Wednesday, March 30, 2011

Matching Regular Expressions using its Derivatives

Introduction

Regular expressions are expressions that describe a set of strings over a particular alphabet. We will begin with a crash course on simple regular expressions. You can assume that we're talking about text and characters but in fact this can be generalized to any (finite) alphabet.

The definition of regular expressions is quite simple1, there are three basic (i.e. terminal) regular expressions:
  • The null expression (denoted as: ) which never matches anything
  • The empty expression, that only matches the empty string (I will use ε to represent this expression since it's customary2)
  • The character literal expression (usually called 'c'), that matches a single character

These three basic building blocks can be combined using some operators to form more complex expressions:
  • sequencing of regular expressions matches two regular expressions in sequence
  • alternation matches one of the two sub-expressions (usually represented by a '|' symbol)
  • the repetition operator (aka. Kleene's star) matches zero or more repetitions of the specified subexpression

Some examples will make this clearer:
  • The expression 'a' will only match the character 'a'. Similarly 'b' will only match 'b'. If we combine them by sequencing 'ab' will match 'ab'.
  • The expression 'a|b' will match either 'a' or 'b'.
  • If we combine sequencing with alternation as in '(a|b)(a|b)' (the parenthesis are clarifying), it will match: 'aa', 'ab', 'ba' or 'bb'.
  • Kleene's star as mentioned before matches zero or more of the preceding subexpression. So the expression 'a*' will match: '', 'a', 'aa', 'aaa', 'aaaa', ...
  • We can do more complex combinations, such as 'ab*(c|ε)' that will match things like: 'a', 'ab', 'ac', 'abc', 'abb', 'abbc', ... that is any string starting with an 'a' followed by zero or more 'b''s and optionally ending in a 'c'.

Typical implementations of regular expression matchers convert the regular expression to an NFA or a DFA (which are a kind of finite state machine).

Anyway, a few weeks ago I ran into a post about using the derivative of a regular expression for matching.

It is a quite intriguing concept and worth exploring. The original post gives an implementation in Scheme3. But leaves out some details that make it a bit tricky to implement. I'll try to walk you through the concept, up to a working implementation in Java.

Derivative of a Regular Expression

So, first question: What's the derivative of a regular expression?

The derivative of a regular expression with respect to a character 'c' computes a new regular expression that matches what the original expression would match, assuming it had just matched the character 'c'.

As usual, some examples will (hopefully) help clarify things:
  • The expression 'foo' derived with respect to 'f' yields the expression: 'oo' (which is what's left to match).
  • The expression 'ab|ba' derived with respect to 'a', yields the expression: 'b'
    Similarly, the expression 'ab|ba' derived with respect to 'b', yields the expression: 'a'
  • The expression '(ab|ba)*' derived with respect to 'a', yields the expression: 'b(ab|ba)*'
As we explore this notion, we will work a RegEx class. The skeleton of this class looks like this:
public abstract class RegEx {
    public abstract RegEx derive(char c);
    public abstract RegEx simplify();
//...
    public static final RegEx unmatchable = new RegEx() { /* ... */ }
    public static final RegEx empty = new RegEx() { /* ... */ }
}
It includes constants for the unmatchable (null) and empty expressions, and a derive and simplify methods wich we will cover in detail (but not just now).

Before we go in detail about the rules of regular expression derivation, let's take a small -but necessary- detour and cover some details that will help us get a working implementation.

The formalization of the derivative of a regular expression depends on a set of simplifying constructors that are necessary for a correct implementation. These will be defined a bit more formally and we will build the skeleton of its implementation at this point.

Let's begin with the sequencing operation, we define the following constructor (ignore spaces):
seq( ∅, _ ) = ∅
seq( _, ∅ ) = ∅
seq( ε, r2 ) = r2
seq( r1, ε ) = r1
seq( r1, r2 ) = r1 r2
The first two definitions state that if you have a sequence with the null expression (∅, which is unmatchable) and any other expression, it's the same than having the null expression (i.e. it will not match anything).

The third and fourth definitions state that if you have a sequence of the empty expression (ε, matches only the empty string) and any other expression, is the same than just having the other expression (the empty expression is the identity with respect to the sequence operator).

The fifth and last definition just builds a regular sequence.

With this, we can draft a first implementation of a sequence constructor (in the gang-of-four's parlance it's a factory method):
    public RegEx seq(final RegEx r2) {
        final RegEx r1 = this;
        if(r1 == unmatchable || r2 == unmatchable) return unmatchable;
        if(r1 == empty) return r2;
        if(r2 == empty) return r1;
        return new RegEx() {
             // ....
        };
    }
I'm leaving out the details of the RegEx for the time being, we will come back to them soon enough.

The alternation operator also has simplifying constructor that is analogous to the sequence operator:
alt( ε, _  ) = ε
alt(  _, ε ) = ε
alt( ∅, r2 ) = r2
alt( r1, ∅ ) = r1
alt( r1, r2 ) = r1 | r2
If you look closely, the first two definitions are rather odd. They basically reduce an alternation with the empty expression to the empty expression (ε). This is because the simplifying constructors are used as part of a simplification function that reduces a regular expression to the empty expression if it matches the empty expression. We'll see how this works with the rest of it in a while.

The third and fourth definitions are fairly logical, an alternation with an unmatchable expression is the same than the alternative (the unmatchable expression is the identity with respect to the alternation operator).

The last one is the constructor.

Taking these details into account, we can build two factory methods, one internal and one external:
    private RegEx alt0(final RegEx r2) {
        final RegEx r1 = this;
        if(r1 == empty || r2 == empty) return empty;
        return alt(r2);
    }

    public RegEx alt(final RegEx r2) {
        final RegEx r1 = this;
        if(r1 == unmatchable) return r2;
        if(r2 == unmatchable) return r1;
        return new RegEx() {
             //.....
        };
    }
The internal one alt0 includes the first two simplification rules, the public one is user-facing. That is, it has to let you build something like: 'ab*(c|ε)'.

Finally, the repetition operator (Kleene's star) has the following simplification rules:
rep( ∅ ) = ε
rep( ε ) = ε
rep( re ) = re*
The first definition states that a repetition of the unmatchable expression, matches at least the empty string.

The second definition states that a repetition of the empty expression is the same than matching the empty expression.

And as usual, the last one is the constructor for all other cases.

A skeleton for the rep constructor is rather simple:
    public RegEx rep() {
        final RegEx re = this;
        if(re == unmatchable || re == empty) return empty;
        return new RegEx() {
             // ....
        };
    }

Simplify & Derive

As hinted earlier on, derivation is based on a simplification function. This simplification function reduces a regular expression to the empty regular expression (ε epsilon) if it matches the empty string or the unmatchable expression (∅) if it does not.

The simplification function is defined as follows:

s(∅) = ∅
s(ε) = ε
s(c) = ∅
s(re1 re2) = seq(s(re1), s(re2))
s(re1 | re2) = alt(s(re1), s(re2))
s(re*) = ε
Note that this function depends on the simplifying constructors we described earlier on.

Suppose that we want to check if the expression 'ab*(c|ε)' matches the empty expression, if we do all the substitutions:

  1. seq(s(ab*),s(c|ε))
  2. seq(s(seq(s(a), s(b*))),s(alt(s(c), s(ε))))
  3. seq(s(seq(∅, s(ε))),s(alt(∅, ε)))
  4. seq(s(seq(∅, ε)),s(ε))
  5. seq(s(∅),ε)
  6. seq(∅,ε)

We get the null/unmatchable expression as a result. This means that the expression 'ab*(c|ε)' does not match the empty string.

If on the other hand we apply the reduction on 'a*|b':

  1. alt(s(a*), s(b))
  2. alt(ε, ∅)
  3. ε
We get the empty expression, hence the regular expression 'a*|b' will match the empty string.

The derivation function given a regular expression and a character 'x' derives a new regular expression as if having matched 'x'.

Derivation is defined by the following set of rules:

D( ∅, _ ) = ∅
D( ε, _ ) = ∅
D( c, x ) = if c == x then ε else ∅
D(re1 re2, x) = alt(
                     seq( s(re1) , D(re2, x) ),
                     seq( D(re1, x), re2 )
                )
D(re1 | re2, x)  = alt( D(re1, x) , D(re2, x) )
D(re*, x)        = seq( D(re, x)  , rep(re) )
The first two definition define the derivative of the unmatchable and empty expressions regarding any character, wich yields the unmatchable expression.

The third definition states that if a character matcher (for example 'a') is derived with respect to the same character yields the empty expression otherwise yields the unmatchable expression.

The fourth rule is a bit more involved, but trust me, it works.

The fifth rule states that the derivative of an alternation is the alternation of the derivatives (suitably simplified).

And the last one, describes how to derive a repetition. For example D('(ba)*', 'b') yields 'a(ba)*'.

We now have enough information to implement the simplify and

Matching

If you haven't figured it out by now, matching works by walking the string we're checking character by character and successively deriving the regular expression until we either run out of characters, at wich point we simplify the derived expression and see if it matches the empty string. Or we end up getting the unmatchable expression, at wich point it is impossible that the rest of the string will match.

A iterative implementation of a match method is as follows:

    public boolean matches(final String text) {
        RegEx d = this;
        String s = text;
        //The 'unmatchable' test is not strictly necessary, but avoids unnecessary derivations
        while(!s.isEmpty() && d != unmatchable) {
            d = d.derive(s.charAt(0));
            s = s.substring(1);
        }
        return d.simplify() == empty;
    }
If we match 'ab*(c|ε)' against the text "abbc", we get the following derivatives:
  1. D(re, a) = ab*(c|ε) , rest: "bbc"
  2. D(re, b) = b*(c|ε) , rest: "bc"
  3. D(re, b) = b*(c|ε) , rest: "c"
  4. D(re, c) = b*(c|ε) , rest: ""
And if we simplify the last derivative we get the empty expression, therefore we have a match.

One interesting fact of this matching strategy is that it is fairly easy to implement a non-blocking matcher. That is, doing incremental matching as we receive characters.

Implementation

The following is the complete class with all methods implemented. I provide a basic implementation of the toString method (which is nice for debugging), and a helper text method which is a shortcut to build an expression for a sequence of characters. This class is fairly easy to modify to match over a different alphabet, such as arbitrary objects and Iterables instead of Strings (it can be easily generified).
public abstract class RegEx {
    public abstract RegEx derive(char c);
    public abstract RegEx simplify();

    public RegEx seq(final RegEx r2) {
        final RegEx r1 = this;
        if(r1 == unmatchable || r2 == unmatchable) return unmatchable;
        if(r1 == empty) return r2;
        if(r2 == empty) return r1;
        return new RegEx() {
            @Override
            public RegEx derive(char c) {
                return r1.simplify().seq(r2.derive(c))
                        .alt0(r1.derive(c).seq(r2));
            }

            @Override
            public RegEx simplify() {
                return r1.simplify().seq(r2.simplify());
            }

            @Override
            public String toString() {
                return r1 + "" + r2;
            }
        };
    }

    private RegEx alt0(final RegEx r2) {
        final RegEx r1 = this;
        if(r1 == empty || r2 == empty) return empty;
        return alt(r2);
    }

    public RegEx alt(final RegEx r2) {
        final RegEx r1 = this;
        if(r1 == unmatchable) return r2;
        if(r2 == unmatchable) return r1;
        return new RegEx() {
            @Override
            public RegEx derive(char c) {
                return r1.derive(c).alt0(r2.derive(c));
            }

            @Override
            public RegEx simplify() {
                return r1.simplify().alt0(r2.simplify());
            }

            @Override
            public String toString() {
                return "(" + r1 + "|" + r2 + ")";
            }
        };
    }

    public RegEx rep() {
        final RegEx re = this;
        if(re == unmatchable || re == empty) return empty;
        return new RegEx() {
            @Override
            public RegEx derive(char c) {
                return re.derive(c).seq(re.rep());
            }

            @Override
            public RegEx simplify() {
                return empty;
            }

            @Override
            public String toString() {
                String s = re.toString();
                return s.startsWith("(")
                        ? s + "*"
                        :"(" + s + ")*";
            }

        };
    }
    
    public static RegEx character(final char exp) {
        return new RegEx() {
            @Override
            public RegEx derive(char c) {
                return exp == c?empty:unmatchable;
            }

            @Override
            public RegEx simplify() {
                return unmatchable;
            }

            @Override
            public String toString() {
                return ""+ exp;
            }
        };
    }

    public static RegEx text(final String text) {
        RegEx result;
        if(text.isEmpty()) {
            result = empty;
        } else {
            result = character(text.charAt(0));
            for (int i = 1; i < text.length(); i++) {
                result = result.seq(character(text.charAt(i)));
            }
        }
        return result;
    }


    public boolean matches(final String text) {
        RegEx d = this;
        String s = text;
        //The 'unmatchable' test is not strictly necessary, but avoids unnecessary derivations
        while(!s.isEmpty() && d != unmatchable) {
            d = d.derive(s.charAt(0));
            s = s.substring(1);
        }
        return d.simplify() == empty;
    }

    private static class ConstantRegEx extends RegEx {
        private final String name;
        ConstantRegEx(String name) {
            this.name = name;
        }

        @Override
        public RegEx derive(char c) {
            return unmatchable;
        }

        @Override
        public RegEx simplify() {
            return this;
        }

        @Override
        public String toString() {
            return name;
        }
    }

    public static final RegEx unmatchable = new ConstantRegEx("<null>");
    public static final RegEx empty = new ConstantRegEx("<empty>");

    public static void main(String[] args) {
        final RegEx regEx = character('a')
                             .seq(character('b').rep())
                             .seq(character('c').alt(empty));
        if(regEx.matches("abbc")) {
            System.out.println("Matches!!!");
        }
    }
}

Disclaimer: Any bugs/misconceptions regarding this are my errors, so take everything with a grain of salt. Feel free to use the code portrayed here for any purpose whatsoever, if you do something cool with it I'd like to know, but no pressure.

Footnotes

  1. Sometimes the simpler something is, the harder it is to understand. See lambda calculus for example.
  2. I will not use ε (epsilon) to also represent the empty string since I think it is confusing, even though it is also customary.
  3. I think that the Scheme implementation in that article won't work if you use the repetition operator, but I haven't tested it. It might just as well be that my Scheme-foo is a bit rusty.

Monday, March 14, 2011

Pratt Parsers

Some time ago I came across Pratt parsers. I had never seen them before, and I found them quite elegant.

They were first described by Vaughan Pratt in the 1973 paper "Top down operator precedence". From a theoretical perspective they are not particularly interesting, but from an engineering point of view they are fantastic.

Let's start with a real-world example. This is the grammar from the expression language for my Performance Invariants agent:
/* omitted */
import static performance.compiler.TokenType.*;

public final class SimpleGrammar
    extends Grammar<TokenType> {
    private SimpleGrammar() {
        infix(LAND, 30);
        infix(LOR, 30);

        infix(LT, 40);
        infix(GT, 40);
        infix(LE, 40);
        infix(GE, 40);
        infix(EQ, 40);
        infix(NEQ, 40);

        infix(PLUS, 50);
        infix(MINUS, 50);

        infix(MUL, 60);
        infix(DIV, 60);

        unary(MINUS, 70);
        unary(NOT, 70);

        infix(DOT, 80);

        clarifying(LPAREN, RPAREN, 0);
        delimited(DOLLAR_LCURLY, RCURLY, 70);

        literal(INT_LITERAL);
        literal(LONG_LITERAL);
        literal(FLOAT_LITERAL);
        literal(DOUBLE_LITERAL);
        literal(ID);
        literal(THIS);
        literal(STATIC);
    }

    public static Expr<TokenType> parse(final String text) throws ParseException {
        final Lexer<TokenType> lexer = new JavaLexer(text, 0 , text.length());
        final PrattParser<TokenType> prattParser = new PrattParser<TokenType>(INSTANCE, lexer);
        final Expr<TokenType> expr = prattParser.parseExpression(0);
        if(prattParser.current().getType() != EOF) {
            throw new ParseException("Unexpected token: " + prattParser.current());
        }
        return expr;
    }

    private static final SimpleGrammar INSTANCE = new SimpleGrammar();
}

Pretty, isn't it?

The number represents a precedence, for infix operators is quite obvious (it's basically a precedence table), but for clarifying and delimited expressions it sets the lower bound for the subexpression. In the grammar above, the delimited expression only accepts dot expressions and literals, parenthesis on the other hand, accept anything.

So, how does the parser work? The PrattParser itself is rather elegant also:
/* omitted */
public final class PrattParser<T> {
    private final Grammar<T> grammar;
    private final Lexer<T> lexer;
    private Token<T> current;

    public PrattParser(Grammar<T> grammar, Lexer<T> lexer)
            throws ParseException
    {
        this.grammar = grammar;
        this.lexer = lexer;
        current = lexer.next();
    }

    public Expr<T> parseExpression(int stickiness) throws ParseException {
        Token<T> token = consume();
        final PrefixParser<T> prefix = grammar.getPrefixParser(token);
        if(prefix == null) {
            throw new ParseException("Unexpected token: " + token);
        }
        Expr<T> left = prefix.parse(this, token);

        while (stickiness < grammar.getStickiness(current())) {
            token = consume();

            final InfixParser<T> infix = grammar.getInfixParser(token);
            left = infix.parse(this, left, token);
        }

        return left;
    }

    public Token<T> current() {
        return current;
    }

    public Token<T> consume() throws ParseException {
        Token<T> result = current;
        current = lexer.next();
        return result;
    }
}

All the magic happens in the parseExpression method.

Given the current token, it fetches an appropriate prefix parser. Prefix parsers recognize simple expressions (such as literals, unary operators, delimited expressions, etc.). Then it goes to process infix parsers according to precedence (stickiness).

Pratt parsers are a variation of recursive descent parsers. The parseExpression methods represents a generalized rule in the grammar.

At this point you're thinking there must be more to this. The trick must be in the Grammar class:
/* omitted */
public class Grammar<T> {
    private Map<T, PrefixParser<T>> prefixParsers = new HashMap<T, PrefixParser<T>>();
    private Map<T, InfixParser<T>>  infixParsers = new HashMap<T, InfixParser<T>>();

    PrefixParser<T> getPrefixParser(Token<T> token) {
        return prefixParsers.get(token.getType());
    }

    int getStickiness(Token<T> token) {
        final InfixParser infixParser = getInfixParser(token);
        return infixParser == null?Integer.MIN_VALUE:infixParser.getStickiness();
    }

    InfixParser<T> getInfixParser(Token<T> token) {
        return infixParsers.get(token.getType());
    }

    protected void infix(T ttype, int stickiness)
    {
        infix(ttype, new InfixParser<T>(stickiness));
    }

    protected void infix(T ttype, InfixParser<T> value) {
        infixParsers.put(ttype, value);
    }

    protected void unary(T ttype, int stickiness)
    {
        prefixParsers.put(ttype, new UnaryParser<T>(stickiness));
    }
    protected void literal(T ttype)
    {
        prefix(ttype, new LiteralParser<T>());
    }

    protected void prefix(T ttype, PrefixParser<T> value) {
        prefixParsers.put(ttype, value);
    }

    protected void delimited(T left, T right, int subExpStickiness) {
        prefixParsers.put(left, new DelimitedParser<T>(right, subExpStickiness, true));
    }

    protected void clarifying(T left, T right, int subExpStickiness) {
        prefixParsers.put(left, new DelimitedParser<T>(right, subExpStickiness, false));
    }
}

Nope. Just a couple of maps and some factory methods.

Even the infix and prefix parsers are rather simple:
public class InfixParser<T> {
    private final int stickiness;
    protected InfixParser(int stickiness) {
        this.stickiness = stickiness;
    }

    public Expr<T> parse(PrattParser<T> prattParser, Expr<T> left, Token<T> token)
            throws ParseException {
        return new BinaryExpr<T>(token, left, prattParser.parseExpression(getStickiness()));
    }

    protected int getStickiness() {
        return stickiness;
    }
}

class LiteralParser<T>
        extends PrefixParser<T> {
    public Expr<T> parse(PrattParser<T> prattParser, Token<T> token)
            throws ParseException {
        return new ConstantExpr<T>(token);
    }
}

class UnaryParser<T>
    extends PrefixParser<T> {
    private final int stickiness;

    public UnaryParser(int stickiness) {
        this.stickiness = stickiness;
    }

    public Expr<T> parse(PrattParser<T> prattParser, Token<T> token)
            throws ParseException {
        return new UnaryExpr<T>(token, prattParser.parseExpression(stickiness));
    }
}

The infix and prefix parsers, just build an AST node. They recursively parse sub-expressions if necessary. If you want to check how delimited expressions work, you can browse the code in github.

These parsers have several interesting characteristics. One one of them is that the grammar can be modified at runtime (even though it's not shown here) by adding/removing parsers, even while parsing. You can also easily add conditional grammars for sub-languages (think embedded SQL for example).

The code shown here only supports an LL(1) grammar (if I'm not mistaken), but adding additional lookahead should allow for LL(k) grammars.

Another interesting fact is that they way the parser is extended (by adding infix/prefix parsers) naturally yields grammars without left recursion.

One thing to note is that in my simple expression language, I'm not syntactically restricting the types of sub-expressions that infix operators receive, so that has to be checked in a later stage.

The only downside I can think of (besides the LL(k)-ness), is that these parsers are heavily geared towards expressions (everything is an expressions), but with some creativity statements could be added. For example, you could treat the semicolon in Java/C/C++/etc. as an infix operator.

Feel free to take all this code as yours for any purpose whatsoever. Happy hacking!

Friday, February 25, 2011

Performance Invariants (Part II)

A few days ago I wrote a post about performance invariants. The basic idea behind them, is that there should be an easy way to declare performance constraints at the source code level, and that you should be able to check them every time you run your unit tests. To make a long story short, I have been a busy little bee for the last few days and managed to build a reasonable proof-of-concept.

Let's start with simple example:
import performance.annotation.Expect;
...
class Test {
    @Expect("InputStream.read == 0")
    static void process(List<String> list) {
        //...
    }
}
What we're asserting here is that we want to make sure that the number of calls to methods called read defined in classes named InputStream should be exactly zero.

If we want to exclude basically all IO, we can change the expectation to:
import performance.annotation.Expect;
...
class Test {
    @Expect("InputStream.read == 0 && OutputStream.write == 0")
    static void process(List<String> list) {
        //...
    }
}
Note that these are checked even for code that is called indirectly by the method process.

If we add an innocent looking println:
    @Expect("InputStream.read == 0 && OutputStream.write == 0")
    static void process(List<String> list) {
        System.out.println("Hi!");
        //...
    }

And run it with the agent enabled by using:
~>java -javaagent:./performance-1.0-SNAPSHOT-jar-with-dependencies.jar \
       -Xbootclasspath/a:./performance-1.0-SNAPSHOT-jar-with-dependencies.jar Test
You should get something like the following output:
Hi!
Exception in thread "main" java.lang.AssertionError: Method 'Test.process' did not fulfil: InputStream.read == 0 && OutputStream.write == 0
         Matched: [#OutputStream.write=7, #InputStream.read=0]
         Dynamic: []
        at performance.runtime.PerformanceExpectation.validate(PerformanceExpectation.java:69)
        at performance.runtime.ThreadHelper.endExpectation(ThreadHelper.java:52)
        at performance.runtime.Helper.endExpectation(Helper.java:61)
        at Test.process(Test.java:17)
        at Test.main(Test.java:39)
This is witchraft, I say! ... well kind of.

Let's stop a moment and consider what's going on here. Notice the first line of the output. It contains the text "Hi!" that we printed. This happens because the check is performed after the method process finishes. In the fourth line, you can see how many times each method matched during the execution of the process method. Ignore the "Dynamic" list for just a second.

Let's try something a bit more interesting:
    class Customer { /*... */}
    //...
    @Expect("Statement.executeUpdate < ${customers.size}")
    void storeCustomers(List<Customer> customers) {
        //...
    }
Note the ${customers.size} in the expression, what this intuitively mean is that we want to take the size of the list as an upper bound. It's like the poor programmer's big-O notation. If we were to run this, but assuming that we execute two updates for each customer (instead of one as asserted), we would get:
Exception in thread "main" java.lang.AssertionError: Method 'Test.storeCustomers' did not fulfil: Statement.executeUpdate < ${customers.size}
         Matched: [#Statement.executeUpdate=50]
         Dynamic: [customers.size=25.0]
        at performance.runtime.PerformanceExpectation.validate(PerformanceExpectation.java:69)
        at performance.runtime.ThreadHelper.endExpectation(ThreadHelper.java:52)
        at performance.runtime.Helper.endExpectation(Helper.java:61)
        at Test.storeCustomers(Test.java:19)
        at Test.main(Test.java:42)
Check the third line, this time, the "Dynamic" list contains the length of the list. In general, expressions of the form ${a.b.c.d} are called dynamic values. They refer to arguments, instance variables or static variables. For example:
  • ${static.CONSTANT} refers to a variable named CONSTANT in the current class.
  • ${this.instance} refers to a variable named 'instance' in the current object (only valid for instance methods).
  • ${n} refers to an argument named 'n' (this only works if the class has debug information)
  • ${3} refers to the fourth argument from the left (zero based indexing)
All dynamic values MUST yield a numeric value, otherwise a failure will be reported at runtime. Currently the library will complain if any dynamic value is null.

Although this is an early implementation, it is enough to start implementing performance invariants that can be checked every time you run your unit tests.
Enough for today, in a followup post I'll go into the internals of the agent. If you want to browse the source code or try it out, go and grab a copy from github.

Tuesday, February 22, 2011

Performance Invariants

UPDATE A newer post on this subject can be found here

Let's start with a problem: How do you make unit tests that test for performance?

It might seem simple, but consider that:
  • Test must be stable across hardware/software configurations
  • Machine workload should not affect results (at least on normal situations)

A friend of mine (Fernando Rodriguez-Olivera if you must know) thought of the following (among many other things):
For each test run, record interesting metrics, such as:
  • specific method calls
  • number of queries executed
  • number of I/O operations
  • etc.
And after the test run, assert that these values are under a certain threshold. If they're not, fail the test.
He even implemented a proof-of-concept using BeanShell to record these stats to a file during the test run, and it would check the constraints after the fact.

Yesterday I was going over these ideas while preparing a presentation on code quality and something just clicked: annotate methods with performance invariants.
The concept is similar to pre/post conditions. Each annotation is basically a post condition on the method call that states which performance "promises" the method makes.

For example you should be able to do something like:
@Ensure("queryCount <= 1")
public CustomerInfo loadCustomerInfo() {...}
Or maybe something like this:
@Ensure("count(java.lang.Comparable.compareTo) < ceil(log(this.customers.size()))")
public CustomerInfo findById(String id) {...}

These promises are enabled only during testing since checking for them might be a bit expensive for a production system.

As this is quite recent I don't have anything working (yet), but I think it's worth exploring.
If I manage to find some time to try and build it, I'll post some updates here.

Monday, February 21, 2011

gluUnProject for iPhone/iOS

I had a hard time finding a suitable implementation of gluUnProject for an iPhone project I was working on, so I decided to port the original implementation by SGI.

This is the header file (I called it "project.h"):
#ifndef __GLU_PROJECT_IOS
#define __GLU_PROJECT_IOS

#include <OpenGLES/ES1/gl.h>
#include <OpenGLES/ES1/glext.h>

void
gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar);

void
gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx,
    GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy,
    GLfloat upz);

GLint
gluProject(GLfloat objx, GLfloat objy, GLfloat objz, 
     const GLfloat modelMatrix[16], 
     const GLfloat projMatrix[16],
     const GLint viewport[4],
     GLfloat *winx, GLfloat *winy, GLfloat *winz);

GLint
gluUnProject(GLfloat winx, GLfloat winy, GLfloat winz,
    const GLfloat modelMatrix[16], 
    const GLfloat projMatrix[16],
    const GLint viewport[4],
    GLfloat *objx, GLfloat *objy, GLfloat *objz);


GLint
gluUnProject4(GLfloat winx, GLfloat winy, GLfloat winz, GLfloat clipw,
     const GLfloat modelMatrix[16], 
     const GLfloat projMatrix[16],
     const GLint viewport[4],
     GLclampf nearVal, GLclampf farVal,      
     GLfloat *objx, GLfloat *objy, GLfloat *objz,
     GLfloat *objw);

void
gluPickMatrix(GLfloat x, GLfloat y, GLfloat deltax, GLfloat deltay,
     GLint viewport[4]);

#endif
And the source code:
#include "project.h"
#include <math.h>


/*
** Make m an identity matrix
*/
static void __gluMakeIdentityf(GLfloat m[16])
{
    m[0+4*0] = 1; m[0+4*1] = 0; m[0+4*2] = 0; m[0+4*3] = 0;
    m[1+4*0] = 0; m[1+4*1] = 1; m[1+4*2] = 0; m[1+4*3] = 0;
    m[2+4*0] = 0; m[2+4*1] = 0; m[2+4*2] = 1; m[2+4*3] = 0;
    m[3+4*0] = 0; m[3+4*1] = 0; m[3+4*2] = 0; m[3+4*3] = 1;
}

#define __glPi 3.14159265358979323846

void
gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
{
    GLfloat m[4][4];
    float sine, cotangent, deltaZ;
    float radians = fovy / 2 * __glPi / 180;

    deltaZ = zFar - zNear;
    sine = sin(radians);
    if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) {
 return;
    }
    cotangent = cos(radians) / sine;

    __gluMakeIdentityf(&m[0][0]);
    m[0][0] = cotangent / aspect;
    m[1][1] = cotangent;
    m[2][2] = -(zFar + zNear) / deltaZ;
    m[2][3] = -1;
    m[3][2] = -2 * zNear * zFar / deltaZ;
    m[3][3] = 0;
    glMultMatrixf(&m[0][0]);
}

static void normalize(float v[3])
{
    float r;

    r = sqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] );
    if (r == 0.0) return;

    v[0] /= r;
    v[1] /= r;
    v[2] /= r;
}

static void cross(float v1[3], float v2[3], float result[3])
{
    result[0] = v1[1]*v2[2] - v1[2]*v2[1];
    result[1] = v1[2]*v2[0] - v1[0]*v2[2];
    result[2] = v1[0]*v2[1] - v1[1]*v2[0];
}

void
gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx,
   GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy,
   GLfloat upz)
{
    float forward[3], side[3], up[3];
    GLfloat m[4][4];

    forward[0] = centerx - eyex;
    forward[1] = centery - eyey;
    forward[2] = centerz - eyez;

    up[0] = upx;
    up[1] = upy;
    up[2] = upz;

    normalize(forward);

    /* Side = forward x up */
    cross(forward, up, side);
    normalize(side);

    /* Recompute up as: up = side x forward */
    cross(side, forward, up);

    __gluMakeIdentityf(&m[0][0]);
    m[0][0] = side[0];
    m[1][0] = side[1];
    m[2][0] = side[2];

    m[0][1] = up[0];
    m[1][1] = up[1];
    m[2][1] = up[2];

    m[0][2] = -forward[0];
    m[1][2] = -forward[1];
    m[2][2] = -forward[2];

    glMultMatrixf(&m[0][0]);
    glTranslatef(-eyex, -eyey, -eyez);
}

static void __gluMultMatrixVecf(const GLfloat matrix[16], const GLfloat in[4],
        GLfloat out[4])
{
    int i;

    for (i=0; i<4; i++) {
 out[i] = 
     in[0] * matrix[0*4+i] +
     in[1] * matrix[1*4+i] +
     in[2] * matrix[2*4+i] +
     in[3] * matrix[3*4+i];
    }
}

/*
** Invert 4x4 matrix.
** Contributed by David Moore (See Mesa bug #6748)
*/
static int __gluInvertMatrixf(const GLfloat m[16], GLfloat invOut[16])
{
    float inv[16], det;
    int i;

    inv[0] =   m[5]*m[10]*m[15] - m[5]*m[11]*m[14] - m[9]*m[6]*m[15]
             + m[9]*m[7]*m[14] + m[13]*m[6]*m[11] - m[13]*m[7]*m[10];
    inv[4] =  -m[4]*m[10]*m[15] + m[4]*m[11]*m[14] + m[8]*m[6]*m[15]
             - m[8]*m[7]*m[14] - m[12]*m[6]*m[11] + m[12]*m[7]*m[10];
    inv[8] =   m[4]*m[9]*m[15] - m[4]*m[11]*m[13] - m[8]*m[5]*m[15]
             + m[8]*m[7]*m[13] + m[12]*m[5]*m[11] - m[12]*m[7]*m[9];
    inv[12] = -m[4]*m[9]*m[14] + m[4]*m[10]*m[13] + m[8]*m[5]*m[14]
             - m[8]*m[6]*m[13] - m[12]*m[5]*m[10] + m[12]*m[6]*m[9];
    inv[1] =  -m[1]*m[10]*m[15] + m[1]*m[11]*m[14] + m[9]*m[2]*m[15]
             - m[9]*m[3]*m[14] - m[13]*m[2]*m[11] + m[13]*m[3]*m[10];
    inv[5] =   m[0]*m[10]*m[15] - m[0]*m[11]*m[14] - m[8]*m[2]*m[15]
             + m[8]*m[3]*m[14] + m[12]*m[2]*m[11] - m[12]*m[3]*m[10];
    inv[9] =  -m[0]*m[9]*m[15] + m[0]*m[11]*m[13] + m[8]*m[1]*m[15]
             - m[8]*m[3]*m[13] - m[12]*m[1]*m[11] + m[12]*m[3]*m[9];
    inv[13] =  m[0]*m[9]*m[14] - m[0]*m[10]*m[13] - m[8]*m[1]*m[14]
             + m[8]*m[2]*m[13] + m[12]*m[1]*m[10] - m[12]*m[2]*m[9];
    inv[2] =   m[1]*m[6]*m[15] - m[1]*m[7]*m[14] - m[5]*m[2]*m[15]
             + m[5]*m[3]*m[14] + m[13]*m[2]*m[7] - m[13]*m[3]*m[6];
    inv[6] =  -m[0]*m[6]*m[15] + m[0]*m[7]*m[14] + m[4]*m[2]*m[15]
             - m[4]*m[3]*m[14] - m[12]*m[2]*m[7] + m[12]*m[3]*m[6];
    inv[10] =  m[0]*m[5]*m[15] - m[0]*m[7]*m[13] - m[4]*m[1]*m[15]
             + m[4]*m[3]*m[13] + m[12]*m[1]*m[7] - m[12]*m[3]*m[5];
    inv[14] = -m[0]*m[5]*m[14] + m[0]*m[6]*m[13] + m[4]*m[1]*m[14]
             - m[4]*m[2]*m[13] - m[12]*m[1]*m[6] + m[12]*m[2]*m[5];
    inv[3] =  -m[1]*m[6]*m[11] + m[1]*m[7]*m[10] + m[5]*m[2]*m[11]
             - m[5]*m[3]*m[10] - m[9]*m[2]*m[7] + m[9]*m[3]*m[6];
    inv[7] =   m[0]*m[6]*m[11] - m[0]*m[7]*m[10] - m[4]*m[2]*m[11]
             + m[4]*m[3]*m[10] + m[8]*m[2]*m[7] - m[8]*m[3]*m[6];
    inv[11] = -m[0]*m[5]*m[11] + m[0]*m[7]*m[9] + m[4]*m[1]*m[11]
             - m[4]*m[3]*m[9] - m[8]*m[1]*m[7] + m[8]*m[3]*m[5];
    inv[15] =  m[0]*m[5]*m[10] - m[0]*m[6]*m[9] - m[4]*m[1]*m[10]
             + m[4]*m[2]*m[9] + m[8]*m[1]*m[6] - m[8]*m[2]*m[5];

    det = m[0]*inv[0] + m[1]*inv[4] + m[2]*inv[8] + m[3]*inv[12];
    if (det == 0)
        return GL_FALSE;

    det = 1.0 / det;

    for (i = 0; i < 16; i++)
        invOut[i] = inv[i] * det;

    return GL_TRUE;
}

static void __gluMultMatricesf(const GLfloat a[16], const GLfloat b[16],
    GLfloat r[16])
{
    int i, j;

    for (i = 0; i < 4; i++) {
 for (j = 0; j < 4; j++) {
     r[i*4+j] = 
  a[i*4+0]*b[0*4+j] +
  a[i*4+1]*b[1*4+j] +
  a[i*4+2]*b[2*4+j] +
  a[i*4+3]*b[3*4+j];
 }
    }
}

GLint
gluProject(GLfloat objx, GLfloat objy, GLfloat objz, 
       const GLfloat modelMatrix[16], 
       const GLfloat projMatrix[16],
              const GLint viewport[4],
       GLfloat *winx, GLfloat *winy, GLfloat *winz)
{
    float in[4];
    float out[4];

    in[0]=objx;
    in[1]=objy;
    in[2]=objz;
    in[3]=1.0;
    __gluMultMatrixVecf(modelMatrix, in, out);
    __gluMultMatrixVecf(projMatrix, out, in);
    if (in[3] == 0.0) return(GL_FALSE);
    in[0] /= in[3];
    in[1] /= in[3];
    in[2] /= in[3];
    /* Map x, y and z to range 0-1 */
    in[0] = in[0] * 0.5 + 0.5;
    in[1] = in[1] * 0.5 + 0.5;
    in[2] = in[2] * 0.5 + 0.5;

    /* Map x,y to viewport */
    in[0] = in[0] * viewport[2] + viewport[0];
    in[1] = in[1] * viewport[3] + viewport[1];

    *winx=in[0];
    *winy=in[1];
    *winz=in[2];
    return(GL_TRUE);
}

GLint
gluUnProject(GLfloat winx, GLfloat winy, GLfloat winz,
  const GLfloat modelMatrix[16], 
  const GLfloat projMatrix[16],
                const GLint viewport[4],
         GLfloat *objx, GLfloat *objy, GLfloat *objz)
{
    float finalMatrix[16];
    float in[4];
    float out[4];

    __gluMultMatricesf(modelMatrix, projMatrix, finalMatrix);
    if (!__gluInvertMatrixf(finalMatrix, finalMatrix)) return(GL_FALSE);

    in[0]=winx;
    in[1]=winy;
    in[2]=winz;
    in[3]=1.0;

    /* Map x and y from window coordinates */
    in[0] = (in[0] - viewport[0]) / viewport[2];
    in[1] = (in[1] - viewport[1]) / viewport[3];

    /* Map to range -1 to 1 */
    in[0] = in[0] * 2 - 1;
    in[1] = in[1] * 2 - 1;
    in[2] = in[2] * 2 - 1;

    __gluMultMatrixVecf(finalMatrix, in, out);
    if (out[3] == 0.0) return(GL_FALSE);
    out[0] /= out[3];
    out[1] /= out[3];
    out[2] /= out[3];
    *objx = out[0];
    *objy = out[1];
    *objz = out[2];
    return(GL_TRUE);
}

GLint
gluUnProject4(GLfloat winx, GLfloat winy, GLfloat winz, GLfloat clipw,
       const GLfloat modelMatrix[16], 
       const GLfloat projMatrix[16],
       const GLint viewport[4],
       GLclampf nearVal, GLclampf farVal,      
       GLfloat *objx, GLfloat *objy, GLfloat *objz,
       GLfloat *objw)
{
    float finalMatrix[16];
    float in[4];
    float out[4];

    __gluMultMatricesf(modelMatrix, projMatrix, finalMatrix);
    if (!__gluInvertMatrixf(finalMatrix, finalMatrix)) return(GL_FALSE);

    in[0]=winx;
    in[1]=winy;
    in[2]=winz;
    in[3]=clipw;

    /* Map x and y from window coordinates */
    in[0] = (in[0] - viewport[0]) / viewport[2];
    in[1] = (in[1] - viewport[1]) / viewport[3];
    in[2] = (in[2] - nearVal) / (farVal - nearVal);

    /* Map to range -1 to 1 */
    in[0] = in[0] * 2 - 1;
    in[1] = in[1] * 2 - 1;
    in[2] = in[2] * 2 - 1;

    __gluMultMatrixVecf(finalMatrix, in, out);
    if (out[3] == 0.0) return(GL_FALSE);
    *objx = out[0];
    *objy = out[1];
    *objz = out[2];
    *objw = out[3];
    return(GL_TRUE);
}

void
gluPickMatrix(GLfloat x, GLfloat y, GLfloat deltax, GLfloat deltay,
    GLint viewport[4])
{
    if (deltax <= 0 || deltay <= 0) { 
 return;
    }

    /* Translate and scale the picked region to the entire window */
    glTranslatef((viewport[2] - 2 * (x - viewport[0])) / deltax,
     (viewport[3] - 2 * (y - viewport[1])) / deltay, 0);
    glScalef(viewport[2] / deltax, viewport[3] / deltay, 1.0);
}

I'm thinking on porting the entire GLUT library to the iPhone and sharing it on github. Anyone interested?

Wednesday, December 02, 2009

Naive Brainf**k to Java compiler

Some time ago the brainf**k language caught my eye (I still don't feel comfortable spelling it right).

It's a turing tarpit, but one not very complicated at that (for something more esoteric see Malbolge or Whitespace).

The language is very simple, it has eight instructions. So I had to write a compiler for it. It turns out to be quite easy to do:

import static java.lang.System.out;

public class BrainFk
{
 public static void main(String[] args) {
 out.println("public class " + args[0] + "{");
 out.println("public static void main(String args[]) throws Throwable {");
 out.println("int[] memory = new int[30000];");
 out.println("int data = 0;");
 final String code = args[1];
 for(int i = 0; i < code.length(); i++) {
  char c = code.charAt(i);
  switch(c) {
   case '>':
    out.println("++data;");
    break;
   case '<':
    out.println("--data;");
    break;
   case '+':
    out.println("++memory[data];");
    break;
   case '-':
    out.println("--memory[data];");
    break;
   case '.':
    out.println("System.out.print((char)(0xFF & memory[data]));");
    break;
   case ',':
    out.println("memory[data] = System.in.read();");
    break;
   case '[':
    out.println("while(memory[data] != 0) {");
    break;
   case ']':
    out.println("}");
    break;
   }
  }
  out.println("}}");
 }
}

You can use it to compile the hello world sample from the Wikipedia page:
~>java BrainFk Hello "++++++++++[>+++++++>++++++++++>+++>+<<<<-]>++.>+.+++++++..+++.>++.<<+++++++++++++++.>.+++.------.--------.>+.>." > Hello.java
~>javac Hello.java
~>java Hello
Hello World!

Sometime I'll have to post the Forth interpreter in Java I wrote (I know some might consider sacrilege to use both languages in the same sentence, but you can't please everyone!).

Wednesday, November 25, 2009

Building 3D models using a Web Cam

Incredible technology to build a 3D model from a video of the desired object. Just watch the video:



You can go to the project site for more details.

Friday, October 02, 2009

Image Downscaling

A few days ago, a friend contacted me because he needed good image downscaling for a project he's working on.
I remebered reading an article about the types of issues when downsampling an image (and specifically a difficult one). After a few tests, I settled for a gaussian pre-blur.
I think I got pretty good results:
Go to the original article to get the source image.
The code also tries to fit and center the image in the target. That means it will return an image with the exact size you request. It will center and rescale the source image and leav transparent background for filler space.
import javax.imageio.ImageIO;
import java.awt.*;
import java.awt.geom.AffineTransform;
import java.awt.image.*;
import java.io.File;
import java.io.IOException;

public class FitImage {

 public static BufferedImage fitImage(final BufferedImage input, final int width, final int height) {
  final int inputWidth = input.getWidth();
  final int inputHeight = input.getHeight();

  final double hScale = width/(double)inputWidth;
  final double vScale = height/(double)inputHeight;

  final double scaleFactor = Math.min(hScale, vScale);

  //Create a temp image
  final BufferedImage temp = new BufferedImage(inputWidth,inputHeight, BufferedImage.TYPE_INT_ARGB);

  if(scaleFactor < 1) {
   //Create a gaussian kernel with a raduis proportional to the scale factor and convolve it with the image
   final Kernel kernel = make2DKernel((float) (1 / scaleFactor));
   final BufferedImageOp op = new ConvolveOp(kernel);
   op.filter(input, temp);
  } else {
   temp.createGraphics().drawImage(input, null, 0,0);
  }


  final BufferedImage output = new BufferedImage(width,height, BufferedImage.TYPE_INT_ARGB);
  final Graphics2D g = output.createGraphics();
  g.setRenderingHint(RenderingHints.KEY_ALPHA_INTERPOLATION, RenderingHints.VALUE_ALPHA_INTERPOLATION_QUALITY);
  g.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BICUBIC);
  g.setRenderingHint(RenderingHints.KEY_DITHERING, RenderingHints.VALUE_DITHER_ENABLE);
  g.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);
  g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);

  final int xOffset = (int) Math.max(0, (width - inputWidth * scaleFactor) / 2);
  final int yOffset = (int) Math.max(0, (height - inputHeight * scaleFactor) / 2);
  final AffineTransform scaleInstance = AffineTransform.getScaleInstance(scaleFactor, scaleFactor);
  final AffineTransformOp transformOp = new AffineTransformOp(scaleInstance, AffineTransformOp.TYPE_BICUBIC);
  g.drawImage(temp, transformOp, xOffset, yOffset);
  return output;
 }

 public static Kernel make2DKernel(float radius) {
  final int r = (int)Math.ceil(radius);
  final int size = r*2+1;
  float standardDeviation = radius/3; //Guess a standard dev from the radius

  final float center = (float) (size/2);
  float sigmaSquared = standardDeviation * standardDeviation;

  final float[] coeffs = new float[size*size];

  for(int x = 0; x < size; x++ ) {
   for(int y = 0; y < size; y++ ) {
   double distFromCenterSquared = ( x - center ) * (x - center ) + ( y - center ) * ( y - center );
   double baseEexponential = Math.pow( Math.E, -distFromCenterSquared / ( 2.0f * sigmaSquared ) );
   coeffs[y*size+x]= (float) (baseEexponential / (2.0f*Math.PI*sigmaSquared ));
   }
  }

  return new Kernel(size, size, coeffs);
 }

 public static void main(String[] args)
  throws IOException
 {
  BufferedImage out = fitImage(ImageIO.read(new File("Rings1.gif")), 200, 200);
  ImageIO.write(out, "png", new File("test.png"));
 }


}

Tuesday, February 03, 2009

Great Quotes

"My definition of an expert in any field is a person who knows enough about what's really going on to be scared." - P. J. Plauger, Computer Language, March 1983


From Stackoverflow.

Tuesday, August 12, 2008

Phrase of the Day

"The devil is in the details, but exorcism is in implementation, not theory." - (author unknown)

Wednesday, February 06, 2008

Juggling Chainsaws

Andrew writes probably one of the funniest and most elocuent articles I've read about thread programming. His opening line:
 Writing multithreaded code is like juggling chainsaws; amazing when it works and truly sucky when it doesn't.

Truly summarizes the feeling when you've had to deal with a multithreaded system. He argues that probably one of the most difficult thing to achieve is "avoiding doing nothing". I agree with his thoughts in the sense that if you are even considering multithreading something, you are trying to achieve maximum utilization (i.e. not wasting resources). But I'm not sure that getting maximum utilization is the hardest part by itself.

Besides the usual problems, like avoiding deadlocks or protecting shared data, I always found that the hardest part was, to paraphrase Andrew, "avoid doing something".

What I mean is that in multithreaded applications (it also applies to distributed applications), probably the hardest part is coming up with ways to avoid needing synchronization.

At least in my experience, figuring out ways to make the system exhibit consistent and predictable behavior without relying on atomicity, has always been the part that most of the design effort is invested in, and if done properly, where the greatest gains in scalability is achieved.

Take for example the Google File System, a massive, multi-petabyte storage filesystem. It is designed to work on clusters of several thousand machines, distibuted across several datacenters (even on different countries).

To achieve the expected performance, they had to throw away the usual file semantics, and think completely out-of-the box. But don't take my word for it, go, fetch the paper (if you haven't already done so), and read it yourself.

Monday, November 05, 2007

A better way to do concurrent programming (Part 1)

A while ago (I think round 2005), some guys from Microsoft Research published a paper about Composable Memory Transactions.

After reading it, I began doing a small implementation in Java (quite ugly, btw), and I was astonished by the possibilities. So quite naturally (being the geek I am), I started toying with the idea of implementing a set of extensions for Java.

In this and other posts, I'll try to make an introduction to the basic idea. Note that I will probably change existing posts quite often to correct mistakes or ommissions. In this post I'll focus on an overview of the basic idea, in a future post I'll address composition of transactions (the C in CMT), static checking for side effects, and alternatives to implement the runtime part of this. If you're really curious, I recommend reading the original paper.

The gist of the idea is to replace common locking based semantics with in-memory transactions, so instead of writing complex locking semantics, you rely on optimistic locking handled by the runtime.

The following example shows how a producer-consumer problem can be solved with a queue of fixed size using Java with CMT:

public class BufferedQueue {
private LinkedList list;
public BufferedQueue() {
list = new LinkedList();
}
public Object consume() {
Object value;
atomic {
if(list.isEmpty()) {
retry;
}
value = list.removeFirst();
}
return value;
}
public void produce(Object value) {
atomic {
if(list.size() > 10) {
retry;
}
list.add(value);
}
}
public Object peek() {
Object value;
atomic {
if(list.isEmpty()) {
retry;
}
value = list.getFirst();
} else {
value = null;
}
return value;
}
}

Take a look at two keywords: atomic and retry

The atomic keyword demarcates a transaction. That means that this block is all-or-nothing (well get to the else later). For example let's take a closer look at the consume method.

public Object consume() {
Object value;
atomic {
if(list.isEmpty()) {
retry;
}
value = list.removeFirst();
}
return value;
}

The atomic statement starts a transaction. In this transaction we first check to see if the list is empty. If it is, we issue a retry statement.
The retry statement, rolls-back all changes and suspends the transaction until at least one of the fields used in the block (either directly or indirectly) is modified by another transaction committing. When this happens, the execution is restarted in a new transaction at the beginning of the enclosing atomic block.
If this time the list is not empty, the first element is removed from the list, and the transaction is committed. If at the time of the commit there is a conflict with another transaction, the execution is rolled back and retried.

Note that it is very important that the atomic blocks do not have side-effects (such as creating files, etc.) outside of the control of the transaction manager.

(to be continued...)

13949712720901ForOSX - Java for OSX

In a blog post henry resumes the sad state of affairs of Java in OSX.

So here I am, joining this campaign by posting this entry in protest! Apple, please don't let us down!

Thursday, June 15, 2006

How the Wii-mote works

I know this is pure speculation, but I've been following the Revolution/Wii for a while, and one thing that kept me intrigued is how would Nintendo build such a fantastic controller in a cost effective manner.

After much thought I think I get it.

There are two distinct control schemes in the Wii-mote:
  • Orientation and acceleration
  • Pointing

Orientation and Acceleration

The orientation and acceleration is quite easy, it only needs an accelerometer. This only tells you the orientation relative to the ground (if you're swinging, the 'perceived' ground shifts).

Pointing

This is the hard part.

There are some observations I (and several others) made:

  • The Wii-mote has a dark plastic window in the front
  • You have to place a 'Sensor Bar' under or over the TV
  • The Wii can track multiple remotes with high acuracy
  • There is an image sensor in the remote
  • It has been mentioned of a problem with halogen lights
  • The remote has to be pointed to the sensor bar for precision aiming

Keeping those in mind, let me explain how it all makes sense:

First of all, the dark window in the wii-mote, is a visible-light filter. Very similar to the window in front of most remote controls. But instead of having a IR led behind it, it has an image sensor.

This image sensor only 'sees' infrared images, probably in fairly low resolution. It uses this to see the sensor bar, which is basically a row of IR leds.

The wii-mote captures an image of what's in front of it (basically a bright line on a dark background), and looks for the sensor bar (which should be the brightest IR thing in the image).

Since the size of the sensor bar is fixed, you can acurately calculate the distance of the wii-mote from the sensor bar, the rotation (the image sensor sees a line rotated), and the angle of the wii-mote in relation to the center of the sensor bar (the line is off-center in the image).

This approach is quite easy to implement, but it has several drawbacks:

  • If you are too close to the bar, you cannot acurately estimate the angle or position
  • If you are too far, the precision also suffers, since the resolution of the image sensor limits how far you can be
  • Halogen lights (or any other light source with lots of IR light, such as direct sunlight) can effectively blind the image sensor

It also is very cost effective since low resolution image sensors are quite cheap in bulk, and image tracking is also very well understood for this scenario (think of optical mice, for example).

Hope you enjoyed this.

Thursday, September 01, 2005

Quote of the day

"Puctuality is the virtue of the bored"

- Evelyn Waugh

(given that I seem to be unable to blog about something more interesting, I'll keep it simple)

Thursday, August 25, 2005

Quote of the day

"... You are free to fold, spindle or mutilate for the betterment of your proprietary closed-source product that makes you zillions of dollars, without penalty ..."

from Drools Licensing.

Talking about Drools' liberal open source license. LOL!

Friday, August 19, 2005

Fixed and Floating point for J2ME

As you probably know, J2ME in its most basic form doesn't support floating point operations. This can be a problem if you are trying to develop games for it.

I've been looking around for alternatives, and found that most sites reference you to MathFP (the link I had seems to be broken, google for it), which is a fast library to do fixed point math. The problem with it is that for certain types of calculations, fixed point can be complicated, given that it is hard to represent numbers that are too small or too large, and mix those in the same calculation.

Browsing around I found MicroFloat, which is a very nice floating point library written entirely in Java. The only gotcha is that it requires long support from the KVM.

There are other libraries around (which I havent tested) such as Real Java.

Well, now to start that doom clone for my cell phone...

Monday, August 08, 2005

Impressive DOM scripting

If you happen to have a few minutes of spare time, check out "Interactive DOM Scripting" which is simply awesome.

The most impressive pages are IE only (don't blame me). This site has the spirit of the old demos built for machines such as the Commodore Amiga 500. A bit of nostalgia is unavoidable.

Thursday, August 04, 2005

Quote of the day

"In a perfect world, reading code would be like reading a book. Unfortunately, code is written for computers to execute, not for humans to read. You can’t just read code from start to finish—they’re like those choose-your-own-ending books, forcing you to go all over the place to figure out how not to kill your main character. "

From Successful Strategies for Commenting Code - By Ryan Campbell

The quote is great, but I disagree with some of the statements in the article. I'm more of the idea that code comments should explain why you are doing something, not how. Anyway, as with any imperative guidelines, it is more important the spirit of the law, than the law itself.

In spirit, I think the idea of code comments is to make code more understandable for other people or for a future version of yourself.

Tuesday, August 02, 2005

Not much time left

It has been a while since my last post, I've been really busy lately because a new version of our product is in the pipeline, and development is picking up speed.

I'll continue the regular posts soon (hopefully!).