Ugh. I've always hated the word 'blog'. In any case, this is a chronologically ordered selection of my ramblings.

The Worst Books I've Read

Something I've been thinking about writing, pretty much for years, is a little about the very worst books I've read. I've done book reviews for years on end, and I rarely slate books. I'm also something of a completionist, so once I've started a book, I tend not to give up. After all, it might get better, right? This is almost never the case.

To start with, I'm not a fan of Kurt Vonnegut. I don't get why people like him so much. So it goes. Kilgore Trout, his fictional unsuccessful sci-fi author, seems to just be an outlet for bad sci-fi ideas, and we don't need more of those, intermediated or not. I acknowledge that Vonnegut played with ideas and tried various innovative things... they just all fell flat with me.

While I'm at it, to show I'm not just down on modern authors, I really don't rate Hardy. I don't know if it's the writing or the distance of time, but Tess of the d'Urbervilles left me nothing but bored.

Having said that, none of Vonnegut's or Hardy's books make my top three. Notably, my top three are all doorstops. A short bad book is one thing, but trawling through a long, tedious work is so much worse. They're also books that think highly of themselves, or at the very least have staunch supporters:

#3: Stranger in a Strange Land by Robert Heinlein

A lot of people think Heinlein is a classic sci-fi author. I read SISL and never read anything else by him. Judging by the descriptions of his other work, it varies and SISL is not fully representative, but... I don't care. I've wasted enough of my life reading Heinlein.

Why is it a bad book? It thinks a lot of itself, yet it's fundamentally naff. It tries to combine so many ideas, yet so many of the ideas are just so bad. It's suffused by mock spirituality, with the most tedious of '60s free love combined with... whatever can be found in the kitchen sink. It grinds away at the brain until, finally, several hundred pages later, you're released, thinking "What was the point of that?".

#2: Gravity's Rainbow by Thomas Pynchon

Why am I a glutton for punishment? I read a review of Gravity's Rainbow in the Cambridge University student newspaper by some English student, and decided to read it. The review was positively effusive, but it was really praising the book's cleverness as a proxy for the cleverness of the reviewer in understanding it.

I'm sure it is a clever book. It clearly thinks it is. But it's just too much like hard work. It's some kind of tedious shaggy dog story that is much more interested in showing off than actually telling a story. Is it meandering, or is it just plain lost?

All of which might be forgivable if it wasn't hundreds and hundreds of pages long. All the better to meander with. As it is, I'll be very happy to never read another "Slothrop sez".

#1: The Illuminatus Trilogy by Robert Shea and Robert Anton Wilson

Gravity's Rainbow was a clear product of the '70s, and Stranger in a Strange Land has its hippie free-love elements. There's some kind of strand here that gets combined in The Illuminatus Trilogy.

There's a paragraph in Fear and Loathing in Las Vegas about the wave of hippie idealism breaking and rolling back, and... that's the seventies in so much culture. The leftovers of the '60s gone soured and seedy.

I've never been a hippie person. When choosing between those who fought actual Nazis and built rockets to the moon, and people who dropped out, I know which side my modernist, straight-laced self would fall on. It took me a long time to realise it was ok to not like hippies - growing up, the media did rather go on about how the '60s were the best of times, and it took me forever to understand that this was because the kids of the '60s were running the media.

'70s counterculture, as epitomised by The Illuminatus Trilogy, though, that's something else. Crappy conspiracy theories that look like a trial run for Trumpian reality avoidance. Awful, awful writing. Nonsense plot. More crappy, bad, seedy sex than you can shake a bargepole at. A thousand and one other bad qualities, and behind it all... an astonishing vacuity. It would have had the redeeming quality of being short, but it's a trilogy in an omnibus book and for some reason I read the lot in search for something when I should have given it up as a bad job.

Why on earth would I read such a thing? It's a long and complicated story! As a computer-liking kid in a small town in Gloucestershire in the early '90s, I felt somewhat socially lost. In one rare bookshop trip, I found and bought The New Hacker's Dictionary, which was like a window into the history of computer geekery culture - there was a tribe out there I could belong to!

TNHD was itself derived from "The Jargon File" which had been floating around on the proto-internet (the culture described in it actually being a mish-mash of several subgroups, but that's not terribly important). The bookification process involved Eric S. Raymond (ESR), who also added an appendix on "Hacker Culture", which overlooked the variety of people making up "hackerdom" in exchange for really just scribbling down his own politics. Naively, I bought in.

Oh, and his politics just happen to be quite crappy, with an interest in awful '70s counter-culture. So, when The Illuminatus Trilogy was mentioned as a way of understanding the mindset, I scooped it up. It's crap, I suffered cognitive dissonance, and came to realise his politics sucked. So, I guess it did some good. The real lesson I eventually learnt was that you want to be extremely careful who your role models are. Since then, it's become increasingly obvious that ESR is not a great person, and widespread internet access has made computer geekery into a very broad church - effectively TNHD has been made obsolete as the communities have become directly accessible.

Later, I found out that a friend of mine saw me reading it, took a skim when I put it down, and thought I was some kind of weirdo for reading that crap. To read it and enjoy it, that's a bit weirdo. To read it, not enjoy it, and continue reading anyway... that's my idiocy.

Worst book ever. Seriously.

Posted 2021-04-02.


Microcontrollers and OLEDs

The launch of the Raspberry Pi Pico has reminded me to play about with microcontrollers. I have completed a first-year-undergrad-like project: display something on a little 128x32 OLED display, using a Teensy 2.0! My biggest fear was installing the toolchain, but it turned out to be easy. Maybe things have improved in the last few years. Microcontrollers being big enough and powerful enough to happily run C rather than really prefering assembly is also definitely pleasant.

Of course, a photo is necessary:

Source is up on Github, and there's a video here.

Big-banging I2C was relatively painless (having previously done SPI for SD card access on my Dirac Z80-based machine), and I got to play with very simple graphical effects. So, fun.

Of course, the whole thing is a yak-shaving exercise. I want to do this as a warm-up before using the Teensy 2.0 (5v compatible, yay!) to drive a 30-pin SIMM, as an early experiment towards building a 68K Mac-compatible, which has been on my project bucket list for ages. I'm starting to realise how these MCUs can make a nice support device for these retrocomputing experiments.

Posted 2021-02-13.


Doing stuff in 2020

I think it says a lot that my last update was January. 2020 has been quite the year, and I don't think I've got an awful lot to add on top of the general conversation. What I want to do, though, is remind myself that it was still a year where I managed to do stuff - managed to build things and learn and achieve.

So much has been going on at home, between the rounds of children learning from home and just trying to keep sane. And all the work-from-home, of course. Getting a good videoconference set-up was like a project in itself. My son moved school this year (to one in central London, even! It seemed like a good idea at the time.), so I had my share of masked school runs. However, I don't really blog family stuff, so let's skip over that.

I accidentally got an MBA. I like MOOCs, and as a techie it's very easy to have a career where you can vaguely see the business in the distance, but never really understand it, so learning more about it all seemed extremely interesting. I got some very polite smart.ly spam on LinkedIn, thought "Why not?" and joined up for this non-accredited online-only Executive MBA course - the official degree status was not important to me, I was just interested in Learning Stuff. A year later, they're now quantic.mba, they received full accreditation, and I have an Executive MBA with Honors. Ooops! :)

I got promoted at work. This one was very much not accidental, being the culmination of years bashing at the system, but I got there. I'm strongly of the opinion that the easiest way to get to a level at Google is to be hired at that level. It was a bright point in a very grinding year of work.

I dealt with my father's death. Not exactly a deliberate project, but something hard that we got through nonetheless. The timing was fortuitous in otherwise bleak circumstances - lockdown lifting meant we could visit him in time and hold a small funeral in person. My sibling was a star in the hospital visits, my wife has done amazing admin work, and family friends really helped us out. Everyone was wonderful in an otherwise difficult time.

I learnt to draw. Ever the book-learning type, I bought a couple of introductory books and started practising. I'm by no means any good, but it's great to pick up something that I feel I have no natural aptitude for, and just... learn a new thing, be bad at it, and that's ok, and just gradually get better. It also made a nice distraction from dealing with my father.

I became a licensed radio amateur (M7FTL). Software-defined radio and the like sounded fun, and a work colleague mentioned the exams had gone online-only, so it seemed a great opportunity to find distraction from the grimness of 2020 in study. Who doesn't love an exam?! I completed my Foundation license and, well, I've not done much with it, but it was a fair amount of fun, and I learnt a bunch.

Last year, I learnt to sail. I was really looking forward to getting better this year, but in the end only got a quick, single session in. It does make me feel a bit better that I have managed to find other things to learn and improve at instead. Screw 2020, and here's to our achievements despite it.

Posted 2020-12-27.


A Fire Upon The Deep (again)

I decided to re-read A Fire Upon The Deep. It looks like I last read it... 15 years ago?! Really?! Well, there you go. It's been one of my favourites, largely because it so effectively steals ideas from computer science to make a science fiction novel that's ostensibly space opera.

It's been really interesting to come back to it. I suppose it's fun to go look at the themes involved:

  • The structure of the galaxy follows the pattern of complexity classes, where different things are possible. The galaxy is arranged like a Venn diagram! A Power offers an "oracle", presumably capable of answering questions not answerable in that region of space, just like the complexity theory equivalent.
  • The whole book is about computer security. The Blight is sentient malware, and decades before the Internet of Things was a thing, one of its first actions is to subvert a tiny sensor to own a ship most destructively. And there's a most excellent back door that I don't want to spoil.
  • The Known Net is Usenet: It's decentralised and anarchic and centred around interest groups and mostly full of rubbish. Not much more to add!
  • The Tines are networked multiprocessors. While the normal scalability limits of a fully connected architecture is around 5 or 6 Tines, there are lines (vector processors) and Flenser experiments with other topologies such as hub-and-spoke and hypercube.

As well as the compsci elements, there's the structure of the story: Pham Nuwem is a Christ figure. A god (well, transcended Power) made flesh, sacrificed to save people from their mistakes. Also resurrected, although in this case at the beginning of the story.

Not everything has stood the test of time for me. Going beyond the fun compsci space opera, I felt the characters were somewhat weak and the battle at the end was pretty muddled. These complaints are still missing the point, though, when the ideas are so fun. I'll probably re-read A Deepness in the Sky in a year or two. :)

Posted 2020-01-03.


Galette: A GAL assembler

Yak-shaving at its finest!

I want to build a 68K-based machine. To avoid needing too many TTL chips, I wanted to use GALs. I played with GALs, and eventually got them working, but not before looking at the source to galasm and deciding that it was a bit old and crufty and I didn't really trust that I understood its corner cases.

So, I wrote Galette, a largely-galasm-compatible GAL assembler, written in Rust and hopefully a bit more maintainable. Yaks-shave completed.

Posted 2019-04-22.


Linux 1.0 kernel source reading - 22: TCP, and we're done

So, my reading of the kernel code ends not with a bang but with a whimper. tcp.c is the last source file to read, and is a 3.7kloc mess. Most of the code looks plausible, but would take far too much time to understand if it's doing the right things. tcp_ack is pretty horrible. tcp_rcv is too. The structure make responsibilities unclear (not helped by C's tendency to mix the lowest-level details with the highest level abstractions). I guess one could charitably say it's compact, but it's in the "so complex there's no obvious bugs" category. To be frank, I just skimmed it.

There are various things I've learnt reading this kernel. One is that a clear and consistent programming model is necessary if you want a maintainable kernel (e.g. around how to avoid race conditions, how to handle operation completions, etc.). Another is that C is a really bad language for this kind of thing, and RAII-like tooling is necessary to stop resource leaks being risky. Clear abstractions are great, good comments are important, and life's too short to read hard-to-read code.

Posted 2019-03-23.


Linux 1.0 kernel source reading - 21: All but TCP

After another hiatus, I've almost finished reading through the Linux 1.0 kernel. Building on last time, I've now read everything but tcp.[ch], which is probably a good time to take a break as tcp.c is pretty near 4000 lines on its own, and the longest source file in the tree.

  • Network-related headers from include/linux. There appear to be a bunch of structs that are borrowed from elsewhere, and never referred to. It's clear the stack is under development, in a slightly magpie-like way.
  • arp.[ch] Pleasantly straightforward. It did take me a while to realise "arp_q" is not a queue of ARP requests, but a queue of packets that can't be sent until the ARP responses are in! I read most of the way through the file before realising that the handling of cache clearing is done by timers when sockets get closed, so that logic is actually distributed else where.
  • ip.[ch] So much to nit-pick! Lots of special values all over the place (usually 0) to mean "not filled in" or "not applicable". I'm loving languages with explicit Option types, but at least give a named constant for this kind of thing! "ip_send" is poorly named, filling in the MAC header but not sending. "ip_find" has an unused "qplast" variable - it was clearly copied from some list-mutating code. "ip_free"'s call to del_timer with the interrupts on looks like a great race. The file has a horrific mix of tabs and spaces. The IP fragment-collectiong code is very willing to run the kernel out of memory, and is not programmed defensively. Generally, though, it's easy-to-follow code. It's weird to see that there's retransmit-handling code at the IP layer, despite this being a TCP feature.
  • raw.[ch] And then we're back into the world of using complicated, overloaded structs. Due to the way that raw IP sockets work, each socket opened dynamically inserts a new protocol into the IP stack, in order to intercept all the packets that arrive. Pretty heavy!
  • icmp.[ch] Pleasantly readable and straightforward!
  • udp.[ch] Slightly less readable than the ICMP code, but still pretty unexciting.

Posted 2019-03-03.


This week's hobby: Crochet

We took a short break to Norwich (surprisingly nice), so obviously it's time for a new hobby. A bit of background: I've already tried my hand at knitting, and there was a rather nice crocheted/knitted Groot at work. Then, at some point, it disappeared. I thought it should be replaced.

I found instructions for the amigurumi Groot model here, and followed them. It turns out YouTube is actually really useful for learning a new manual skill. This is the result:

I'm actually rather proud of it!

Posted 2019-02-23.


Learning Rust and the Advent of Code

I am finally learning Rust!

I should have designed Rust. It's been clear for far too long that languages like C and even C++ are far too dangerous, unnecessarily allowing many classes of bug to exist, somehow in the name of power and being close to the metal. So many things that could be fixed with decent use of a type system and static checks. On the other hand, great languages like Haskell require GC, which makes them an odd choice for systems programming. Go says "No, you can write your systems programs in a GC'd language, and it'll be ok", but there are still applications where this feels wrong, and Go makes some really suspect decisions in the name of simplicity (*). There was an obvious gap in the market.

(*) The trade-off being suspiciously similar to Not Invented Here syndrome, where "here" is Bell Labs in the late '70s, possibly early '80s if you're lucky. Hmmm.

At the same time, this is kinda my area of expertise. My PhD was on statically-allocated functional languages, so it was right up my street. Seeing the problem, and knowing the area, I could have tried something in this space. I didn't.

And you know what? I'm glad I didn't. The result is really good, and I don't think I'd have produced something as nice as Rust. It's pleasantly pragmatic, the lifetime inference rules are simple (certainly compared to the thing I saw in research), and I got the language I wanted without a decade of hard work!

The documentation is pretty good, so I'm learning the language from the site, although the language still appears to be in flux even now - despite learning the language much later than I originally hoped I'd be able to (I first planned to learn it several years ago, but never found the time), I don't regret it too much given how it seems to have changed! I'm not entirely sure the docs are up-to-date.

I don't know whether it's me getting more experience in programming, or just the nature of Rust, but I'm not feeling confident just from reading the docs - I want to understand the idiomatic style of the language and read some good Rust code. I've not done that yet, but I have at least started writing code, rather than just reading the manual in the abstract.

For this, I've done the Advent of Code, admittedly extremely late (which is quite good, as it stops me trying to be competitive. :). Running through a couple of dozen simple algorithmic coding challenges is a great way to learn the feel of a language, and understand the subtleties that docs don't get across. And Rust does have subtleties. It doesn't have the pointless accumulated crufty corner cases that C++ has, but the features combine in ways that take a little while to get used to. So, that's what I've been doing.

My code is now up on https://github.com/simon-frankau/advent_of_code_2018 and I plan to carry on with my learning. I think it's my clear favourite systems language now. Being able to code without the fear of segmentation-faulting stupid mistakes from C and C++, but with the full feel of an effective systems language is great.

Posted 2019-02-10.


Stephen's Sausage Roll

I'd heard good things about Stephen's Sausage Roll and on Black Friday it was ridiculously discounted. So I bought it. And it ate my time.

As people have said, it's a puzzle tricky game. I never got stuck for too long, but there were certainly puzzles where I had to quit the game, go away and think for a while. So, I guess that counts as a nice balances.

It weirdly feels like a linear interpolation of The Witness and Sokoban. It's got that pushing-stuff element of Sokoban, but the explore-the-world-working-out-how-puzzles-work-for-yourself-and-then-uncovering-the-story-of-the-land aspect of The Witness.

Making it a game about sausages just makes it weird, even as the story gets darker, and I think this ties up with the lo-fi aesthetics. I found the visuals just offensively bad - they hurt my eyes while playing the game. It's certainly A Look. I kind of wonder what it would look like, even if just the textures were upgraded.

However, it's clearly about the puzzles, and I think the visuals cement that message. Moving from land to land and working out the different ways the sausage and fork work, discovering ideas (or, more realistically, being subtly taught them by the game) and using them is fantastic. Even if it sounds ludicrous.

Posted 2018-12-15.


The NTK 31337/Elite t-shirt, again

Back by popular demand! I never actually posted the image for the NTK Elite t-shirt, as I've now had my second request ever to have a copy of it, I've now put it up online. If you're lucky it'll not show up on your browser - it's white on a transparent background. I'm sure you can work it out. :)

Posted 2018-11-03.


Linux 1.0 kernel source reading - 20: Networking edges

On to the next bit of the network stack. My plan had been to cover the stack from the bottom up, but in the end this turned into an "edges in" approach, covering both the device-interface layer and the user API.

  • dev.[ch] General send/receive glue (interrupts, etc.), plus ioctl handling. ioctls code is alwyas dull switch statements.
  • packet.c Raw send and receive of packets. As opposed to "raw", which deals with raw IP packets. This file uses "datagram", which uses "sock", so let's take a look at that...
  • sock.h "sock" is one huge and complicated structure. proto is big but not quite as bad.
  • sock.c Yep, that's a big pile of user-land-interfacing code. 2kloc btween the .h and c. "destroy_sock" is a big method that's complicated, and it's not clear to me when it's really done. A bit more documentation, probably through invariants, would help, I reckon. Then there's {get,set}sockopt. As if ioctl and fcntl aren't enough?
  • datagram.c Provides useful reusable functionality across protocols.

So, having both sides of the interface defined, I'm at a point where we can do a little bit of filling the middle and reading up the rest of the stack.

Posted 2018-10-21.


Infocom's Enchanter

Work's performance appraisals continue, so more distraction was needed, and I decided to go for an Infocom game, Enchanter. It's magic-based, and pretty fun. I got through it all on a single hint.

I particularly liked the in-game hint system. When you sleep, your dreams give you hints as to what you need to do. Which is helpful, since some of the things are rather unobvious - there's a bunch of solving problems you didn't even know you had.

I got particularly stuck when I found a thing that was clearly supposed to do something, but no idea what it was needed for. This was made trickier by the fact there were some red herrings.

What I forgot is that '80s games, especially text adventures, were sadistic. Despite the game not supporting several solutions that I thought were quite reasonable, that it didn't like, it also allowed me to solve one problem, apparently succesfully, in a way that left the game unfinishable. And once the puzzle was solved, the dream hints didn't cover that puzzle, leaving me without hints at the actual correct solution.

Once I'd read online hints and gone back to the start to replay it successfully, the in-game sleep hint was really obvious. Most frustrating.

Between that and the occasional "guess the verb" there was plenty of frustration, but a fair amount of fun and exploration too. A very '80s experience, not quite as good as Trinity or Bureaucracy. Followed by Sorcerer and Spellbreaker.

Posted 2018-10-06.


Linux 1.0 kernel source reading - 19: Networking periphery

On to networking! This is a fairly chunky area in itself, so I thought I'd start with some peripheral areas: The non-IP networking stack, and the infrastructure parts of the inet stack. As usual, I started with the Makefiles and READMEs to get an overview. Not much of interest.

From there, I looked at the source in the "net" directory itself. ddi.c and Space.c are a simple module mechanism that has hopeful comments that it'll be picked up for everything else in the system. socket.c handles the socket-related system calls. It's mostly standardised wrappers around the fake-virtual-calls-in-C for the specific socket types, called from a big switch statement, plus some helper functions. This is pretty useful to help me get my bearings. Now's a convenient time to read a few related headers.

Then, net/unix. net/unix/sock.c is annoyingly fiddly, and makes me think that when people say "In Unix, everything's a file.", it's in an Animal Farm world where some things are more like files than others. Maybe Plan 9 gets this right. I should probably take a look sometime.

Having read net/unix, it's time to start on net/inet. I'll skip the headers and just concentrate on the C source fils I read:

  • proc.c is the usual "convert stats to some text" proc fs entries.
  • loopback.c clearly lives higher up the stack than I intended to poke around at this point, but is also a good introduction to how a device should behave - which I guess is a bit out-of-order, since I've already read the ethernet device driver code.
  • eth.c isn't an ethernet device adapter layer. It's actually a few utlities used by the ethernet drivers to create the low-level ethernet devices.
  • timer.c is messy. I was hoping it would be generic networking timer-handling code. As it is, it's actually the implementation of various timer-triggered chunks of code, stored far away from the code that starts the wait, or is waiting on the timer handler to do its job. I am not a fan of this structure, since it doesn't group the code together in a maintainble way.
  • protocol.c appears to be the code that sits between IP and TCP/UDP/ICMP , performing the multiplexing. I originally intended to read the stack bottom-to-top, so this is slightly out-or-order, but it gives me a better idea how things are tied together in the middle. Divide and conquer!
  • route.c manages a simple routing table. Way before iptables and ipchains, there was a simple list of what should be sent to what interface.
  • Finally, skbuff.c handles the skbuffs, or socket buffers. skbuffs normally live in a linked list, so this is just a set of utilities to create and destroy the skbuffs, lock and unlock them, and handle their management within the list, in all cases caring about thread-safety. Pretty straightfoward and quite pleasant. I was slightly surprised that it doesn't do anything to do with manipulating the data in the buffers, arranging buffer headers, etc., so it keeps nice and simple.

And that's laid the groundwork. Now, I plan to work from the bottom up, starting with dev.c, and eventually making my way to sock.c. Let's see how long that takes...

Posted 2018-09-23.


Magnetic Scrolls' Myth

Work's got busy and stressful - it's performance appraisal and quarterly planning time, simultaneously, and so I've been looking for a light distraction. Myth is it. A short text adventure, original not sold but given away as a gift with a subscription service, it's short and sweet.

It's a simple, solid text adventure. Nothing like the mess of Corruption, and much more clearly structured than, say, Jinxter or Guild of Thieves, it was pleasant and quick to complete - I think it took me three evenings of not particularly strenuous effort. I couldn't really ask for more!

Posted 2018-09-22.


Linux 1.0 kernel source reading - 18: Character devices, part 2

Now, the terminals end of the characters devices. I've already read serial.c, which means I've read a terminal driver already without being properly aware. pty.c is the first one I read deliberately. Yes, it looks like a couple of connected terminals.

Then, onto keyboard code. defkemp.c, kefkeymap.map and diacr.h look like dull scan code conversion tables, so meh. kd.h is complicated - it's not just keyboard stuff but also includes video modes etc. kbd_kern.h covers LEDs, locks and modes for the keyboard. keyboard.c handles the keyboard itself - mostly how to handle incoming key presses (unsurprisingly), with a horrlbe mix of table-driven code, switch statements and ifs. Messy but not mysterious. It even uses an octal constant.

vt.h is short and obscure. vt_kern.h is short and obscure. vt.c is the ioctls for the terminal.

Then, onto console.c, a big and interesting file to implement the console on a text mode display. It starts off with a giant structure and then macros to make it convenient to access those fields. Scrolling functionality is a pile of assembly, which I'm sure is efficient, but I'm not going to try to decode inline gcc assembly.

This first part of the file is actually pleasantly readable video buffer wrangling. Then there's a 300 line function to interpret the stream of characters written to the console, then other console functionality before finally doing some font-setting stuff. In the end, much more straight-forward than I expected for a 2kloc file.

tty_ioctl.c is what I'm used to for this kind of file by now. Spoiler: It's a great long switch statement.

Finally, tty_io.c. Ugh, so tedious. I'm impressed Linus wrote all this as a student. Writing schedulers and VM and stuff is fun, but this is deeply boring and very practical, and... it's done. It's needed to make a basic usable Unix clone, and he did it. I really don't want to read it, and I'm mostly skimming.

There are some comments about "be really careful modifying this code, don't modify unless you understand it, as it's full of race conditions". Hint: Don't do this. If there are risks of races, explain them explicitly or even better remove the risk. Don't write an obscure comment, feel proud about how clever you and your code are, and wander off.

One function in particular I found interesting: tty_write_data covers the same issue I saw in the SCSI stack with "How do I call callbacks if I don't want to overflow the stack?". In this case, it's implemented with a bottom-half handler, which I guess is following the same pattern of "queue it up until the current work unit is complete". In other words, we convert the usual LIFO execution model for a FIFO model, from stack to queue.

Anyway, I declare character devices both boring and done. 17 thousand lines of network stack to go and I'm done with the Linux kernel!

Posted 2018-09-09.


Linux 1.0 kernel source reading - 17: Character devices, part 1

Having finished off SCSI drivers, I've turned my attention to character devices. There's a lot of console stuff here, but I thought I'd start with the not-terminal devices first, and work my way up to that level of tediousness.

Starting with the Makefile, I chose to read through the short and optionally-compiled mouse driver files - atixlmouse, busmouse, msbusmouse, psaux and mouse. There's a standard pattern to the bus mice, they're easy to read and it's a good start. By the time we get to psaux, it's not clear to me what's going on with psaux vs. 82c710, but I don't really care.

Then I read lp, mem, serial and tpqic02. mem is in some ways the most fun. It supports not just /dev/mem, but /dev/null, /dev/zero and a couple of others. It also contains the main chr_dev_init function, presumably because it's really not optional. lp, serial and tpqic02 are all longish (lp shorter than the others), full of device-specific details, well-commented and tedious.

It's really devices like this that make me want microkernels or something. Why should the kernel have to care about such tedious details of specific devices? Apparently you need to have full access to all memory and state of the system to decide whether or not the tape drive should be rewound.

While much of the resource management of the kernel makes me wish for explicit RAII, the low-level drivers, with their callbacks and interrupts, top and bottom halves etc. make me wish for some kind of explicit coroutine support. And the layered structure and asynchronous completion makes me think of microkernels and monitors/servers for the drivers. There must be a neater way of doing all this.

In any case, I've read the easy stuff, and now it's time for various terminal-ish things.

Posted 2018-08-31.


Linux 1.0 kernel source reading - 16: Low-level SCSI

I enjoyed reading the low-level SCSI driver code much more than I expected. After reading the sound and network card drivers, I imagined the low-level drivers for SCSI would be quite boring, and potentially rather uniform and repetitive. They turned out to be rather interesting.

As I mentioned in the previous post, I'd read a bit around SCSI as I didn't know much about it, and this background knowledge came in rather useful for the low-level drivers.

I started with scsi_debug, which is a fake low-level SCSI driver (and hence a good introduction!). In various cases it calls back into the "done" callback immediately, which can cause internal_cmnd to then call back recursively into the scsi_debug code. Kernels aren't supposed to do recursion, so I can see why scsi.c cares about stack overflow. This recursion is a bad thing. Why aren't they handling it? In other cases, they hook the callbacks off timers, creating a more realistic set of timings (and probably helping to avoid stack overflow).

Having got the basic idea with scsi_debug, I moved onto the smallest self-contained real drivers. I say "self-contained" because some of the 5380-based drivers are small, but rely on the rather long NCR5380 source file. So, next up, aha1740 and wd7000. These are both simple drivers that rely on a smart card. You just fill in a memory-mapped struct, queue up the mailbox request, let the card do its thing and DMA, and then get an interrupt when it's done. Lovely. A great introduction to the basic ideas of SCSI as you can elide so many details! All the hard work is carried out by the hardware.

So, that was nice. Let's have a go at the NCR 5380-based drivers. g_NCR5380, t128 and pas15 all use NCR5380. Lots of funky (maybe icky) macros allow the code to be reused, with various different modes, including stuff like pseudo-DMA. There's a lot more low-level big-banging and implementing the SCSI protocols by hand - much more code, much more to learn from, and much more CPU overhead.

NCR5380 is nicely commented and has to handle all the conditionally-compiled cases, but it's still loooong. There does seem to be an inverse relationship between how long the driver is and how nice the hardware is. Short drivers and clever cards, please!

However, it's nice to see the NCR5380 "run_main" takes recursion seriously - it is implemented as a coroutine that refuses to run itself if already running, and checks for more work to do before returning, thus effectively implementing a queue for the work rather than a stack. Having not dealt with much interrupt-driven kernel workloads before (beyond "interrupt arrives and wakes up process"), it's nice to see this pattern to handle this shape of problem.

Then I'm onto the remaining drivers, that are longer (and hence generally based on dumber hardware), but not 5380-based. The ultrastor driver is for clever hardware. The length comes from highly-commented code and dealing with multiple card variants. It shows a few signs of being thoughtful in its design, including caring about re-entrancy.

The fdomain card is fairly dumb, so we have to twiddle most of the lines ourselves, but it does at least to DMA for the data. Bizarrely the earlier chip doesn't seem to tell you which direction the data's going, so there's 130 lines saying which direction data goes based on the command id.

The aha152x.c driver is another long driver (2.4kloc), for a dumb card. However, the lines get spent in weird ways - the code is quite vertically-oritented, with planety of ifdefs, there's around 1000 lines of introduction, and then aha152x_intr is a 1000 line function. I don't believe a 1000 line function is ever good style. It's well commented, though. It then finishes off with about 250 lines of verbose debug-text-printing code.

The final driver is seagate. This is another driver that worries about stack overflows and works around it. Yay. However, it also has a 1000 line "internal_command" function. Boo. "Fast mode" bit-bangs the data out without any form of handshaking. This means that a) there's no DMA. Oh well. b) Surely fast machines will go beyond the the synchronous SCSI speed limit? (Well, maybe the card will insert wait states. Given the cheapness of the card otherwise, I doubt it, though.) It's another vertically-oriented source file, but this "big long function" approach is still ridiculous. Finally, it's amusing that the code seems to have been written by a reader of the New Hackers Dictionary. "bork" and "bletcherous" and all the rest.

And I'm done with SCSI! It was kinda fun, although pleasant that there's only a smallish number of drivers. One of the things I learnt through all this is that SCSI is not tricky, it's just pretentious. "Contingent allegance condtion", "request sense", "nexus", etc. Sounds complicated, but actually pretty simple. Why give it silly names? I don't know.

Posted 2018-08-27.


Linux 1.0 kernel source reading - 15: Low-level sound, high-level SCSI

After something of an extended hiatus, I've taken this post-operation recovery time opportunity to read a bit more Linux 1.0 kernel. 'cos why not? :)

I finished reading the sound driver stuff, and I must admit I mostly skimmed it as the low-level details of individual sound cards didn't seem terribly exciting to me. "gus_card.c" is the longest source file outside of "tcp.c" - 3.5k lines! There's a lot of faff in there that I didn't care about, with both low-level hardware mangling and having to care about sound stuff. In comparison, the Soundblaster midi code is a doddle. Anyway, the sound directory is done.

For a bit of a change, I thought I'd attack SCSI. SCSI had always been a bit of a mystery to me. When I built my first Linux-specific PC around 1997 or so, I got a rather fancy Adaptec 2940 PCI card and SCSI disk, since SCSI disks were deemed important for performance back in the day (along with plenty of RAM - 16MB at 30 quid a meg!). However, the details of it all were magic, and this is a chance to learn!

Indeed, Linux 1.0 here doesn't support PCI or the AHA2940, but I guess only having the simpler stuff is better for me as a reader. :) Lots of the supported cards are built around the NCR 5380, so for preparatory reading I read the Wikipedia pages about SCSI, and skimmed the NCR 5380 data sheet. Then I plunged into the source...

The source is split into layers, with the abstract drivers, the intermediate glue layers, and the low-level device-specific drivers. I decided to start at the top end and work my way down. The generic end is around 8.5kloc, the device-specific code is 14kloc.

  • Makefile, constants.[ch] Usual Makefile structure, and the constants file contains a bunch of nice constants I recognise from reading up on SCSI docs.
  • s[gtrd].[ch], s[rd]_ioctl.[ch] High-level drivers for SCSI generic devices, tapes, CDROMs and disks. They sit on top of the infrastructure provided by scsi.[ch], and convert between the world of Unix requests and the actual SCSI commands needed. It's somewhat annoying that "sg" is overloaded as "scatter-gather" as well as generic SCSI! The block devices (sr and sd) use the standard block device drivers, which somewhat unobviously hook in through the do_s[rd]_request functions.
  • hosts.[ch], scsi.[ch] and scsi_ioctl.[ch] These provide the "middle layer". "hosts" deals with the adapters, and "scsi" the devices. An awful lot of the middle layer adapting seems to be handling errors and timeouts. As SCSI is a bus that can connect all kinds of weird peripherals and fail in all kinds of exciting ways, I guess this makes sense. The SCSI code has a lot more debugging (kprintf) code than other subsystems.

Once again, the code reminds me of how basic C makes it difficult to ensure invariants are met, and keep reasonable abstractions. For example, there are several places where the runnabilty of the current process is changed in different ways, directly, rather than using standardised sleep/wait mechanisms. And error handling... ugh. So easy to leak resources in little-used error paths.

I sometimes think "How could the code be structured better?". There are some core multi-hundred-line functions that could be broken up. Given some operations span over multiple functions through completion functions etc., I think there could be explicit state machines. Mostly though... yeah, I want invariants and abstractions. I want the code to be obviously correct, not mysterious. Doesn't seem too easy to me. :/

And that brings us to the end of the device-independent part. Next up, I'll be working through that, but I imagine it'll be pretty dull, with just some tedious register mangling. We'll see, shan't we?

Posted 2018-08-12.


Radiosity

I can't believe it's been so long since I did my ray-tracing toy. Anyway, another graphics approach I've always wanted to try is radiosity. So, I've finally been working on it. It's taken a while to implement as I've been trying to be careful around the maths and have somewhat limited spare time, but a couple of days ago I had some minor surgery (yay, hernia op) which has given me a little bit of quiet time, and now it's done. Code's up on github, and another itch scratched. :)

I'm rather pleased at how it's turned out. The way the red and blue wall colours have leached into the surrounding white surfaces, and the soft shadows and darkening in the corners have all worked makes me really rather happy!

Posted 2018-08-10.


Playing with GALs

I haven't been doing much electronics for quite some time, but I've been thinking about my next project: A 68K-based machine. While I could do all the glue with TTL, or go the other way and put everything on an FPGA, I would like something that keeps the spirit of discrete logic, but isn't so fiddly. Enter GALs, the follow-up to PALs and PLAs, and happily erasable and reprogrammable.

I bought a few off ebay, downloaded some equation-compiling software (open source - yay!), and I'm off. Compiling the JEDEC files was simple, and using my "Minipro" programmer was even more so - it supports Lattice GALs, even if it doesn't support the "compatible" Atmel parts. All I needed to do is put it in my test circuit and watch it work!

I built a test circuit, and... it didn't work. This is fun, compared to TTL, as there's whole new ways it might not be working. As well as electrical problems, the JEDEC file could have been prepared incorrectly by the compiler, or applied to the chip incorrectly by the programmer. Or it's just a hardware screw-up.

I looked around, and found a couple of bugs in the compiler, albeit ones that didn't affect the JEDEC output. It did not inspire me with confidence. After a while, though, I suspected the hardware. Was my output LEDs too much load? Had I screwed up the decoupling capacitors? Put some pins into the wrong state? Bad chip?

After much faffing around, it turns out the batteries I was using to power the circuit were running low. D'oh. A quick switch to the bench power supply, and it was running perfectly. Ho hum. The time waste was painful, but having some simple programmable logic devices is now opening up whole new (if small :) vistas of opportunities for me!

Posted 2018-05-08.


On Learning to Write Copperplate

A few months ago I decided to attempt to learn copperplate writing. My handwriting is awful, and I thought it'd be interesting to produce some writing that actually looks rather nice, even if calligraphy turns out to be really rather unrelated to everyday handwriting (dip pens are inconvenient for taking notes).

It turns out that learning copperplate calligraphy is rather akin to learning the violin because you liked the sound produced by expert violinists.

It's still a fun hobby, but I'm still trying to think of any practical applications for ugly, bad calligraphy. :D

(Bonus feature: The blotting-paper image of my practice is a bit more fun, as the fuzz hides the worst of my mistakes...)

Posted 2017-12-30.


Worse is Better: Lego

You may be aware of Worse is Better. I have just noticed another example that has been staring me in the face for years.

My mother-in-law played with Bayko while growing up, and obtained some for our children to play with. The rod and block system is more complicated than Lego, but produces better buildings. For example, it has special, fiddly bricks to make the corners look good, and that works. Lego produced inferior models, but was more successful commercially. Lego is "Worse is Better".

However, this goes much further than just a comparison to Bayko. Lego models often don't look like the thing that they look like. They look like Lego models of those things. They put a bound on the difficulty that goes into producing the model and the accuracy that can be produced, and limit the complexity of the model, compared to, say, a genuine scale model that strives for accuracy. The little bumps are pretty much an aesthetic feature - they can be a code for "in the real world, there'd be fine-grain detail here".

This isn't a bad thing. After all, by working within self-imposed constraints, you can often create fresh and interesting things. Lego models can be distinctive, and the ways of using limited palettes to best advantage can be very creative.

The limitations of the material are what make it so good. Worse is Better.

Posted 2017-04-16.


Further Reversing of 'Head Over Heels'

A few years ago now, I started reversing Head Over Heels. It was quite a bit of fun, but eventually I stalled. I've done incremental work, but really wanted to make a bit of a push.

What's really got me unblocked recently is to process the labels in the code and build a call graph, visualised using dot. While I could poke around before, looking for likely chunks of code to reverse, a call graph makes things much clearer - it's obvious which subsystem a chunk of code ties into.

From there, I found that the best approach was bottom-up - identify what the small chunks do, and go from there - and I think I've finally pulled apart the full structure and all the functions, even if I haven't got all the details sorted. Currently it stands at 13K lines of assembly, including comments and blank lines. Data gets added on top.

I think I'm pretty much there. The first 80% is there, and I just need to get that last 80% of polish in place to have a nice, clean fully-reversed Head Over Heels. Fun, fun, fun.

Posted 2017-04-07.


Unicode combining characters

I'm a bit behind the times, but today I learnt the details of Unicode combining characters.

This means I can now p̤̮ṳ̮t̤̮ s̤̮m̤̮i̤̮l̤̮e̤̮y̤̮s̤̮ ṳ̮n̤̮d̤̮e̤̮r̤̮ l̤̮e̤̮t̤̮t̤̮e̤̮r̤̮s̤̮.

I think you'll agree this was time well-spent.

Posted 2017-04-07.


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