# A slow tour through Mu software on x86 computers [Mu](https://github.com/akkartik/mu) shrinks all the software in a computer until it can (in principle) fit in a single head. Sensible error messages with as little code as possible, starting all the way from your (x86) processor's instruction set. Everything easy to change to your needs ([habitable](http://akkartik.name/post/habitability)), everything easy to check up on ([auditable](http://akkartik.name/post/neighborhood)). This page is a guided tour through Mu's Readme and reference documentation. We'll start out really slow and gradually accelerate as we build up skills. By the end of it all, I hope you'll be able to program your processor to run some small graphical programs. The programs will only use a small subset of your computer's capabilities; there's still a lot I don't know and therefore cannot teach. However, the programs will run on a _real_ processor without needing any other intermediary software. _Prerequisites_ You will need: * A computer with an x86 processor running Linux. We're going to slowly escape Linux, but we'll need it at the start. Mu works on other platforms, but be warned that things will be _much_ (~20x) slower. * Some fluency in typing commands at the terminal and interpreting their output. * Fluency with some text editor. Things like undo, copying and pasting text, and saving work in files. A little experience programming in _some_ language is also handy. * [Git](https://git-scm.com) for version control. * [QEMU](https://www.qemu.org) for emulating a processor without Linux. * Basic knowledge of number bases, and the difference between decimal and hexadecimal numbers. * Basic knowledge of the inside of a processor, such as the difference between a small number of registers and a large number of locations in memory. If you have trouble with any of this, [I'm always nearby and available to answer questions](http://akkartik.name/contact). The prerequisites are just things I haven't figured out how to explain yet. In particular, I want this page to be accessible to people who are in the process of learning programming, but I'm sure it isn't good enough yet for that. Ask me questions and help me improve it. ## Task 1: getting started Open a terminal and run the following commands to prepare Mu on your computer: ``` git clone https://github.com/akkartik/mu cd mu ``` Run a small program to start: ``` ./translate tutorial/task1.mu qemu-system-i386 code.img ``` If you aren't on Linux, the command for creating `code.img` will be slightly different: ``` ./translate_emulated tutorial/task1.mu qemu-system-i386 code.img ``` Either way, you should see this: screenshot of hello world on the Mu computer If you have any trouble at this point, don't waste _any_ time thinking about it. Just [get in touch](http://akkartik.name/contact). (You can look at `tutorial/task1.mu` at this point if you like. It's just 3 lines long. But don't worry if it doesn't make much sense.) ## Task 2: running tests Here's a new program to run: ``` ./translate tutorial/task2.mu qemu-system-i386 code.img ``` (As before, I'll leave you to substitute `translate` with `translate_emulated` if you're not on Linux.) This time the screen will look like this: screenshot of failing test on the Mu computer Each of the dots represents a _test_, a little self-contained and automated program run and its results verified. Mu comes with a lot of tests (every function starting with 'test-' is a test), and it always runs all tests on boot before it runs any program. You may have missed the dots when you ran Task 1 because there were no failures. They were printed on the screen and then immediately erased. In Task 2, however, we've deliberately included a failing test. When any tests fail, Mu will immediately stop, showing you messages from failing tests and implicitly asking you to first fix them. (Don't worry just yet about what the message in the middle of all the dots means.) ## Task 3: configure your text editor So far we haven't used a text editor yet, but we will now be starting to do so. Before we do, it's worth spending a little bit of time setting your preferred editor up to be a little more ergonomic. Mu comes with _syntax highlighting_ settings for a few common text editors in the `editor/` sub-directory. If you don't see your text editor there, or if you don't know what to do with those files, [get in touch!](http://akkartik.name/contact) Here's what my editor (Vim) looks like with these settings on the program of Task 1: Vim text editor rendering some colors in a Mu program It's particularly useful to highlight _comments_ which the computer ignores (everything on a line after a `#` character) and _strings_ within `""` double quotes. ## Task 4: your first Mu statement Mu is a statement-oriented language. Most statements translate into a single instruction to the x86 processor. Quickly read the first two sections of the [Mu reference](https://github.com/akkartik/mu/blob/main/mu.md) (about functions and variables) to learn a little bit about it. It's ok if it doesn't all make sense just yet. We'll reread it later. Here's a skeleton of a Mu function that's missing a single statement. ``` fn the-answer -> _/eax: int { var result/eax: int <- copy 0 # insert your statement below { # } return result } ``` Try running it now: ``` ./translate tutorial/task4.mu qemu-system-i386 code.img ``` (As before, I'll leave you to substitute `translate` with `translate_emulated` if you're not on Linux.) You should see a failing test that looks something like this: screenshot of the initial (failing) state of task 4 Open `tutorial/task4.mu` in your text editor. Think about how to add a line between the `{}` lines to make `the-answer` return 42. Rerun the above commands. You'll know you got it right when all the tests pass, i.e. when the rows of dots and text above are replaced by an empty screen. Don't be afraid to run the above commands over and over again as you try out different solutions. Here's a way to run them together so they're easy to repeat. ``` ./translate tutorial/task4.mu && qemu-system-i386 code.img ``` In programming there is no penalty for making mistakes, and once you arrive at the correct solution you have it forever. As always, [feel free to ping me and ask questions or share your experience](http://akkartik.name/contact). Mu statements can have _outputs_ on the left (before the `<-`) and _inouts_ (either inputs or outputs) on the right, after the instruction name. The order matters. One gotcha to keep in mind is that numbers in Mu must always be in hexadecimal notation, starting with `0x`. Use a calculator on your computer or phone to convert 42 to hexadecimal, or [this page on your web browser](http://akkartik.github.io/mu/tutorial/converter.html). ## Task 5: variables in registers, variables in memory We'll now practice managing one variable in a register (like last time) and a second one in memory. To prepare for this, reread the first two sections of the [Mu reference](https://github.com/akkartik/mu/blob/main/mu.md). The section on [integer arithmetic](https://github.com/akkartik/mu/blob/main/mu.md#integer-arithmetic) also provides a useful cheatsheet of the different forms of instructions you will need. Here's the exercise, with comments starting with `#` highlighting the gaps in the program: ``` fn foo -> _/eax: int { var x: int # statement 1: store 3 in x # statement 2: define a new variable 'y' in register eax and store 4 in it # statement 3: add y to x, storing the result in x return x } ``` Again, you're encouraged to repeatedly try out your programs by running this command as often as you like: ``` ./translate tutorial/task5.mu && qemu-system-i386 code.img ``` The section on [integer arithmetic](https://github.com/akkartik/mu/blob/main/mu.md#integer-arithmetic) shows that Mu consistently follows a few rules: * Instructions that write to a register always have an output before the `<-`. * Instructions that use an argument in memory always have it as the first inout. * Instructions that write to memory have a preposition in their name. Contrast `add` to a register vs `add-to` a memory location, `subtract` from a register vs `subtract-from` a memory location, and so on. If you're stuck, as always, [my door is open](http://akkartik.name/contact). You can also see a solution in the repository, though I won't link to it lest it encourage peeking. Where possible, try to store variables in registers rather than the stack. The two main reasons to use the stack are: * when you need lots of variables and run out of registers, and * when you have types that don't fit in 32 bits. ## Task 6: getting used to a few error messages If you're like me, seeing an error message can feel a bit stressful. It usually happens when you're trying to get somewhere, it can feel like the computer is being deliberately obtrusive, there's uncertainty about what's wrong. Well, I'd like to share one trick I recently learned to stop fearing error messages: deliberately trigger them at a time and place of your choosing, when you're mentally prepared to see them. That takes the stress right out. Here's the skeleton for `tutorial/task6.mu`: ``` fn main { var m: int var r/edx: int <- copy 0 # insert a single statement below } ``` (Reminder: `m` here is stored somewhere in memory, while `r` is stored in register `edx`. Variables in registers must always be initialized when they're created. Variables in memory must never be initialized, because they're always implicitly initialized to 0.) Now, starting from this skeleton, type the following statements in, one at a time. Your program should only ever have one more statement than the above skeleton. We'll try out the following statements, one by one: * `m <- copy 3` * `r <- copy 3` * `copy-to r, 3` * `copy-to m, 3` Before typing in each one, write down whether you expect an error. After trying it out, compare your answer. It can also be useful to write down the exact error you see, and what it means, in your own words. (Also, don't forget to delete the statement you typed in before you move on to trying out the next one.) Making notes about error messages is an example of a more general trick called a [runbook](https://en.wikipedia.org/wiki/Runbook). Runbooks are aids to memory, scripts for what to do when you run into a problem. People think worse in the presence of stress, and runbooks can help reduce the need for thinking in the presence of stress. They're a way of programming people (your future self or others) rather than computers. ## Task 7: variables in registers, variables in memory (again) Go back to your program in Task 5. Replace the first statement declaring variable `x`: ``` var x: int ``` so it looks like this: ``` var x/edx: int <- copy 0 ``` Run `translate` (or `translate_emulated`) as usual. Use your runbook from Task 6 to address the errors that arise. ## Task 8: primitive statements vs function calls Managing variables in memory vs register is one of two key skills to programming in Mu. The second key skill is calling primitives (which are provided by the x86 instruction set) vs functions (which are defined in terms of primitives). To prepare for this task, reread the very first section of the Mu reference, on [functions and function calls](https://github.com/akkartik/mu/blob/main/mu.md#functions). Now look at the following programs. In each case, write down whether you expect translation to return any errors and why. ``` fn f a: int { } fn main { f 0 var r/eax: int <- copy 3 f r var m: int f m } ``` (When you're ready, try the above program out as `./translate tutorial/task8a.mu`.) ``` fn f -> _/eax: int { var result/ecx: int <- copy 0 return result } fn main { var x/eax: int <- f } ``` (When you're ready, try the above program out as `./translate tutorial/task8b.mu`.) ``` fn f -> _/eax: int { return 3 } fn main { var x/ecx: int <- f } ``` (When you're ready, try the above program out as `./translate tutorial/task8c.mu`.) Functions have fewer restrictions than primitives on inouts, but more restrictions on outputs. Inouts can be registers, or memory, or even literals. This is why the first example above is legal. Outputs, however, _must_ hard-code specific registers, and function calls must write their outputs to matching registers. This is why the third example above is illegal. One subtlety here is that we only require agreement on output registers between function call and function header. We don't actually have to `return` the precise register a function header specifies. The return value can even be a literal integer or in memory somewhere. The `return` is really just a `copy` to the appropriate register(s). This is why the second example above is legal. ## Task 10: operating with fractional numbers All our variables so far have had type `int` (integer), but there are limits to what you can do with just whole integers. For example, here's the formula a visitor to the US will require to convert distances mentioned on road signs from miles to kilometers: ``` distance * 1.609 ``` Write a function to perform this conversion. Some starting points: * Reread [the section on variables and registers](https://github.com/akkartik/mu/blob/main/mu.md#variables-registers-and-memory) with special attention to the `float` type. * Read [the section on fractional arithmetic](https://github.com/akkartik/mu/blob/main/mu.md#fractional-arithmetic). * One wrinkle is that the x86 instruction set doesn't permit literal fractional arguments. So you'll need to _create_ 1.609 somehow. See the section on moving values around under [operations on simple types](https://github.com/akkartik/mu/blob/main/mu.md#operations-on-simple-types). This task has four source files in the repo that reveal more and more of the answer. Start from the first, and bump down if you need a hint. * tutorial/task10.mu * tutorial/task10-hint1.mu * tutorial/task10-hint2.mu * tutorial/task10-hint3.mu