[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: Scene rebuild
Right, I can individually rebuild
stuff that I know will be affected
by my changes. Which is what
I am doing now. But perhaps the
"inter-stuff" dependencies could
be made a bit more explicit.
So I have two questions:
- What stuff needs to be rebuilt?
- depends on what I'm changing.
Fine, I can decide that and
manually call Soot phases
to rebuild their information.
- Are there dependences between the
various kinds of stuff? Is there magic
inside Soot to invalidate information
when dependent objects are changed?
E.g., does the hierarchy get invalidated
when classes are added or removed?
The latter question is a bit harder for
me to answer, it depends on what Soot
does internally. This will also be an issue for
anyone who is writing a whole-program transformation
phase, or composing multiple whole-program
transformation phases. Each such phase
will have to be preceded by code that
ensures that the Scene structures are
consistent.
As a concrete suggestion, I would suggest
adding some sort of 'requirements' or
dependence information in Soot phases
that compute persistent information.
Updates of dependent information should
trigger an invalidation of objects
that use that information. E.g., the
hierarchy is automatically invalidated
whenever classes are added or removed,
or if the inherits relation is changed.
And perhaps, objects can then automatically
rebuild themselves when they are accessed
in an invalid state.
I've seen such a setup in another Java
compiler I'm using (not publicly available),
where they use a small array of requirements
to tag each transformation and analysis
phase. The requirements encode things like
being in SSA form, having reaching definitions
computed, etc. Each phase checks that
the required information is available
and recomputes it if necessary before
executing its own code. Available information
is invalidated if the underlying code is
updated by any phase.
Manoj
Ondrej Lhotak wrote (Tue, Aug 19, 2003 at 08:17:42PM -0400) :
> On Tue, Aug 19, 2003 at 06:10:17PM -0500, Manoj Plakal wrote:
> >
> > Hello Soot-ers,
> >
> > What's the recommended way to rebuild a Scene's
> > hierarchies and analyses after modifying a Scene?
> >
> > I'm adding classes and modifying
> > methods and adding entry points, and right
> > now I'm manually calling Scene methods to
> > delete and rebuild certain analyses. But
> > I'm not 100% sure if I'm missing an update
> > somewhere.
> >
> > Is there a canonical way to rebuild the
> > entire scene including the hierarchy, call graph,
> > and points-to analysis, ensuring everything
> > is consistent and up-to-date?
> >
> > Perhaps forceRebuildScene() could be added as
> > a method to the Scene class.
>
> Unfortunately, that's easier said than done. The Scene is a container of
> global data, not an active object that actually builds things. It's used
> as a place where pieces of Soot store things for other pieces of Soot to
> pick up. When classes are read in, they are stored in the Scene. When
> a call graph is read in, it is stored in the Scene. If you wanted a way
> to clear out "everything" from the Scene, you would first have to define
> what you mean by "everything". Presumably, in your case, you don't want
> it to clear out and rebuild all the classes, even though conceptually,
> they are no different than the call graph, in that they're just
> something that's built by some phase of Soot and stashed in the Scene.
>
> As for rebuilding all the things once you clear them out, you need to
> figure out where they get rebuilt. The hierarchy gets magically built
> when you first ask for it, because it's used by the intraprocedural type
> inference code. The call graph and points-to analysis get built by the
> cg phase.
>
> I agree that the Scene contains a lot of cruft that makes it difficult
> to tell what everything is and what gets created where, and how it
> should all be cleaned up. We cleaned up a lot of this in the transition
> to Soot 2.0, by moving a lot of things out of the Scene. Concrete
> suggestions for ways of cleaning it up further are welcome.
>
> >
> > Thanks,
> > Manoj
> >
> > PS: I'd also like to know the recommended way
> > to add entry points of my own and then rebuild
> > the call graph and points-to analysis. Right now
> > I'm imitating what I see in the Soot source.
>
> The recommended way is to call Scene.v().setEntryPoints() before doing
> anything else with Soot.
>
> >