Could someone please explain the differences between Graal, GraalVM, Truffle & SubstrateVM? - graalvm

I know these technologies are all related but could someone please explain what each one is used for and how they fit together?

Oversimplification:
Graal - Java bytecode compiler. Can be used just in time (as part of a JVM) or ahead of time.
SubstrateVM - other things (runtime) needed to actually run ahead-of-time compiled Java bytecode without a JVM. This powers the "native-image" command of GraalVM.
Truffle - framework for implementing languages as AST interpreters which can be just-in-time compiled using graal. Some notable languages implemented are JavaScript, Ruby, R and LLVM bitcode.
GraalVM - most of these technologies packaged together in order to support different use cases, for example: running JVM programs (i.e. anything that compiles to Java bytecode) using Graal as the JIT compiler for better peak performance, ahead-of-time compiling JVM programs for fast startup and low memory footprint, running fast dynamic languages (JS, R, Ruby) that can interoperate without overhead, and so on.

Related

Implementing a programming language on the GraalVM architecture

What are the (architectural) differences in implementing a programming language on the GraalVM architecture – in particular between Graal, Truffle, and LLVM using Sulong?
I plan to reimplement an existing statically typed programming language on the GraalVM architecture, so that I can use it from Java without much of a hassle.
There are at moment three options:
Emit JVM bytecode
Write a Truffle interpreter
Emit LLVM bitcode, use Sulong to run it on GraalVM
Emitting JVM bytecode is the traditional option. You will have to work at the bytecode level, and you'll have to optimise your code your before emitting bytecode as the options that the JVM has for optimising it after it has been emitted are limited. To get good performance you may have to use invokedynamic.
Using Truffle is I'd say the easy option. You only have to write an AST interpreter and then code generation is all done for you. It's also the high performance option - in all languages where there is a Truffle version and a bytecode version, the Truffle version confidently outperforms the bytecode version as well as being simpler due to no bytecode generation stage.
Emitting LLVM bitcode and running on Sulong is an option, but it's not one I would recommend unless you have other constraints that lead you towards that option. Again you have to do that bitcode generation yourself, and you'll have to optimise yourself before emitting the bitcode as optimisations are limited after the bitcode is set.
Ruby is good for comparing these options - because there is a version that emits JVM bytecode (JRuby), a version using Truffle (TruffleRuby) and a version that emits LLVM bitcode (Rubinius, but it doesn't then run that bitcode on Sulong). I'd say that TruffleRuby is both faster and simpler in implementation than Rubinius or JRuby. (I work on TruffleRuby.)
I wouldn't worry about the fact that your language is statically typed. Truffle can work with static types, and it can use profiling specialisation to detect more fine-grained types again at runtime than are expressed statically.

Xamarin Ahead-of-Time (AOT) compiler vs. an ordinary compiler

My understanding is that Xamarin's Ahead-of-Time (AOT) Compiler compiles Xamarin.iOS applications directly to native ARM assembly code (How Xamarin works).
What I don't get, however, is why it needs to be called "Ahead-of-Time" as opposed to just being an ordinary compiler. Is there any distinction between Xamarin's AOT compiler and a traditional compiler or is this just a marketing term?
How AOT compares to a traditional JIT compiler
Ahead-of-Time (AOT) compilation is in contrast to Just-in-Time compilation (JIT).
In a nutshell, .NET compilers do not generate platform specific assembly code, they generate .NET bytecode, instructions which are interpreted by the .NET virtual machine. This bytecode is portable, any .NET VM can run it, be it Windows Phone, Mono on Linux, or a JavaScript-based implementation. Unfortunately, because the code has to be interpreted by the VM it is slower than native code which can be executed by the processor itself. That's where JIT and AOT come in.
When a .NET application starts up, the JIT compiler analyzes the bytecode, identifies areas that could be sped up by being translated to native code, and compiles them. During execution, the compiler can also identify hot paths for compilation.
Unfortunately for .NET, Java, and any platform that would benefit from JIT, dynamic code generation is disallowed by the App Store terms of service. Since Xamarin can't perform JIT on the device and they know they're shipping to ARM devices, they can run a JIT-type compiler ahead of time (AOT) and bundle it into the binary.
How AOT compares to a machine code compiler
As mentioned above, AOT translates part of an interpreted bytecode to machine code. It doesn't eliminate the need for a virtual machine bytecode interpreter. The VM will run just as it would if, but occasionally see an instruction that says "Execute this chunk of machine code".
Is this just a marketing term?
No. The message that Xamarin was conveying in that paragraph was that their code performs faster than a simple byte code based language. For both iOS and Android, they are able to execute native code on hot code paths to improve performance. The terms AOT and JIT are technical details about how they do that.

Compile your lua files

How can I build and compile my own Lua files on Windows? And make them executable.
I am reading Beginning Lua programming, and I have Windows 7 and MacOS Lion both installed. I am having the hard time to follow the instructions. They do not work for me.
On MacOS I open the terminal and put these in:
export LUA_DIR=/usr/local/lib/lua/5.1
mkdir -p /usr/local/lib/lua/5.1 (it tells me, mkdir: illegal option) and I can not follow from here
SET LUA_DIR=”c:\program files\lua\5.1”
As for Windows I do this according to the book.
This what I see in my shell c:\Users\bd>
mkdir "c:\program files\utility" and it tells me access is denied
I have tried to right click on this folder and check off read only, but it does not work.
Any clues would be appreciated, this part has been really confusing for me.
To package your Lua files into an executable on Windows you have several options. There is srlua, there is wxLuaFreeze from wxLua (available as a binary for Windows), and there are more options in this SO answer.
Essentially, the main two options are: (1) append your Lua code to a precompiled exe file, such that it will be loaded and executed when that exe file is run, and (2) convert your Lua code into real executable by compiling it to bytecode, then to C, and then to your target platform.
As to your MacOS issue, mkdir -p means that mkdir is asked to create intermediate directories (for example, you asked to create /a/b/c, it will also create /a/b if those don't exist). As you don't say which version of MacOS you run, it's difficult to provide more detailed answer.
For now the standard distribution of Lua does not compile a script to native executable code; it execute your scripts by first compiling it to bytecode, then by interpreting the bytecode with a reasonnably fast static interpret (this also means that it is easily portable across native or virtual systems, and very resistant to attacks (that could be targetting bugs in the native compiler itself).
Also Lua still does not feature a runtime JIT compiler like Java and .Net: Lua still does not features a VM to produce a safe sandbox.
There exists Lua packages that convert your bytecode (or directly a source script) to a C source that can be used to convert a Lua library into native mode via the same C compiler used to compile the Lua engine itself (this is how the builtin libraries are produced, though they are slightly optimized manually in some time-critical parts).
However it is possible to compile Lua to a javascript source, and run it with fast performance using Javascript, because today's Javascript interprets do have good performance with their implemented VM featuring a JIT compiler for their own bytecodes.
It is also possible by converting it the Lua bytecode to a .Net or Java source that can then be executed directly from Lua (for that you need a version of Lua that has been ported to .Net or Java or Javascript, something that is not so complicate than developing in C/C++ directly a VM with a JIT compiler (a moderately complex part is the bytecode verifier, but the really complex part is the memory manager its garbage collector and its sandbox so that your Lua script will be fully isolated from the Lua engine itself for itw own memory, but the most complex part if the runtime optimizer and collection of profiling statistics: this has been done in the modern VMs for Java, .Net, Javascript, PHP/Zend, Python, Perl...).
I dont know which other language VM would offer the best performance to port Lua and implement on it a compiler to their own bytecode running at near native speed in their VM. But my own small experience with programs (in a much simpler language) self-generating a bytecode that they can run themselves, has always shown me Java winning in performance over .Net and Javascript. This is most probably because Java features an profiling-based dynamic code optimizer
(On the opposite the .Net optimizer runs only once during program installation, using some profiling data collected during the installation of the .Net VM itself, or at first instanciation of the script, without really knowing any profiling data collected during execution of the compiled program itself, and based on some cheked assumptions about the platform capabilities).
I also don't if would be faster in PHP, Python or Perl; the comparison with newer Javascript engines was never attempted though. Porting/compiling a Lua program to Javascript is relatively easy because it implements closures relatively easy for the resolution of linkages. Then the generated Javascript will compile to native code with the excellent Javascript's JIT compilers we have today (and never cease to improve in performance, so much that I've seen various appliactions running now faster in Javascript than before when they were written in C++ or plain C; as well the memory footprint has largely been reduced, we no longer have memory leaks, and even if there's a garbage collector, today's Javascript VM have a very efficient one, which is even better than the GC implemented in the native Lua).
But Lua remains useful as it is easy to secure and sandbox and offers various security benefits (but there are security issues in Lua as well for some kinds of applications, where Javascript offers some solutions, notably for side-channel attacks based on variation of time of execution; but these side-channel attacks are very hard to solve and can affect any system, any program, any programming language, and this starts becoming a critical issue because they are now more esily exploitable; the reason of that comes from hardware optimizations that we depend more and more today when we want to maximize the performances). And with Lua you may be more immune to these problems that a sandboxing sofware environment cannot solve alone.
Probably later we'll see a true VM implementation of Lua with a JIT and self-generating code and the possibility to instanciate new sandboxed VMs to run their self-generated code. It will take more time to generate an EXE file for distribution; notably because it generally requires adding also an installer and a distribution manager.
So for now we could imagine distributing Lua applications compiled to the bytecode of another JIT-capable VM: this generated bytecode would be faster than the Lua bytecode, and would then be extremely complex to reverse-engineer to the semantics of Lua because it would require two separate reverse engineering first from the bytecode of the other VM to the bytecode of Lua, both bytecodes loosing some easiy inferable rules and options tested and foll, and then again to sme Lua source
For the OSX terminal issue:
This command should work
export LUA_DIR=/usr/local/lib/lua/5.1
This command will probably give you permission problems:
mkdir -p /usr/local/lib/lua/5.1
You may try this to solve that. You will be prompted for your password:
sudo mkdir -p /usr/local/lib/lua/5.1
This command has nothing to do with OSX and will not work. This is a windows command:
SET LUA_DIR=”c:\program files\lua\5.1”
You have a permissions problem with Windows- try creating your cmd or PowerShell in Administrator mode. C:\Program Files is a protected directory that a regular user account doesn't have permission to write to.
As for the OS X issue, check out the mkdir OS X manual page to make sure you have the command correct.
So, if I understood your question correctly, you are trying to build Lua on Windows.
This is of course possible, but not easy for beginners. I would highly recommend you to use a binary distribution, which is much easier to install, unless you have special requirements.
Here are several Windows distributions :
Lua Binaries (Lua 5.1 and 5.2)
LuaForWindows (Lua 5.1)
LuaDist (Lua 5.2)

Is AOT (ahead of time) compilation available (or planned) in mono for android?

I was wondering if there is any AOT compilation options for the mono for android platform (or anything planned?).
I am asking this because I will port a game using mono for android, and performance is really important, this is why I wanted to know if AOT compilation is available (or any other compilation option that can produce better performances)
I know that Monotouch uses AOT compilation, and that it can optionally use llvm as compiler in order to make some optimisations. So, I am wondering if the same options are available in mono for android.
Thanks in advance
AOT is not available in Mono for Android, I don't think it is on the road-map either.
As far as I understand JIT is not slower than AOT, rather the contrary, because JIT can use the information it knows about the environment it runs on to optimize code to it. An AOT compiler cannot know everything about the same environment.
This thread: Why is Java faster when using a JIT vs. compiling to machine code? has some answers that elaborates on this.
So I really doubt that you would get any performance improvements if there were an AOT compiler.

Why do erlang builds include .c and .erl source?

I am not even a newbie to erlang yet, I am just using RabbitMQ, which is written in Erlang. After I run configure/make/make install, the build output directories have plenty of .c and .erl files. Is this necessary? What's the reasoning behind it?
some examples:
./lib/erlang/lib/erl_interface-3.7.6/src/misc/show_msg.c
./lib/erlang/lib/cosNotification-1.1.18/src/oe_CosNotification.erl
Yes, it's necessary. The runtime system of Erlang is written in C, and most of the standard library is written in Erlang.
What's the reasoning behind it?
What would be the alternative? In order to execute any Erlang code, you need to have the runtime system already started, and so it can't be written in Erlang. It could be written in:
Assembly
C
C++ or some other language
Erlang could be executed without a runtime
Assembly is obviously a bad choice: you'd have to rewrite it nearly completely for any new CPU target and it would be much harder to maintain.
C provides excellent performance and portability, and ability to call C code from Erlang would at any rate be required. This is the choice made not only by Erlang, but by Python, Ruby, Perl, etc. as well.
C++ complicates portability (some OSes have C compilers available, but not C++ compilers; quality of C++ compilers varies more); other languages even more so (along with performance, possibly requiring their own runtime, etc.).
The final option would make Erlang a completely different language.

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