of that part of the complexity, the

  • structure of the simulator that we use for building a

  • real computer, that works is exactly what

  • you're seeing here.

  • Well in any case, what we have here is a few simple things.

  • Like, there's inverter delays being set up and

  • making a new agenda.

  • And then we can make some inputs.

  • There's input-1, input-2, a sum and a

  • carry, which are wires.

  • I'm going to put a special kind of object called a probe

  • onto, onto some of the wires, onto sum and onto carry.

  • A probe is a, can object that has the property that when you

  • change a wire it's attached to, it types out a message.

  • It's an easy thing to do.

  • And then once we have that, of course, the way you put the

  • probe on, the first thing it does, it says, the current

  • value of the sum at time 0 is 0 because I just noticed it.

  • And the value of the carry at time 0, this is

  • the time, is 0.

  • And then we go off and we build some structure.

  • Like, we can build a structure here that says you have a

  • half-adder on input-1, input-2, sum, and carry.

  • And we're going to set the signal on input-1 to 1.

  • We do some propagation.

  • At time 8, which you could see going through this thing if

  • you wanted to, the new value of sum became 1.

  • And the thing says I'm done.

  • That wasn't very interesting.

  • But we can send it some more signals.

  • Like, we set-signal on input-2 to be one.

  • And at that time if we propagate, then it carried at

  • 11, the carry becomes 1, and at 16, the sum's new

  • value becomes 0.

  • And you might want to work out that, if you like, about the

  • digital circuitry.

  • It's true, and it works.

  • And it's not very interesting.

  • But that's the kind of behavior we

  • get out of this thing.

  • So what I've shown you right now is a large-scale picture,

  • how you, at a bigger, big scale, you implement an

  • event-driven simulation of some sort.

  • And how you might organize it to have nice hierarchical

  • structure allowing you to build abstract boxes that you

  • can instantiate.

  • But I haven't told you any of the details about how this

  • agenda and things like that work.

  • That we'll do next.

  • And that's going to involve change and mutation of data

  • and things like that.

  • Are there any questions now, before I go on?

  • Thank you.

  • Let's take a break.

  • Well, we've been making a simulation.

  • And the simulation is an event-driven simulation where

  • the objects in the world are the objects in the computer.

  • And the changes of state that are happening in the world in

  • time are organized to be time in the computer, so that if

  • something happens after something else in the world,

  • then we have it happen after, after the corresponding events

  • happen in the same order in the computer.

  • That's where we have assignments, when

  • we make that alignment.

  • Right now I want to show you a way of organizing time, which

  • is an agenda or priority queue, it's sometimes called.

  • We'll do some--we'll do a little bit of just

  • understanding what are the things we need to be able to

  • do to make agendas.

  • And so we're going to have--and so right now over

  • here, I'm going to write down a bunch of primitive

  • operations for manipulating agendas.

  • I'm not going to show you the code for them because they're

  • all very simple, and you've got

  • listings of all that anyway.

  • So what do we have?

  • We have things like make-agenda which produces a

  • new agenda.

  • We can ask--we get the current-time of an agenda,

  • which gives me a number, a time.

  • We can get--we can ask whether an agenda is empty,

  • empty-agenda.

  • And that produces either a true or a false.

  • We can add an object to an agenda.

  • Actually, what we add to an agenda is an operation--an

  • action to be done.

  • And that takes a time, the action itself, and the agenda

  • I want to add it to.

  • That inserts it in the appropriate

  • place in the agenda.

  • I can get the first item off an agenda, the first thing I

  • have to do, which is going to give me an action.

  • And I can remove the first item from an agenda.

  • That's what I have to be able to do with agendas.

  • That is a big complicated mess.

  • From an agenda.

  • Well, let's see how we can organize this thing as a data

  • structure a bit.

  • Well, an agenda is going to be some kind of list. And it's

  • going to be a list that I'm going to have

  • to be able to modify.

  • So we have to talk about modifying of lists, because

  • I'm going to add things to it, and delete things from it, and

  • things like that.

  • It's organized by time.

  • It's probably good to keep it in sorted order.

  • But sometimes there are lots of things that happen at the

  • same time--approximate same time.

  • What I have to do is say, group things by the time at

  • which they're supposed to happen.

  • So I'm going to make an agenda as a list of segments.

  • And so I'm going to draw you a data structure for an agenda,

  • a perfectly reasonable one.

  • Here's an agenda.

  • It's a thing that begins with a name.

  • I'm going to do it right now out of list structure.

  • It's got a header.

  • There's a reason for the header.

  • We're going to see the reason soon.

  • And it will have a segment.

  • It will have--it will be a list of segments.

  • Supposing this agenda has two segments, they're the car's--

  • successive car's of this list. Each segment is

  • going to have a time--

  • say for example, 10--

  • that says that the things that happen in this

  • segment are at time 10.

  • And what I'm going to have in here is another data structure

  • which I'm not going to describe, which is a queue of

  • things to do at time 10.

  • It's a queue.

  • And we'll talk about that in a second.

  • But abstractly, the queue is just a list of things to do at

  • a particular time.

  • And I can add things to a queue.

  • This is a queue.

  • There's a time, there's a segment.

  • Now, I may have another segment in this agenda.

  • Supposing this is stuff that happens at time 30.

  • It has, of course, another queue of things that are

  • queued up to be done at time 30.

  • Well, there are various things I have to be

  • able to do to an agenda.

  • Supposing I want to add to an agenda another thing to be

  • done at time 10.

  • Well, that's not very hard.

  • I'm going to walk down here, looking for the

  • segment of time 10.

  • It is possible that there is no segment of time 10.

  • We'll cover that case in a second.

  • But if I find a segment of time 10, then if I want to add

  • another thing to be done at time 10, I just

  • increase that queue--

  • "just increase" isn't such an obvious idea.

  • But I increase the things to be done at that time.

  • Now, supposing I want to add something to be

  • done at time 20.

  • There is no segment for time 20.

  • I'm going to have to create a new segment.

  • I want my time 20 segment to exist between

  • time 10 and time 30.

  • Well, that takes a little work.

  • I'm going to have to do a CONS.

  • I'm going to have to make a new element of the agenda

  • list--list of segments.

  • I'm going to have to change.

  • Here's change.

  • I'm going to have to change the CDR of the CDR of the

  • agenda to point that a new CONS of the new segment and

  • the CDR of the CDR of the CDR of the agenda, the CD-D-D-DR.

  • And this is going to have a new segment now of time 20

  • with its own queue, which now has one element in it.

  • If I wanted to add something at the end, I'm going to have

  • to replace the CDR of this, of this list with something.

  • We're going to have to change that piece of data structure.

  • So I'm going to need new primitives for doing this.

  • But I'm just showing you why I need them.

  • And finally, if I wanted to add a thing to be done at time

  • 5, I'm going to have to change this one, because I'm going to

  • have to add it in over here, which is why I planned ahead

  • and had a header cell, which has a place.

  • If I'm going to change things, I have to have

  • places for the change.

  • I have to have a place to make the change.

  • If I remove things from the agenda, that's not so hard.

  • Removing them from the beginning is pretty easy,

  • which is the only case I have. I can go looking for the

  • first, the first segment.

  • I see if it has a non-empty queue.

  • If it has a non-empty queue, well, I'm going to delete one

  • element from the queue, like that.

  • If the queue ever becomes empty, then I have to delete

  • the whole segment.

  • And then this, this changes to point to here.

  • So it's quite a complicated data structure manipulation

  • going on, the details of which are not really very exciting.

  • Now, let's talk about queues.

  • They're similar.

  • Because each of these agendas has a queue in it.

  • What's a queue?

  • A queue is going to have the following primitive

  • operations.

  • To make a queue, this gives me a new queue.

  • I'm going to have to be able to insert into

  • a queue a new item.

  • I'm going to have to be able to delete from a queue the

  • first item in the queue.

  • And I want to be able to get the first thing in the queue

  • from some queue.

  • I also have to be able to test whether a queue is empty.

  • And when you invent things like this, I want you to be

  • very careful to use the kinds of conventions I use for

  • naming things.

  • Notice that I'm careful to say these change something and

  • that tests it.

  • And presumably, I did the same thing over here.

  • OK, and there should be an empty test over here.

  • OK, well, how would I make a queue?

  • A queue wants to be something I can add to at the end of,

  • and pick up the thing at the beginning of.

  • I should be able to delete from the beginning

  • and add to the end.

  • Well, I'm going to show you a very simple

  • structure for that.

  • We can make this out of CONSes as well.

  • Here's a queue.

  • It has--it has a queue header, which contains two parts--

  • a front pointer and a rear pointer.

  • And here I have a queue with two items in it.

  • The first item, I don't know, it's perhaps a 1.

  • And the second item, I don't know, let's give it a 2.

  • The reason why I want two pointers in here, a front

  • pointer and a rear pointer, is so I can add to the end

  • without having to chase down from the beginning.

  • So for example, if I wanted to add one more item to this

  • queue, if I want to add on another item to be worried

  • about later, all I have to do is make a CONS, which contains

  • that item, say a 3.

  • That's for inserting 3 into the queue.

  • Then I have to change this pointer here to here.

  • And I have to change this one to point to the new rear.

  • If I wish to take the first element of the queue, the

  • first item, I just go chasing down the front pointer until I

  • find the first one and pick it up.

  • If I wish to delete the first item from the queue,

  • delete-queue, all I do is move the front

  • pointer along this way.

  • The new front of the queue is now this.

  • So queues are very simple too.

  • So what you see now is that I need a certain number of new

  • primitive operations.

  • And I'm going to give them some names.

  • And then we're going to look into how they work, and how

  • they're used.

  • We have set the CAR of some pair, or a thing produced by

  • CONSing, to a new value.

  • And set the CDR of a pair to a new value.

  • And then we're going to look into how they work.

  • I needed setting CAR over here to delete the first

  • element of the queue.

  • This is the CAR, and I had to set it.

  • I had to be able to set the CDR to be able to move the

  • rear pointer, or to be able to increment the queue here.

  • All of the operations I did were made out of those that I

  • just showed you on the, on the last blackboard.

  • Good.

  • Let's pause the time, and take a little break then.

  • When we originally introduced pairs made out of CONS, made

  • by CONS, we only said a few axioms about them, which were

  • of the form--

  • what were they--

  • for all X and Y, the CAR of the CONS of X and Y is X and

  • the CDR of the CONS of X and Y is Y. Now, these say nothing

  • about whether a CONS has an identity like a person.

  • In fact, all they say is something sort of abstract,

  • that a CONS is the parts it's made out of.

  • And of course, two things are made out of the same parts,

  • they're the same, at least from the point of view of

  • these axioms.

  • But by introducing assignment--

  • in fact, mutable data is a kind of assignment, we have a

  • set CAR and a set CDR--

  • by introducing those, these axioms no longer tell the

  • whole story.

  • And they're still true if written exactly like this.

  • But they don't tell the whole story.

  • Because if I'm going to set a particular CAR in a particular

  • CONS, the questions are, well, is that setting all CARs and

  • all CONSes of the same two things or not?

  • If I--if we use CONSes to make up things like rational

  • numbers, or things like 3 over 4, supposing I had two

  • three-fourths.

  • Are they the same one--

  • or are they different?

  • Well, in the case of numbers, it doesn't matter.

  • Because there's no meaning to changing the

  • denominator of a number.

  • What you could do is make a number which has a different

  • denominator.

  • But the concept of changing a number which has to have a

  • different denominator is sort of a very weird, and sort of

  • not supported by what you think of as mathematics.

  • However, when these CONSes represent things in the

  • physical world, then changing something like the CAR is like

  • removing a piece of the fingernail.

  • And so CONSes have an identity.

  • Let me show you what I mean about identity, first of all.

  • Let's do some little example here.

  • Supposing I define A to the CONS of 1 and 2.

  • Well, what that means, first of all, is that somewhere in

  • some environment I've made a symbol A to have a value which

  • is a pair consisting of pointers to a 1 and a pointer

  • to a 2, just like that.

  • Now, supposing I also say define B to be the CONS--

  • it doesn't matter, but I like it better, it's prettier--

  • of A and A.

  • Well, first of all, I'm using the name A twice.

  • At this moment, I'm going to think of

  • CONSes as having identity.

  • This is the same one.

  • And so what that means is I make another pair, which I'm

  • going to call B. And it contains two pointers to A. At

  • this point, I have three names for this object.

  • A is its name.

  • The CAR of B is its name.

  • And the CDR of B is its name.

  • It has several aliases, they're called.

  • Now, supposing I do something like set-the-CAR, the CAR of

  • the CAR of B to 3.

  • What that means is I find the CAR of B, that's this.

  • I set the CAR of that to be 3, changing this.

  • I've changed A. If I were to ask what's the

  • CAR of A--of A now?

  • I would get out 3, even though here we see that A was the

  • CONS of 1 and 2.

  • I caused A to change by changing B.

  • There is sharing here.

  • That's sometimes what we want.

  • Surely in the queues and things like that, that's

  • exactly what we defined our--organized our data

  • structures to facilitate--

  • sharing.

  • But inadvertent sharing, unanticipated interactions

  • between objects, is the source of most of the bugs that occur

  • in complicated programs. So by introducing this possibility

  • of things having identity and sharing and having multiple

  • names for the same thing, we get a lot of power.

  • But we're going to pay for it with lots of

  • complexity and bugs.

  • So also, for example, if I just looked at this just to

  • drive that home, the CADR of B, which has nothing to do

  • with even the CAR of B, apparently.

  • The CADR of B, what's that?

  • Take that CDR of B and now take the CAR of that.

  • Oh, that's 3 also.

  • So I can have non-local interactions by sharing.

  • And I have to be very careful of that.

  • Well, so far, of course, it seems I've introduced several

  • different assignment operators--

  • set, set CAR, set CDR. Well, maybe I should just get rid of

  • set CAR and set CDR. Maybe they're not worthwhile.

  • Well, the answer is that once you let the camel's nose into

  • the tent, the rest of him follows.

  • All I have to have is set, and I can make all of the--all of

  • the bad things that can happen.

  • Let's play with that a little bit.

  • A couple of days ago, when we introduced compound data, you

  • saw Hal show you a definition of CONS in terms

  • of a message acceptor.

  • I'm going to show you even a more horrible thing, a

  • definition of CONS in terms of nothing but air, hot air.

  • What is the definition of CONS, of the old functional

  • kind, in terms of purely lambdic expressions,

  • procedures?

  • Because I'm going to then modify this definition to get

  • assignment to be only one kind of assignment, to get rid of

  • the set CAR and set CDR in terms of set.

  • So what if I define CONS of X and Y to be a procedure of one

  • argument called a message M, which calls that

  • message on X and Y?

  • This [? idea ?] was invented by Alonzo Church, who was the

  • greatest programmer of the 20th century, although he

  • never saw a computer.

  • It was done in the 1930s.

  • He was a logician, I suppose at Princeton at the time.

  • Define CAR of X to be the result of applying X to that

  • procedure of two arguments, A and D, which selects A. I will

  • define CDR of X to be that procedure, to be the result of

  • applying X to that procedure of A and D, which selects D.

  • Now, you may not recognize this as CAR, CDR, and CONS.

  • But I'm going to demonstrate to you that it satisfies the

  • original axioms, just once.

  • And then we're going to do some playing of games.

  • Consider the problem CAR of CONS of, say, 35 and 47.

  • Well, what is that?

  • It is the result of taking car of the result of substituting

  • 35 and 47 for X and Y in the body of this.

  • Well, that's easy enough.

  • That's CAR of the result of substituting into lambda of M,

  • M of 35 and 47.

  • Well, what this is, is the result of substituting this

  • object for X in the body of that.

  • So that's just lambda of M--

  • that's substituted, because this object is being

  • substituted for X, which is the beginning of a list,

  • lambda of M--

  • M of 35 and 47, applied to that procedure of A and D,

  • which gives me A. Well, that's the result of substituting

  • this for M here.

  • So that's the same thing as lambda of A, D, A,

  • applied to 35 and 47.

  • Oh, well that's 35.

  • That's substituting 35 for A and for 47 for D in A. So I

  • don't need any data at all, not even numbers.

  • This is Alonso Church's hack.

  • Well, now we're going to do something nasty to him.

  • Being a logician, he wouldn't like this.

  • But as programmers, let's look at the overhead.

  • And here we go.

  • I'm going to change the definition of CONS.

  • It's almost the same as Alonzo Church's, but not quite.

  • What do we have here?

  • The CONS of two arguments, X and Y, is going to be that

  • procedure of one argument M, which supplies M to X and Y as

  • before, but also to two permissions, the permission to

  • set X to N and the permission to set Y to N, given that I

  • have an N.

  • So besides the things that I had here in Church's

  • definition, what I have is that the thing that CONS

  • returns will apply its argument to not just the

  • values of the X and Y that the CONS is made of, but also

  • permissions to set X and Y to new values.

  • Now, of course, just as before, CAR

  • is exactly the same.

  • The CAR of X is nothing more than applying X, as in

  • Church's definition, to a procedure, in this case, of

  • four arguments, which selects out the first one.

  • And just as we did before, that will be the value of X

  • that was contained in the procedure which is the result

  • of evaluating this lambda expression in the environment

  • where X and Y are defined over here.

  • That's the value of CONS.

  • Now, however, the exciting part.

  • CDR, of course, is the same.

  • The exciting part, set CAR and set CDR. Well, they're nothing

  • very complicated anymore.

  • Set CAR of a CONS X to a new value Y is nothing more than

  • applying that CONS, which is the procedure of four--the

  • procedure of one argument which applies its argument to

  • four things, to a procedure which is of four arguments--

  • the value of X, the value of Y, permission to set X, the

  • permission to set Y--

  • and using it--using that permission to set

  • X to the new value.

  • And similarly, set-cdr is the same thing.

  • So what you've just seen is that I didn't introduce any

  • new primitives at all.

  • Whether or not I want to implement it this way is a

  • matter of engineering.

  • And the answer is of course I don't implement it this way

  • for reasons that have to do with engineering.

  • However in principle, logically, once I introduced

  • one assignment operator, I've assigned--I've

  • introduced them all.

  • Are there any questions?

  • Yes, David.

  • AUDIENCE: I can follow you up until you get--I can follow

  • all of that.

  • But when we bring in the permissions, defining CONS in

  • terms of the lambda N, I don't follow where N gets passed.

  • PROFESSOR: Oh, I'm sorry.

  • I'll show you.

  • Let's follow it.

  • Of course, we could do it on the blackboard.

  • It's not so hard.

  • But it's also easy here.

  • Supposing I wish to set-cdr of X to Y. See that right there.

  • set-cdr of X to Y. X is presumably a CONS, a thing

  • resulting from evaluating CONS.

  • Therefore X comes from a place over here, that that X is of

  • the result of evaluating this lambda expression.

  • Right?

  • That when I evaluated that lambda expression, I evaluated

  • it in an environment where the arguments

  • to CONS were defined.

  • That means that as free variables in this lambda

  • expression, there is the--there are in the frame,

  • which is the parent frame of this lambda expression, the

  • procedure resulting from this lambda expression, X and Y

  • have places.

  • And it's possible to set them.

  • I set them to an N, which is the argument of the

  • permission.

  • The permission is a procedure which is passed to M, which is

  • the argument that the CONS object gets passed.

  • Now, let's go back here in the set-cdr The CONS object, which

  • is the first argument of set-cdr

  • gets passed an argument.

  • That--there's a procedure of four things, indeed, because

  • that's the same thing as this M over here, which is applied

  • to four objects.

  • The object over here, SD, is, in fact, this permission.

  • When I use SD, I apply it to Y, right there.

  • So that comes from this.

  • AUDIENCE: So what do you--

  • PROFESSOR: So to finish that, the N that was here is the Y

  • which is here.

  • How's that?

  • AUDIENCE: Right, OK.

  • Now, when you do a set-cdr, X is the value the

  • CDR is going to become.

  • PROFESSOR: The X over here.

  • I'm sorry, that's not true.

  • The X is--set-cdr has two arguments--

  • The CONS I'm changing and the value I'm changing it to.

  • So you have them backwards, that's all.

  • Are there any other questions?

  • Well, thank you.

  • It's time for lunch.

PROFESSOR: Well, now that we've given you some power to

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B1 中級

講義5B:計算オブジェクト (Lecture 5B: Computational Objects)

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    林宜悉 に公開 2021 年 01 月 14 日
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