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Ring and RingElement Refactor Proposal

Jay Yang edited this page Jan 30, 2023 · 5 revisions

RingElement/Ring refactor proposal

Work in progress, current document written by Jay Yang building on a discussion with Michael Stillman. Comments and contributions welcome.

Broadly speaking I have the following goals in this proposal in approximate order of priority:

  • Make the code more exception safe
  • No performance losses
  • Document the actual Ring/RingElement/ARing interface
  • Make the code easier to use correctly (fewer memory leaks)
  • Make the code more like C++ code and less like C code
  • Faster (or at least not slower) compile times

C++ interface structure

Public Interface

Everything on the public side is garbage collected.

Both RingElement and Ring classes are (and must be) pure virtual

Note we don't directly inherit from EngineObject RingElement is pure virtual, we can have implementations inherit from either EngineObject or if needed MutableEngineObject.

class RingElement{
public:
    //pure virtual functions
    virtual bool is_unit() const = 0;
    //I'm torn whether operator notation is actually helpful for us
    //the type returned is "wrong" such that we can't write a*b*c
    virtual RingElement* operator*(const RingElement& other) const = 0;
    //i.e. does the following read better or worse a->mult(b)
    virtual RingElement* mult(const RingELement* other) const = 0;
    ...
};
class Ring{
public:
    virtual ~Ring() = 0;
    //pure virtual funtions
    virtual RingElement from_int(int i) const = 0;
    ...
};

The instances of ring might need to be public. On the otherhand, we might be able to get away with factory functions. So either we have classes like this as part of the public interface

template<class R>
class ConcreteRing<R> : public Ring, public MutableEngineObject{
    ...
};

Or we make functions like this part of the public interface

Ring *makeZZp(int p);
Ring *makePolynomialRing(...);

Internal Interface

We will also have an internal interface that engine code that manipulates RingElement and Ring use.

We have a templated type RingElementImpl that implements the actual code for RingElement. But we don't expect/need an default implementation.

template<class R>
class RingElementImpl<R> : public RingElement, public EngineObject{
//no default implementation
}

Instead we have specializations for each ring that detail the actual structure. It should be approximately as follows

template<class RT>
class RingElementImpl<ConcreteRing<RT> > : public RingElement, public EngineObject{
private:
    const ConcreteRing<R> &ring;
    R::ElementType val;
public:
    //actual implementations of the functions in RingElement
};
class RingInterface{
public:
    //substitute whatever appropriate type for long
    typedef long ElementType;
    //This is a intended to be a zero cost wrapper around the C type.
    //Importantly, by having an initializer, it follows
    //RAII principles and is more exception safe.
    //Note that in general a default constructor is not possible, so for arrays
    //placement new will be needed.
    struct Element{
    public:
        //this allows using Element (nearly) transparently for C code that expects ElementType
        operator const ElementType&() const;
        operator ValueType&();
        explicit Element(const RingInterface& ri);//initialize as appropriate
        //Be careful about adding copy constructors, it's not usually useful
        Element(ElementType&& v);//allow moves (otherwise returning from functions is hard)
        ~Element();//this should infact cleanup the type
    private:
        ValueType value;
    };
    //I would have liked to have the following simpler signature, but it's
    //not possible to do with zero extra cost
    //Element add(const Element & a, const Element& b) const;
    void add(ElementType& out, const ElementType& a, const ElementType& b) const;
    //all the other arithmetic operations

    //TODO think about conversion/initialization functions
}

Unless there's a good reason to, RingInterface instances should NOT be garbage collected, preferably, they will be direct members of the appropriate ConcreteRing class.

The justification for having RingInterface and Ring separate is so that code that does not need to use the frontend RingElement can directly manipulate RingInterface::Element instances.

Note that RingInterface::Element replaces ARingElement<RI> for most operations, but if the element needs to remember what ring it belongs to RingElementImpl<RI> should be used instead.

Types and other details

There are 3 types that represent some sort of element of a ring

  • RingElement
  • ElementType
  • Element

Each of these has a different role

  • ElementType is the raw object understood by the underlying library or other code
  • Element is a wrapper that makes ElementType exception safe
  • RingElement is the object visible to the D code

In general, we should avoid direct uses of ElementType. However, references are allowed.

And the following inter-conversions are "free":

  • RingElement& -> const ElementType&
  • Element& -> ElementType&

Conversions to RingElement for more complex types requires a deep copy into GC memory:

  • Element -> RingElement
  • ElementType -> RingElement

C interface structure

Nothing major needs to change here, but for that we have something like this. The templates are not exposed, so the C interface is mostly straightforward

struct Ring;
struct RingElement;

//function prototype examples
Ring *makeRing(...);
RingElement *makeRingElement(Ring* r,...);
RingElement *add(const RingElement *a, const RingElement *b);
Ring *makePolynomialRing(Ring *coeff,...);

Implementation Parts

This is a proposed implementation strategy.

Part 1: Refactor RingInterface

The goal here is to refactor all RingInterfaces instances to follow the template outlined above. This will involve changing most of the uses of ElementType. This should be performance neutral if done correctly, and will solve most of the exception safety issues related to RingElements. And while invasive from a lines of code perspective, it doesn't fundamentally change how any of the code works

Part 2: Interface

Add a shim layer on top of the current code implementing the desired c++ interface. This will obviously be bad for performance, but this will test if the interface proposed is usable

Part 3: Remove ring_elem

The goal here is to remove the somewhat messy ring_elem union. This will involve actually implementing RingElementImpl<R> for all the rings. This change should get most of the performance lost in step 2 back

Step 4: Cleanup

As a consequence of the previous steps, functions and implementations might end up in inconsistent places. The goal here is to have a consistent idea of where a function should go and follow that.

Known Caveats

This new code is more template heavy overall, and so more care needs to be taken to ensure that the templates don't cause long compilation times.

It's annoying not to be able to default construct RingInterface::ElementType objects, but this is needed for correctness in the general case. In particular this means that arrays of RingInterface::ElementType either needs special support functions or placement new.

It's not clear that everything can be written as a ConcreteRing<R> without resorting to specialization. Polynomial rings in particular are non-obvious.

There are 3 current "ARing" types which do not allow for a zero cost Element wrapper over ElementType, they are:

  • ARingTower
  • ARingGFFlint
  • ARingGFFlintBig

For each of these, the problem lies in the destructor. Both of the ARingGF* types can theoretically be implemented, but it would require circumventing the public API of flint. For ARingTower it is impossible to create a zero cost wrapper as currently implemented. But ARingTower seems to have memory weirdness anyways.

We need to be slightly careful with multiple inheritance, especially when passing objects into C code.

Other Possible Goals

Is it possible to move the ring element stuff into a separate namespace/directory? i.e. separate the concern of translating between M2 and C++ with the concern of actually doing math.

Notes

Currently integers and other "numbers" work differently than RingElements, A question is whether they should be made to be RingElements.

Because there isn't this ring_elem intermediary, we can probably give RingElement a finalizer, but there is a serious question about cost. In particular, how expensive are finializers really?

Finalizers are really expensive, but the disclaim system is much faster.

Current multiplication process

if we have two RawRingElement a,b at the d level, assume then are of some ConcreteRing<RT> instance

  • a*b
  • RingElement::operator* (in relem.cpp)
  • Ring::mult (virtual)
  • ConcreteRing<RT>::mult (in aring-glue.hpp)
  • RT::mult (in aring-*.hpp depending on RT)

"New" multiplication process

  • a*b
  • RingElement::operator* (virtual)
  • RingElementImpl<ConcreteRing<RT>>::operator*
  • RT::mult

This has the same number of virtual function calls, which are probably the main expensive step.

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