typedef struct blinky_state {
size_t pc;
uint64_t timer;
... variables that need to live across YIELDs ...
} blinky_state_t;
blinky_state_t blinky_state;
#define YIELD() s->pc = __LINE__; return; case __LINE__:;
void blinky(void) {
blinky_state_t *s = &blinky_state;
uint64_t now = get_ticks();
switch(s->pc) {
while(true) {
turn_on_LED();
s->timer = now;
while( now - s->timer < 1000 ) { YIELD(); }
turn_off_LED();
s->timer = now;
while( now - s->timer < 1000 ) { YIELD(); }
}
}
}
#undef YIELD
Can, of course, abstract the delay code into it's own coroutine.Your company is probably using hardware containing code I've written like this.
What's especially nice that I miss in other languages with async/await is ability to mix declarative and procedural code. Code you write before the switch(s->pc) statement gets run on every call to the function. Can put code you want to be declarative, like updating "now" in the code above, or if I have streaming code it's a great place to copy data.
pa_activity (Blinker, pa_ctx_tm(), uint32_t onMs, uint32_t offMs) {
pa_repeat {
turn_on_LED();
pa_delay_ms (onMs);
turn_off_LED();
pa_delay_ms (offMs);
}
} pa_end
Here the activity definition automatically creates the structure to hold the pc, timer and other variables which would outlast a single tick.If there is just one instance of a co-routine, which is often the case for embedded software, one could also make use of static variables inside the function. This also makes the code slightly faster.
You need some logic, if for example two co-routines need to access a shared peripheral, such as I2C. Than you might also need to implement a queue. Last year, I worked a bit on a tiny cooperative polling OS, including a transpiler. I did not finish the project, because it was considered too advanced for the project I wanted to use it for. Instead old fashion state machines documented with flow-charts were required. Because everyone can read those, is the argument. I feel that the implementation of state machines is error prone, because it is basically implementing goto statements where the state is like the label. Nasty bugs are easily introduced if you forget a break statement at the right place is my experience.
Agreed re: making the state a static variable inside the function. Great for simple coroutines. I made it a pointer in the example for two reasons:
- Demonstrates access to the state variables with very little visual noise... "s->"
- For sub-coroutines that can be called from multiple places such as "delay" you make the state variable the first argument. The caller's state contains the sub-coroutine's state and the caller passes it to the sub-coroutine. The top level coroutine's state ends up becoming "the stack" allocated at compile-time.
https://en.wikipedia.org/wiki/UML_state_machine#Hierarchical...
That's because you need a state machine when your control flow is not linear. They are represented by graphs, remember? This is actually a case where using gotos might be clearer. Although not drastically better because the main problem is that written source code is linear by nature. A graph described by a dedicated DSL such as GraphViz has the same problem, although at least you can visualize the result.
But control flow is only one term of the equation, the other being concurrency. One typically has more than one state machine running; sometimes one use state machines that are actually essentially linear because of that. Cooperative multitasking. I would question trying to solve these two problems, non-linearity and concurrency. Sometimes when you try too hard to kill two birds with one stone you end up with one dead bird and a broken window.
One lecturer of the conference announced earlier [1] made that point too that visualization helps a lot, and that reminded me of Pharo's inspection tools [2]. Seeing what's going on under the hood is more important that one usually thinks.
One issue with state machines is that they are hardly modular: adding a state or decomposing a state into multiple states is more work than one would like it to be. It is the inverse problem of visualization: what you draw is what you code. A good tool for that would let the user connect nodes with arrows and assign code to nodes and/or arrows; it would translate this into some textual intermediate language to play nice with Git, and a compiler would transform it to C code for integration in the build system.
[1] https://bettersoftwareconference.com/ [2] https://pharo.org/features
That said, if I was stuck rolling this myself, I think I’d prefer to try to do it with “real” codegen than macros. If nothing else it would give the ability to do things like blocks and correctness checks, and you’d get much more readable resulting source when it came to stepping through it with a debugger.
That tends to just make the project eventually implement an approximation of one... as what appears to have happened here.
How I'd solve the given problem is by using the PWM peripheral (or timer interrupts if no PWM peripheral exists) and pin change interrupts, with the CPU halted nearly 100% of the time. I suspect that approach is even simpler than what's shown here.
Seriously though, neat library! It took me a moment to realize that everything with a pa_ prefix is a macro, for the dumb reason of being used to only see those in ALL_CAPS. Not saying you can't use lower-case macros but I think a short sentence mentioning it before the demo code, and with a "see the protothread under the hood page[1] for an explanation of how it generally works" would help a lot with demystifying the code for people unfamiliar with the concepts involved.
It's my same argument that there should be no maximum number of lines to a function. Sometimes, you just need to do a lot of work. I comment the code blocks, maybe with steps/parts, but there's no point in making a function that's only called in one place.
But anything is better than one person I met who somehow was programming without knowing how to define their own functions. Gross
I encourage junior developers that get into this habit (getting worse now, with LLMs) to convert the comment into a function name and add the block as a function, thinking pretty carefully about its function signature. If you have a `typedef struct state` that gets passed around, great.
The reason for splitting up this code is so that the person writing it doesn't fuck up, the input/output is expressed as types and validated before they push it. It's easy for me to review, because I can understand small chunks of code better than big chunks, and logically divides up the high level architecture from the actual implementation so I can avoid reviewing the latter if I find trouble with the former. It's also good as a workflow, where you can pair to write out the high level flow and then split off to work on implementation internally. And most importantly, it makes it possible to test the code.
I have had this discussion with many grumbly developers that think of the above as a "skill issue." I don't really want to work with those people, because their code sucks.
For example:
x++;
A very easy piece of code to understand. But who wants x, and what values could they expect? Why do we ++ and under what conditions?
Those effects, again just for me your mileage may vary, tend to get much harder to understand.
There's nothing wrong with doing that if it helps make your code clearer. The compiler's optimizer will inline it when appropriate so there's no runtime overhead either.
[1] https://www.chiark.greenend.org.uk/~sgtatham/coroutines.html
I’m not sure this is so much hacking as an accepted technique from the old-old days which has somewhat fallen out of favour, especially as C is falling a little outside of the mainstream these days.
Perhaps it’s almost becoming lost knowledge :)
It's using Simon Tatham's method based on Duff's device (https://www.chiark.greenend.org.uk/~sgtatham/coroutines.html)
It doesn’t lessen the achievement of course, but it amuses me an in “everything old is new again” kinda way.
https://jsbenchit.org/?src=1b165435c816c6d298e6b800b4742568
https://jsbenchit.org/?src=dedb07499cfa289b94d686bde05901df
Context: JS has an iteration protocol[0] that lets you create your own custom objects to be used with syntactic sugar for iteration. The sensible expectation is that the built-in syntax for generating such functions would produce the fastest code. It clearly doesn't.
Having said that I do not recommend manually writing code this way because if this is something that you need to worry about while writing JavaScript, it's a sign that you're using the wrong tool for the job anyway.
[0] https://developer.mozilla.org/en-US/docs/Web/JavaScript/Refe...
Also, by the time you're passing a coroutine context around anyway, you could refactor (say) the decompressor around a decompression context and the code would stay nice...
It's definitely interesting though, and it's been a few years since I read that coroutines page.