Scratcher
- 53 Devlogs
- 177 Total hours
Compiler and programming language written in Kotlin that compiles to scratch projects
Compiler and programming language written in Kotlin that compiles to scratch projects
Errors are the one thing that I knew were terrible but I could never build up the courage to fix.
So I just fixed them.
Now all errors in the language are formatted nicely, show you exactly where the error happened and give you a nice description.
Along with this, I made a new system for collecting errors, so now the compiler won’t stop at the first error and will continue going and give you all errors at once. This makes fixing code a lot easier.
This also opens up the possibility of an LSP server later on
(before and after in images)
Try it out: https://scratch.mit.edu/projects/1387804691/
1 + 1) and get the result.I added demo programs to scratcher, these show the language actually being used
Try one out! https://scratch.mit.edu/projects/1385339395/
for and repeat statement which allows way easier index tracking://Before:
int index = 0;
repeat(10) {
...
index++;
}
//After:
repeat(10) { index ->
...
}
I also made the PooledList get garbage collected with the refcount gc
Did some really small refactors aswell
Static lists are cool, but they are very limited expressiveness wise because they must be known at compile time
Pools fix this by having a pool of static lists that the user code can allocate at any time
PooledList a = allocate();
But because the pool is limited, the pooled list must be freed when not needed, the garbage collector will not handle it(yet)
a.free();
Other than that, the PooledList behaves just like a List and can do almost anything a List does
Out of memory errors.I added a shit ton of quality of life stuff:
int[] myArray = [1, 2, 3, 4, 5, 6];
Result.Success? a = res as? Result.Success;
if(a) b++;
while(true) {
if(a) break;
if(b) continue;
}
static str[] myList;
This also allows for file reading:
static str[] myList = "hello.json";
So you can properly store data(like ROMs)
'a' === 'A'
RETURNS FALSE
Added a “private” keyword, anything declared private cannot be accessed from outside the current file.
This prevents the user from messing with internal states of libraries they are using
For example, the list library from the standard library.
Now you can’t directly mess with the list pointer
triangles.ptr[5] = ...;
This now results in an error because “ptr” is private!
I also added some small optimizations for lambdas.
Added operator overloading, now you can define overloads for specific operators so that code looks cleaner
Just use the operator keyword with the correct signature and you’re done!
You can overload the operators: +, -, /, *, %, [], []=
For example:
warp operator <T> void T[].set(int index, T item) {
self::replace(this, item, index);
}
//use
array[index] = item
//compiler translates to
set(array, index, item)
I also realized that my previous refactor of arrays broke my nullability system:
int[] a = Array(int, 5);
say(a[3]);
This would print null, which my type system missed
I fixed this by moving arrays to a standard library module, the same array import works, but you have to change how you create the array:
//before:
int[] a = Array(int, 5); //doesn't need to be marked as null!!!
int[] a = Array(int, 5);
a[0] = ...;
a[1] = ...;
...
//after
int?[] a = arrayOfNulls(5); //null filled
int[] a = arrayOf(5, (int index) -> {
return index * 5; //value of the array at that index
});
Previously if you wanted to check sealed enums types and use them, you had to do very ugly syntax for actually getting the variant instance:
auto out = tryGet();
when(out) {
Result.Success -> {
auto suc = out as Result.Success;
looks::say("Success! ${suc.out.x}");
Now you don’t have to do all of this:
when(tryGet()) {
Result.Success suc -> {
looks::say("Success! ${suc.out.x}");
This is just syntax improvement, doesn’t change the generated code or anything, just helps the developer
The new implementation is more clear, more expressive and more like regular programming languages
For over 2 months, scratcher has had an “export” keyword, which was fully unused, until today:
I implemented the export keyword on functions, which allows for code written in plain scratch to interact with scratcher code:
export warp void myFunction() { ... }
Export requires that your function arguments are all primitives and that the return is also a primitive, but other than that, it does not change anything, just exposes the function cleanly to regular scratch code.
However, scratcher type checking still applies, so if the native scratch code passes in a string to a float argument, it will still cause a panic
Even when you have obfuscation enabled, exports will stay and let native scratch use it with its original name
sealed enum Animal {
Cat(str name, int age, bool isMeowing),
Dog(str name, int age),
Unknown
}
They allow for storing data inside enums, they’re very similar to rust enums:
sealed enum Result<T> {
Success(T out),
Failure
}
//before
struct LambdaCaptures(Lambda0Captures? c0, Lambda1Captures? c1, Lambda2Captures? c2);
//after
sealed enum LambdaCaptures {
Lambda0Captures(Box$int capture0, ...),
Lambda1Captures(Box$float capture0, ...)
}
Sealed enums only store a tag and a pointer, so if you use a lot of lambdas, this will save a TON of heap space
isMarked check go from O(n) to O(1) while also improving marking speed because scratch doesn’t have to resize our listI added receiver/extension functions. These allow you to write code that takes in a type as a special argument
You define them just like how it works in kotlin:
warp <T, R> R T.let((T) -> R action) {
return action(this);
}
It just compiles to a regular function
warp <T, R> R let(T this, (T) -> R action) {
return action(this);
}
But the compiler lets you call it with the special argument:
thing.let((int a) -> ...);
I also added a very big standard library module (written in scratcher!) with a ton of these functions built-in, they allow you to write more expressive code:
triangles
.filterNotNull()
.filter((Triangle<float> t) -> t.x1 > 150)
.filter((Triangle<float> t) -> t.y1 < 150)
.forEach((Triangle<float> tri) -> ...)
I also rewrote the entirety of string lib during this, now you have to use the extensions library to use strings, but its way more powerful (and written in scratcher)!
I also added a new “char” type, which stores a single character (wow really???)
I also added “safe dot calls” that allow you to use stuff as if they’re not null:
triangles.forEach((Triangle<float>? t) -> {
t?.x1?.let((float x1) -> {
looks::say("x1: ${x1}");
});
});
This only calls the let function if t?.x1 is not null
There is a big problem with all this powerful new code though… the garbage collector can no longer keep up, a single mark and sweep takes over 1 second! Which is especially bad because the garbage collector needs the entire application to stop in order to run. You do not want your code to completely stop for a whole second(maybe you do? weirdo), so I have to fix this in my next few devlogs…
I added lambdas to Scratcher!
They allow you to write more expressive code like map(list, a -> a + 1), which literally adds 1 to every element of list
I also allow using outer variables within lambdas
int a = ...;
map(list, b -> {
a++;
b + a
});
I allow this through boxing, the local variables become boxes and the lambdas get the local variable’s box, this makes lambdas more powerful than most languages as this allows for variables to be shared mutable state across lambdas, this also allows the local variables to get garbage collected.
Of course, scratch doesn’t support this natively, so lambdas are 100% compiler sugar and just lowers to regular functions and uses function references(which is also 100% compiler sugar).
void lambda::defunc@lambad@0(LambdaCaptures c, args...) {
...
}
Fixed the garbage collector… turns out I broke it accidentally while cleaning up code in my last devlog, 3 line change but took a long time to find
Made it so the stack allocator doesn’t do redundant operations like 1+1 and inlines them as 2 instead
So I was using a really terrible hack to implement stuff like
FunctionInlining, Safe dot and the elvis expression, the hack is
basically (ab)using the when expression to do stuff like run code inside
expressions and use local variables inside expressions.
So to stop this from becoming a hack, I added it directly to the AST as
StatementExpression(not to be confused with ExpressionStatement), which
can be used to contain statements inside expressions.
All of my evil hacks have been replaced by StatementExpression.
I also added some small optimizations for StatementExpressions!
//int doesn't have to be nullable because we have a fallback value!
int x = functionThatReturnsNull()?: 5;
str? x = functionThatReturnsNullableString();
//distinguish between literal null and string null
if(x == null) looks::say("null!");
if(x == "null") looks::say("null as string!");
//the compiler achieves this by boxing the string return with a struct:
//struct StringBox(str value)
//the actual type behind the scenes is:
//StringBox? x = ...;
struct.member because that may result in a NullPointerException, to solve this I added ?. which allows for null safe traversal(compilation in image 1)://if nullableTriangle == null, return null
//if nullableTriangle != null, return nullableTriangle.x1
int? x1 = nullableTriangle?.x1;
FunctionInlining completely ignored execution order, so I asked deepseek to solve it(this happened after I added string boxing).Added a second garbage collector! If your app does not contain any cyclic objects and needs high performance, you can now enable the ARC collector!
This garbage collector works by automatically detecting when objects go out of scope and decrementing their reference count, if an object’s reference count goes to 0, it is freed.
This is more performant than the mark and sweep collector because the objects are freed at the moment they are unused instead of stopping the entire program to collect garbage.
This works for all cases, except for cases where there is a cyclic object. Because the cyclic object owns itself, so its reference count is always at 1.
As a prize for your great work, look out for a bonus prize in the mail :)
Added generics support, which allows the user to define generic functions/structs that apply with every type, for example:
warp <T> void forEach(T[] a, (T) -> void action) {
for(T t in a) {
action(t);
}
}
Depending on what type you used to call this, a new version of forEach gets generated, if you called it with an integer:
warp void forEach@int(int[] a, (int) -> void action) {
for(int t in a) {
action(t);
}
}
Of course I also allow this on structs:
struct Triangle<Num>(Num x1, Num y1, Num x2, Num y2, Num x3, Num y3);
Also did some small changes:
More abstractions please!
Added dynamic function dispatch which allows for functions to take in
other functions as arguments, of course, this isn’t possible at all in
normal scratch, so actually FunctionLiteral gets turned into an
integer and a custom dispatch function gets created for every function
literal’s signature which allows for a binary search to call the actual
function
Also made HeapConversion reuse stack slots instead of allocating one
for every variable(mostly by AI)
Refactored the entire type system to use a sealed interface instead of an unsafe single class
Nothing much to say, this doesn’t affect the input code or the output project, I did just cleanup
Did more syntax improvements
Added ++ and – support:
index++;
Added type inference support:
auto a = Triangle(5, 15, 60, -120, 240, 67); //type automatically becomes Triangle
auto a = func(); //type automatically becomes the return type of func
Scratcher is at 100 commits! (Now 104 cause all of these refactors are different commits)
Completely refactored all translation steps to use the ASTVisitor.
Also did type resolving cleanup.
Function Reachability: Went from 117 to 32 lines
Function expression lowering: Went from 439 to 293 lines
Re Parse Local Variables: Went from 34 to 27 lines
Remove Empty Allocations: Went from 97 to 79 lines
ConvertToHeapAccess: Biggest refactor of this whole devlog, went from 500 lines to 418, split into 5 files
Fixed a lot of bugs with when expressions, also got deepseek to fix some of them
Added If expressions, which allow using if statements inside other expressions, for example, here is some previously invalid code that is now valid:
int max = if (a > b) a else b;
str message = if (score >= 90) {
looks::say("something");
"You win!"
} else {
looks::say("something");
"You lose :("
}
triangles[15] = Triangle(
utils::random(-240, 240),
utils::random(-180, 180),
utils::random(-240, 240),
utils::random(-180, 180),
utils::random(-240, 240),
if(mode == TriangleRenderMode.OFF) {
5
} else {
triangles[14].y3
}
);
These still get lowered properly and just look like normal if statements in the final scratch code
Added more syntax improvements!
Else if: Added support for else if, which replaces big blocks
//Before:
if(triangles[14].y1 >= 15) {
looks::say(">=15");
} else {
if(triangles[14].y2 >= 155) {
looks::say("<=15");
} else {
looks::say("Both false!");
}
}
//After:
if(triangles[14].y1 >= 15) {
looks::say(">=15");
} else if(triangles[14].y2 >= 155) {
looks::say("<=15");
} else {
looks::say("Both false!");
}
Compound assignment: Added support for compound assignment
//Before:
triangles[15].y3 = triangles[15].y3 + 5;
//After:
triangles[15].y3 += 5;
Enums: Added support for enums, which are just fancy integer wrappers
enum TriangleRenderMode(OFF, RENDER, ITHINK);
TriangleRenderMode mode = TriangleRenderMode.OFF;
When: Added support for when expressions/statements that allow for matching a subject:
//Before:
if(answer == "off") {
mode = TriangleRenderMode.OFF;
} else if(answer == "render") {
mode = TriangleRenderMode.RENDER;
} else {
mode = TriangleRenderMode.ITHINK;
looks::say("If thinking is your power, what are you without it?");
return;
}
//After:
TriangleRenderMode mode = when(answer) {
"off" -> TriangleRenderMode.OFF
"render" -> TriangleRenderMode.RENDER
else -> {
looks::say("If thinking is your power, what are you without it?");
TriangleRenderMode.ITHINK;
}
};
Tried to do turbowarp only return optimization, wasn’t able to make it very good… reverted it
Improved the structure of CompilationConstants
Added string::split and string::substring
Made some of the list functions inlined (itemAt, clear, length)
Made the garbage collector treat top level variables as roots, this prevents top level variables from getting freed
I added 2 modes to this
Added a mark and sweep garbage collector to my language, it walks the roots, marks every used object, then frees all unused objects!
Most impressive part of this(in my opinion) is that most of the garbage collector is actually written in my language
Added a name parameter to alloc which acts as runtime type metadata, soon to be used.
Added more compiler sugar for lists:
list[index] replaces list::itemAt(list, index)
list[index] = ...; replaces list::replace(list, item, index)
for(type name in list) {} replaces
int len = list::length(list);
int i = 0;
while (i < len) {
type name = list::itemAt(list, i);
i = i + 1;
}
(i am not proud of the shitcode that was used to get for(type name in list) working)
Added list support! A very barebones implementation that allows the user to create, add to, read from and delete items from lists!
Made “PromoteToGlobals” which is a more powerful version of OptimizeToGlobals which allows for recursive functions to have their locals turned into globals aswell
This is something called liveness analysis, the compiler looks at the code paths and decides at which points a variable is “live”, which means it can’t get overwritten by a recursive call
Example:
warp int fib(int n) {
return 0 if n <= 0;
return 1 if n == 1;
if (n == 2) {
int b = n * 2;
return otherFunc(b);
}
return fib(n - 1) + fib(n - 2);
}
In this function the “b” variable can be turned into a global because it cannot get overwritten by a recursive call, its used too early for that to happen
Did some compiler testing
Fixed function inlining bugs
Fixed a single use assignment bug
Created a triangle library that allows for triangle rendering using the pen
Borrowed the “return expr if(cond)” syntax from ruby
Implemented Tail call optimization which optimizes away recursion on tail calls
Example:
Before:
str count(int amount) {
return "Done!" if amount == 1;
return count(amount - 1);
}
After:
str count(int amount) {
int tco@argument@amount = amount;
while (true) {
if (tco@argument@amount == 1) return "Done !";
tco@argument@amount = tco@argument@amount - 1;
}
}
Source code of the image:
on GreenFlag {
if(a() == 5) {
looks::say("yo!");
}
int index = 0;
index = index + 1;
rgb(index, 5, 5);
index = 5;
while(true) {
pen::eraseAll();
render();
}
}
The image is of the entire flow working perfectly:
The index variable had their value propagated to “1” by the Sequential constant propagation optimization
The variable got its uses removed by Inline single-use assignments
Then the variable got fully removed by Dead store elimination
The rgb function got inlined.
Then while it was inlined, because the rgb function’s return wasn’t being used, it got fully removed(the inlining preserves side effects while removing its return value, but because it didn’t have any side effects it got fully removed)
Same with the a() function:
It got inlined
Then the if statement became
if(5 == 5) { looks::say("yo!"); }
Then Constant folding turned 5 == 5 into true
Then Dead code elimination turned if(true) into just the then block
I know most optimizations look like they aren’t that powerful, but when combined with other optimizations and ran in a loop, they can pile up and actually optimize code
Simplify boolean equality: Simplifies x == true to x, simplifies x == false to !x
Simplify double negation: Simplifies !!x to x, simplifies --x to x
Constant folding: Simplifies true == true to true, simplifies 5 + 5 to 10
Repeat to While: Converts repeat(amount) to a while loop
Dead code elimination: Removes provably unreachable code blocks, eg: if(true) { ... } else { .. } turns into ..., removing the if and the else block entirely
Sequential constant propagation: Analyzes the control flow of your program, removing useless variable assignments and inlining their expressions
Inline single use assignment: Self explanatory
Dead store elimination: Removes useless “set variable to x” blocks that don’t get used afterwards
Function inlining: The compiler evaluates a cost for every function call is inside a function, if that total cost is less than 10,000, it gets inlined inside that function, removing call overhead and allowing for further optimization
Fixed the while bug (if you called a function inside a while statement, it would only get called once)
Made function lowering not allocate a stack slot if we’re ignoring return
Made the OptimizeToGlobals optimization be called last to allow variable optimizations to happen first
OptimizeToGlobals: If the compiler can prove that a function is not recursive and runs atomically(single threaded), it gets rid of the function’s primitive local variables, which improves performance as scratch’s list operations are more expensive than local variables
InlineSingleUseVariables: Pretty self explanatory, if a variable is only used once, it will be inlined
ConvertToHeapAccess: I did optimizations on the normal heap converter so that it doesn’t allocate a stack pointer for functions that don’t need one
Images don’t show the OptimizeToGlobals optimization cause the testing function I have for that is too long
Before and after on the RGB function
Created Motion and Pen library
Added support for top level variables
Made an optimization to get rid of useless “replace with -1” blocks(image 1 is before, image 2 is after), this greatly reduces the code size(images are only one example, it was being put everywhere)
Did warning cleanup
Added a nullability “system”, I allow the ? to be put on struct fields, and you can put null as the argument on those fields, then you have to check if they are null and do !! to use them
Did a lot of refactors
Created SensingLib and CalendarLib
Made a system to allow standard libraries to be inlined into your code to reduce file size
Added support for structs,
Right now you have to manually free your structs
Created a library for casting primitives to other primitives
Expanded the math library a lot
Added duplicate function and struct detection(yes I forgot before)
Added code to prioritize function(int) over function(float) if calling with an int
Added “warp” and “export” modifiers to function declarations, the warp modifier maps to the “Run without screen refresh” field, and export is currently unused, but later it will be used to export a function so that its properly usable from normal scratch code
Did general bug fixes
Added more standard library functions
Added runtime type checking and exceptions
Did a small refactor on obfuscation
Created a type safe(kinda) kotlin DSL for making standard library functions way more readable and simpler to create
I rewrote the Memory library with the kotlin DSL
Image 1: Before
Image 2: After
I added an event system, making it so your code can actually run
on GreenFlag {
main();
}
on KeyPressed(W) {
looks::say("W was pressed!");
}
These events are translated into functions and the compiler generates
scratch events that call these
on KeyPressed(W) {
compiler@eventlistener@F();
}
void compiler@eventlistener@F() {
looks::say("W was pressed!");
}
The compiler also generates a initializer green flag block which clears
the heap and reserves an index for every other entrypoint(image 2)
I finished the pipeline from my language’s AST to scratch, it was pretty mind numbing
Stage 1: The code does reachability, from the source file(where the compilation started) and finds all functions that we can call from the source
Stage 2: Using those functions, we lower call expressions to statements and returns to heap accesses, here’s how that looks in code:
Before:
void main() {
looks::say(fib(5));
}
After:
void main() {
int fibReturn = -1;
fib(5, &fibReturn);
looks::say(fibReturn);
}
Notice how the nested call turned into a seperate statement. Why do we need this? Because scratch does not support returning stuff from functions, only arguments.
Stage 3: We re-parse all locals on the reachable functions because the last stage added more locals
Stage 4: We add a parameter to all functions named “stack”
Stage 5: We add free(stack) calls at the end or before the return statement, this frees our stack automatically.
We also add alloc before function calls so that we have a stack to pass to the function
Here’s how that looks like in code:
Before:
void main() {
int fibReturn = -1;
fib(5, &fibReturn);
looks::say(fibReturn);
}
After:
void main(int stack) {
int fibReturn = -1;
int fibStack = -1;
alloc(UNKNOWN, &fibStack); //allocate a stack for fib
fib(fibStack, 5, &fibReturn);
looks::say(fibReturn);
free(stack, UNKNOWN); //free our stack
}
Notice how we have UNKNOWN in place for a number in the allocation and freeing, this is because we just added more locals for the allocations and we can’t know how many slots we need.
Standard library functions are already compiled to scratch statements so they don’t need a stack allocated for them
Stage 6: We re-parse local variables so we have a count.
Stage 7: We count the re-parsed locals for every function and figure out which local variables can be reached in every function
Stage 8: We convert all local variables to heap slots
We traverse all statements and expressions, replacing all variable accesses with heap[stack + variableIndex].
While in this process we also convert the unknowns into the actual sizes since we just counted the locals in stage 7
Here’s how this entire stage looks like in code:
Before:
void main(int stack) {
int fibReturn = -1;
int fibStack = -1;
alloc(UNKNOWN, &fibStack);
fib(fibStack, 5, &fibReturn);
looks::say(fibReturn);
free(stack, UNKNOWN);
}
After:
void main(int stack) {
heap[stack] = -1;
heap[stack + 1] = -1;
alloc(3, stack + 1); //we just pass the index here since alloc will write to that index
fib(heap[stack + 1], 5, stack);
looks::say(heap[stack]);
free(stack, 2); //We have 2 locals
}
By using a stack we get access to a lot of things like returning, recursion and local variables. Scratch doesn’t even support local variables, so we have to hack it with a global list.
Notice how we don’t free the allocation? That’s because all functions are compiled by the same compiler and that compiler added free() to all functions with a stack.
Stage 9: If a function doesn’t have any local variables, this is where we delete their allocations and free’s so that they don’t mess up the heap
For example:
alloc(0, index);
and the target function for this allocation will have its free(stack, 0) call removed.
Stage 10: Finally we create dummy scratch functions for our very lowered AST
And finally in stage 11 we create the code blocks for the scratch functions and write to disk
And it successfully calculates fib(9) as 34
I made a wrapper for the raw opcode classes that make valid code easier to make, then I did a ton of bug fixes and did a small refactor
Did a refactor, and intellij decided to corrupt some of the files, so I had to fix it
Implemented 90% of scratch’s blocks in the wrapper
Worked on a very basic scratch wrapper, it can generate a recursive function, gonna add more scratch blocks so that actual logic can be generated in this wrapper
Added static type checking, which makes sure the correct types are used everywhere.
It prevents the user from using a number in an if statement’s condition.
It also prevents you from assigning a string to an integer field
I added the AST parsing, which is able to parse the ANTLR parse tree into an AST (sorry the image is bad, its all I can show)
Worked on the first stage of AST parsing: Only parse top level elements (imports, structs, variables) and don’t parse the insides of functions