Is There A Technical Reason SystemVerilog Cannot Pass Module Name as Parameter? - system-verilog

I want to do something like this:
module BusinessLogicVersion_1(clk, rst, d, q);
// Erudite business logic goes here
endmodule
module BusinessLogicVersion_2(clk, rst, d, q);
// Different implementation of same interface.
endmodule
// Then, when instantiating the module that requires an implementation of whatever interface,
// I want to do something like this:
ModuleXyz #(
.business_logic(BusinessLogicVersion_2) // <--- Pass an implementation of an interface as parameter
) (.clk(clk), .rst(rst), ...);
I have tried to find ways to do this, and from what I've read SV does not allow it.
My question is:
Is there a technical reason why this shouldn't be possible?

Technically, nothing is technically impossible in software given enough time, space and money! StackOverflow is not the forum for why kinds of questions.
SystemVerilog has a different approaches that implements what you are looking for. One way is called a configuration (See section 33. Configuring the contents of a design in the IEEE 1800-2017 SystemVerilog LRM).
For your case, what you would do is compile different versions of same module name ModuleXyz into different libraries and then use either command line options or a config block that selects which version to be selected for different instances. I would look at the LRM for examples.
The other method is using a _generate construct to select different modules you want instantiated. See section 27. Generate constructs. This is simpler, but less flexible since you have to know upfront which versions are available.
case(VERSION):
1: BusinessLogicVersion_1 inst (clk, rst, d, q);
2: BusinessLogicVersion_2 inst (clk, rst, d, q);
default: $error("Version does not exist");
endcase

I assume you're trying to do some kind of dependency injection, where the modules you're passing in are supposed to be different strategies. Also, I see from your profile that you're familiar with C++, so I'll try to map what you're trying to do onto that language. (Beware of gross simplifications or not-so-accurate analogies.)
A SystemVerilog module is akin to a C++ class. By passing a module name to you ModuleXyz, you're trying to do something like pass a class as a function argument in C++. This isn't possible in that language either. You generally pass instances of classes.
In order to pass an instance of a class, you'd need to first construct it. This would mean passing it your desired constructor arguments. Your module has ports, which are conceptually similar to a class's constructor arguments. When you instantiate a module, you connect its ports.
In your example, I'm guessing you would like to pass in the type of module that ModuleXyz should instantiate inside. In C++ you would generally pass a factory object, which knows how to construct the object you need, with the constructor arguments you want. This pattern isn't possible with modules, as only "direct" instantiation is allowed.
As #dave_59 pointed out, switching out module types is done using configurations. It's sort of like doing dynamic loading of different shared libraries, to switch out the implementations.
If your simulator doesn't support configurations (as language constructs), it will usually provide compile switches that allow you to implement something similar. It will compile different versions of the module, but you will be able to choose which one gets "linked".
If you really, really need to use dependency injection, I'd suggest you try to migrate your code from trying to pass modules, to passing interfaces. It is possible to pass instances of those around. Just remember, that you'll be passing already constructed instances, not types.

Related

Scala legacy code: how to access input parameters at different points in execution path?

I am working with a legacy scala codebase, and as is always the case modifying the code is quite difficult without touching different parts.
One of my new requirement in to make several decisions based on some input parameters. Problem is that these decisions are to be made at various points along the execution. So either I encapsulate all those parameters in a case class instance and pass it along. But it means I would have to modify multiple methods signatures, and I want to avoid this approach as much as possible.
Another approach can be to create a global object containing all those input parameters and accessible from different points in the execution. Is it a good approach in Scala?
No, using global mutable variables to pass “hidden” parameters is not a good idea, not in Scala and not in any other programming language. It makes the code hard to understand and modify, because a function's behaviour will now depend on which functions were invoked earlier. And it's extremely fragile, because you might forget setting one of those global parameters before invoking the function, which means that it will use whatever value was stored there before. This is the kind of thing that can appear to work for years, and then break when you modify a completely unrelated part of the program.
I can't stress this enough: do not use global mutable variables, period. The solution is to man up and change those method signatures. Depending on the details, dependency injection may or may not help in your particular case.

What (exactly) are "First Class" modules?

I often read some programming languages have "First Class" support for modules (OCaml, Scala, TypeScript[?]) and recently stumbled upon an answer on SO citing modules as first class citizens among the distinguishing features of Scala.
I thought I knew very well what Modular Programming means but after these incidents I'm beginning to doubt my understanding...
I think modules are nothing special but instances of certain classes that are acting as mini-libraries. The mini-library code goes into a class, objects of that class are the modules. You can pass them around as dependencies to any other class that requires the services provided by the module, so any decent OOPL has first class modules but apparently not!
What exactly is a module? How is it different than, say, a plain class or an object?
How is (1) related (or not) to the Modular Programming that we all know?
What exactly does it mean for a language to have first class modules? What are the benefits? what are the drawbacks if a languages lacks such feature?
A module, as well as a subroutine, is a way of organizing your code. When we develop programs, we pack instructions into subroutines, subroutines into structures, structures into packages, libraries, assemblies, frameworks, solutions, and so on. So, putting everything else aside, it is just a mechanism to organize your code.
The essential reason, why we use all those mechanisms, instead of just laying out our instructions linearly, is because the complexity of a program grows non-linearly with respect to its size. In other words, a program built from n pieces each having m instructions is easier to comprehend than a program which is built from n*m instructions. This is, of course, not always true (otherwise we can just split our program into arbitrary parts and be happy). In fact, for that to be true, we have to introduce one essential mechanism called abstraction. We can benefit from splitting a program into manageable subparts only if each part provides some sort of abstraction. For example, we can have, connect_to_database, query_for_students, sort_by_grade, and take_the_first_n abstractions packed as functions or subroutines, and is much easier to understand the code which is expressed in terms of those abstractions, rather than trying to understand the code in which all those functions are inlined.
So now we have functions and it is natural to introduce the next level of organization -- collections of functions. It is common to see that some functions build families around some common abstraction, e.g., student_name, student_grade, student_courses, etc, they all revolve around the same abstraction student. The same is for connection_establish, connection_close, etc. Therefore we need some mechanism that will tie together those functions. Here we are starting to have options. Some languages took the OOP path, in which objects and classes are the units of the organization. Where a bunch of functions and a state is called an object. Other languages took a different path and decided to combine functions into static structures called modules. The main difference is that a module is a static, compile-time structure, where objects are runtime structures that have to be created in runtime to be used. As a result, naturally, objects tend to contain state, while modules do not (and contain only code). And objects are inherently regular values, which you can assign to variables, store them in files, and do other manipulations which you can do with data. Classical modules, contrary to objects, do not have runtime representation, therefore you can't pass modules as parameters to your functions, store them in a list, and otherwise perform any computations on modules. This is basically what people mean by saying first class citizen - an ability to treat an entity as a simple value.
Back to composable programs. In order to make objects/modules composable, we need to be sure that they create abstractions. For functions abstraction boundary is clearly defined - it is the tuple of parameters. For objects, we have a notion of interfaces and classes. While for modules we have only interfaces. Since modules are inherently more simple (they do not include the state) we do not have to deal with their constructing and deconstructing, therefore we do not need a more complicated notion of a class. Both classes and interfaces is a way to classify objects and modules by some criteria so that we can reason about different modules without looking into the implementation, the same way as we did with connect_to_database, query_for_students, et al functions - we were reasoning about them only based on their name and interface (and probably documentation). Now we can have a class student or a module Student both defining an abstraction called student, so that we can save a lot of brain power, without having to deal with the way how are those students implemented.
And beyond making our programs easier to understand, abstractions give us another benefit -- generalization. Since we don't need to reason about the implementation of a function or a module, it means that all implementations are interchangeable to some degree. Therefore, we can write our programs so that they will express their behavior in a general way, without breaking the abstractions, and then choose particular instances when we run our programs. Objects are runtime instances and essentially it means that we can choose our implementation in runtime. Which is nice. Classes are, however, rarely first-class citizens, therefore we have to invent different cumbersome methods to make the selection, like the Abstract Factory and Builder design patterns. For modules, the situation is even worse, since they are inherently a compile-time structure, we have to choose our implementation at the program building/lining time. Which is not what people want to do in the modern world.
And here comes first-class modules, being an amalgamation of modules and objects, they give us the best of two worlds - an easy to reason about stateless structures, which are, at the same time, a pure first-class citizens, which you can store in a variable, put into list and select the desired implementation in runtime.
Speaking of OCaml, underneath the hood, first-class modules are simply a record of functions. In OCaml, you can even add state to the first-class module making it practically indistinguishable from an object. This brings us to another topic - in the real world, the separation between objects and structures is not that clear. For example, OCaml provides both modules and objects and you can put objects inside modules and even vice verse. In C/C++ we have compilation units, symbols visibility, opaque data types, and header files, which enables some sort of modular programming, as well as we have structures and namespaces. Therefore, the difference is sometimes hard to tell.
Therefore, to summarize. Modules are pieces of code with a well-defined interface to access this code. First class modules are modules which could be manipulated as a regular value, e.g., stored in a data structure, assigned a variable, and picked at runtime.
OCaml perspective here.
Modules and classes are very different.
First of all, classes in OCaml are a very specific (and complex) feature. To go into some detail, classes implement inheritance, row polymorphism and dynamic dispatch (aka virtual methods). It allows them to be highly flexible at the expense of some efficiency.
Modules, however, are quite a different thing altogether.
Indeed, you can see modules as atomic mini-libraries, and usually they are used to define a type and its accessors, but they are much more powerful than just that.
Modules allow you to create several types, as well as module types and submodules. Basically, they allow to create complex compartmentalization and abstraction.
Functors give you behavior similar to c++'s templates. Except they are safe. Basically, they are functions on modules, which allows you to parameterize a data structure or algorithm over some other module.
Modules are usually solved statically and therefore easy to inline, allowing you to write clear code without fear of a loss in efficiency.
Now, a first-class citizen is an entity that can be put in a variable, passed to a function and tested for equality. In a way, it means they will be dynamically evaluated.
For example, suppose you have a module Jpeg and a module Png that allow you to manipulate different kind of pics. Statically, you don't know what kind of image you'll need to display. So you can use first-class modules:
let get_img_type filename =
match Filename.extension filename with
| ".jpg" | ".jpeg" -> (module Jpeg : IMG_HANDLER)
| ".png" -> (module Png : IMG_HANDLER)
let display_img img_type filename =
let module Handler = (val img_type : IMG_HANDLER) in
Handler.display filename
The main differences between a module and an object usually are
Modules are second-class, i.e., they are rather static entities that cannot be passed around as values, while objects can.
Modules can contain types and all other forms of declarations (and types can be made abstract), while objects typically cannot.
However, as you note, there are languages where modules can be wrapped up as first-class values (e.g. Ocaml) and there are languages where objects can contain types (e.g. Scala). That blurs the line a little. There still tend to be various biases towards certain patterns, with different trade-offs made in the type systems. For example, objects focus on recursive types, while modules focus on type abstraction and allowing any definition. It is a very hard problem to support both at the same time without severe compromises, since that quickly leads to an undecidable type system.
As has been mentioned already, "modules", "classes" and "objects" are more like tendencies than strict formal definitions. And if you implement modules as objects for example, as I understand Scala does, then obviously there are no fundamental differences between them, but mostly just syntactic differences that make them more convenient for certain use cases.
In regards to OCaml specifically though, here's a practical example of something you cannot do with modules that you can do with classes because of fundamental differences in implementation:
Modules have functions, which can reference each other recursively using the rec and and keyword. A module can also "inherit" the implementation of another module using include and override its definitions. For example:
module Base = struct
let name = "base"
let print () = print_endline name
end
module Child = struct
include Base
let name = "child"
end
but because modules are early bound, that is, names are resolved at compile time, it's not possible to get Base.print to reference Child.name instead of Base.name. At least not without altering both Base and Child significantly to explicitly enable it:
module AbstractBase(T : sig val name : string end) = struct
let name = T.name
let print () = print_endline name
end
module Base = struct
include AbstractBase(struct let name = "base" end)
end
module Child = struct
include AbstractBase(struct let name = "child" end)
end
With classes on the other hand, overriding is trivial and the default:
class base = object(self)
method name = "base"
method print = print_endline self#name
end
class child = object
inherit base
method! name = "child"
end
Classes can reference themselves, through a variable conventionally named this or self (in OCaml you can name it whatever you want, but self is the convention). They are also late bound, meaning they are resolved at runtime and can therefore call method implementations that didn't exist when it was defined. This is called open recursion.
So why aren't modules late bound too? Primarily for performance reasons I think. Doing a dictionary search on the name of every function call will undoubtedly have a significant impact on execution time.

Scala: Dependency Injection via Reader vs parameter list

There are some options to inject dependencies in FP. I want to compare here only the two:
Injection via parameter list
Injection via Reader
The 2nd case is more composable and less verbose, in case I invoke several methods with dependencies. It lets me pass a dependency once. But I still do not feel it, or do not have exact rules, when it is better to pass via Reader or not.
For instance, passing external dependency to a service, is more convenient via Reader. But for instance, an instance of Map or some DTO/case class objects, which can be considered just as a holder of some input data attributes.
During my current experience, I've found for instance, that when readers with different set of dependencies are used, it is getting more verbose to transform them to each other. And sometimes a code does not look clear.
I know, such questions are not good for [stackoverflow.com], but I believe this issue is not subjective and certain arguments can be given to choose a correct option.

Perl: Static vs Package methods

I need to create a package which will be used by other developers.
What is the best way to implement static methods?
For static (class) methods I must expect 1st parameter $class, and method must be called as a class method:
My::Package->Sub1();
From the other hand I can write a "regular" package subroutine (no $class parameter expected) which will perfectly do the same, but needs to be called differently
My::Package::Sub1();
So, basically there is no difference from the business functionality perspective (at least I don't see it, except package name availability through the first parameter), but 2 different ways to implement and call. Kinda confusing.
Which way should I use and when? Is there some rule?
Also, should I check if method was called as I expected (static vs package)?
First, a functional point: If a 2nd Class is create that inherits from My::Package, Child::Class::Sub1() will be undefined, and if Sub1 is written as a non-OO subroutine, Child::Class->Sub1() will ignore the fact that it's being called from Child::Class.
As such, for the sake of the programmers using your module, you'll want to make all of the subroutines in a Package/Class respond to a consistent calling structure/methodology. Your module should either be a library of subroutines/functions or a class full of methods. If part of it is OO, make it all OO. It is possible to create subroutines to behave in a mixed mode, but this complicates the code unnecessarily, and seems to have gone out of fashion on CPAN.
Now if there is truly no reason to distinguish between My::Package->Sub1() and Child::Class->Sub1(), then you can feel free to ignore the implicit class name parameter you'll be passed. This doesn't mean you shouldn't expect that parameter or that you should encourage a non-OO call format in an OO Module.

Why do dynamic languages like Ruby and Python not have the concept of interfaces like in Java or C#?

To my surprise as I am developing more interest towards dynamic languages like Ruby and Python. The claim is that they are 100% object oriented but as I read on several basic concepts like interfaces, method overloading, operator overloading are missing. Is it somehow in-built under the cover or do these languages just not need it? If the latter is true are, they 100% object oriented?
EDIT: Based on some answers I see that overloading is available in both Python and Ruby, is it the case in Ruby 1.8.6 and Python 2.5.2 ??
Dynamic languages use duck typing.
Any code can call methods on any object that support those methods, so the concept
of interfaces is extraneous.
Python does in fact support operator overloading(check - 3.3. Special method names) , as does Ruby.
Anyway, you seem to be focusing on aspects that are not essential to object oriented programming. The main focus is on concepts like encapsulation, inheritance, and polymorphism, which are 100% supported in Python and Ruby.
Thanks to late binding, they do not need it. In Java/C#, interfaces are used to declare that some class has certain methods and it is checked during compile time; in Python, whether a method exists is checked during runtime.
Method overloading in Python does work:
>>> class A:
... def foo(self):
... return "A"
...
>>> class B(A):
... def foo(self):
... return "B"
...
>>> B().foo()
'B'
Are they object-oriented? I'd say yes. It's more of an approach thing rather than if any concrete language has feature X or feature Y.
I can only speak for python, but there have been proposals for interfaces as well as home-written interface examples in the past.
However, the way python works with objects dynamically tends to reduce the need for (and the benefit of) interfaces to some extent.
With a dynamic language, your type binding happens at runtime - interfaces are mostly used for compile time constraints on objects - if this happens at runtime, it eliminates some of the need for interfaces.
name based polymorphism
"For those of you unfamiliar with Python, here's a quick intro to name-based polymorphism. Python objects have an internal dictionary that contains a string for every attribute and method. When you access an attribute or method in Python code, Python simply looks up the string in the dict. Therefore, if what you want is a class that works like a file, you don't need to inherit from file, you just create a class that has the file methods that are needed.
Python also defines a bunch of special methods that get called by the appropriate syntax. For example, a+b is equivalent to a.add(b). There are a few places in Python's internals where it directly manipulates built-in objects, but name-based polymorphism works as you expect about 98% of the time. "
Python does provide operator overloading, e.g. you can define a method __add__ if you want to overload +.
You typically don't need to provide method overloading, since you can pass arbitrary parameters into a single method. In many cases, that single method can have a single body that works for all kinds of objects in the same way. If you want to have different code for different parameter types, you can inspect the type, or double-dispatch.
Interfaces are mostly unnecessary because of duck typing, as rossfabricant points out. A few remaining cases are covered in Python by ABCs (abstract base classes) or Zope interfaces.