+ I can imagine parallelization existing on many levels here.
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- if you have a language like Zig where every line can be tokenized independently, you can spawn a task per line.
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- you could analyze all the type declarations in parallel. though with dependencies it gets hairy.
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- you could analyze the contents of classes in parallel.
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- thing is, this stuff gets pretty hairy when you get to think about dependencies between all these different stages.
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- hence why we haven't seen very many compilers that would adopt this architecture; most of them just sort of do their thing on one thread, and expect to parallelize by spawning more processes
of `cc` or `rustc` or what have you.
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+ where with a pass-based architecture the problem is dependencies between independent stages you're trying to parallelize, with a query-based architecture like MuScript's it gets even harder,
because the entire compiler is effectively a dependency ~~hell~~ machine.
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- one query depends on 10 subqueries, which all depend on their own subqueries, and so on and so forth.
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- but there's _technically_ nothing holding us back from executing certain queries in parallel.
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- in fact, imagine if we executed _all_ queries in parallel.
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+ enter: the `async` event loop compiler
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- there is a central event loop that distributes tasks to be done to multiple threads
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- every query function is `async`
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- meaning it suspends execution of the current function, writes back "need to compute the type ID of `Person` because that's not yet available" into a concurrent set (very important that it's a _set_) - let's call this set the "TODO set"
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- on the next iteration, the event loop spawns a task for each element of the TODO set, and the tasks compute all the questions asked
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- because we're using a set, the computation is never duplicated; remember that if an answer has already been memoized, it does not spawn a task and instead returns the answer immediately
+ this is because UnrealScript has some fairly idiosyncratic syntax which requires us to treat _some_ things in braces `{}` as strings, such as `cpptext`
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- ```unrealscript
cpptext
{
// this has to be parsed as C++ code, which has some differing lexing rules
- we even lex variable metadata `var int Something <ToolTip=bah>;` using the lexer, storing invalid characters and errors as some `InvalidCharacter` token kind or something
+ and that's without emitting diagnostics - let the parser handle those instead
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- one place where the current approach of the lexer eagerly emitting diagnostics fails is the case of `<ToolTip=3D location>`, where `3D` is parsed as a number literal with an invalid suffix and thus errors out