The Vale 0.2 release is out, and it includes a prototype for one of Vale's most productive features: perfect replayability.
With this feature, we eliminate all heisenbugs, so nobody ever has to spend hours trying to reproduce a tricky bug ever again.
It also makes our programs completely deterministic, which is invaluable for many kinds of networked applications, especially multiplayer games.
The prototype was just merged in, you can play with this feature today. 2
One of the biggest challenges in any debugging session is reproducing the problem. There are so many uncontrollable factors that affect whether a bug happens:
It can be nigh impossible to reproduce certain bugs. These are called "heisenbugs," because they always seem to appear when you aren't looking for them, and then disappear when you try to study them. 3
Often, we spend hours (a "hunting trip", as we say in the biz) trying to reproduce it in a debugger, hoping that we hit a certain breakpoint.
Then, when it hits, we celebrate! And then we sober up and put our detective hats on. We must step gingerly to make sure we don't hit "continue" in the debugger, thus losing our current state.
We also can't re-run the program, because it took hours to reproduce the bug even this once.
And since we can't re-run the program, we can't add any more printouts! We're stuck, unable to move.
At this point, all we can do is inspect the current state of the program, hoping that there's enough information there, hoping that there are enough printouts, hoping that we can identify the root cause.
And once we have a fix, we need another hunting trip to reproduce the problem again, to see if our fix worked. However, we never quite know if a successful run was successful because of our fix, or because the heisenbug is hiding again.
It would be amazing if instead, we could perfectly reproduce these problems, and then add printouts and even refactor our code, without additional hunting trips.
Sounds like a fantasy, right? How can this be possible?
This is pretty difficult to achieve in most languages, because they have undefined behavior, unsafe operations, and so on. Some languages even expose nondeterminism in their standard library (C#'s string.GetHashCode(), Java's WeakReference) with no way to make them deterministic.
This is just a prototype, and doesn't support multithreading yet. Read below for how we'll make it possible.
If you're impressed with our track record and believe in the direction we're heading, please consider sponsoring us on github! We can't do this without you, and we appreciate all the support you've shown.
This isn't actually how software bugs work, but it seems like it!
In short, we eliminate all undefined behavior, remove as many sources of nondeterminism 4 as possible, and record the rest.
Let's start with how we can record inputs!
We can start up our program in "recording mode", where Vale records all data that comes in via FFI, for example:
Any other FFI inputs are also recorded.
Then, when we start the program in "replaying mode", whenever the program attempts to call that FFI function, it will instead read from that recording file.
For a language to have perfect replayability, it can't have any undefined behavior.
Most languages can't guarantee zero undefined behavior, but we achieved it in Vale. This is because of Vale's complete memory safety 5 and its Fearless FFI, which isolates all safe data from unsafe data using the FFI boundary.
There are some sources of nondeterminism we had to carefully avoid, when designing Vale.
For example, casting a pointer to an integer is nondeterministic in any language, because memory addresses are randomly determined at run-time, because of Address Space Layout Randomization. For now, we've removed that kind of casting in Vale. We may add it back sometime in the future, with a promising "deterministic mapping allocator" which compensates for ASLR.
Another source of nondeterminism is uninitialized memory. For example, when we allocate an array and read it out-of-bounds, it's impossible to know what data it will read. Luckily, Vale's generational references guarantee we can't read uninitialized memory.
Making a program deterministic when there's multi-threading is actually simpler than one might assume. Basically, we:
Note that multi-threading is not fully implemented yet, we mention it to show the direction we're heading.
With the above measures, we find an amazing capability emerges: resilience.
We have "pure resilience", the ability to add pure function calls and printouts to our program, and be able to use the same recording. After all, it calls the same FFI functions in the same order, so why not?
We also have some "impure resilience", the ability to be able to refactor our program to a surprising extent, and still be able to use the same recording. If it calls the same FFI functions in the same order, then we can refactor quite a bit!
In fact, this resilience is what would separate Vale's perfect replayability from existing technologies like rr which just record a single execution, and dont allow modifying the source code.
We used deterministic replayability 7 to help us find five bugs we wouldn't have found otherwise.
To do this, we:
In the morning, we found that a lot of games had crashed. We replayed each one in the debugger, and reproduced the crash instantly.
We did this for each run, and root-caused the problems to five bugs.
If not for this technique, we might not have finished in time.
A lot of games already require perfect replayability. For example, most real-time strategy games require deterministic lock-step simulation which means:
Vale has determinism built into the language itself, so Vale could be an amazing choice for multiplayer games.
You can use replayability today, by passing --enable_replaying true to the valec invocation.
Then, run your program with --vale_record recording.bin to record an execution to recording.bin.
After that, you can run your program again with --vale_replay recording.bin to make it run the exact same way. (We recommend running this in a debugger if you want to break on an error.)
Note that this is just a prototype. Some things don't work yet, such as passing mutable references over the FFI boundary. Feel free to report any bugs to the GitHub repo!
There are a few limitations to this approach.
Still, for many cases, this is a small price to pay to completely eliminate heisenbugs and weeks-long investigative debugging sessions.
With perfect replayability, we made it so the language itself is not a source of nondeterminism, which allows us to be a lot more productive and spend a lot less time debugging.
We described this feature in pretty broad strokes! Those who want to read more on the implementation details are welcome to look at our internal designs for some more details.
In the coming weeks, we'll be writing more about "immutable calling" which helps eliminate memory safety overhead, so subscribe to our RSS feed, twitter, or the r/Vale subreddit, and come hang out in the Vale discord!
We hope you enjoyed this! And if you believe in the direction we're heading, please consider sponsoring us on github!
With your support, we can bring an end to all heisenbugs!
- Evan Ovadia
Nondeterminism is like unpredictability, it's a source of data that's different every run. For example, a function that returns the current time will be different every run.
Because of Vale's generational references, it can offer memory safety without unsafe escape hatches and without garbage collection.
We might even have a way to offer unsafe blocks and still maintain perfect replayability, see our internal notes if you'd like to know more on this.
At the time, we actually used a subset of C#. Since C# doesn't have perfect replayability, it was tricky to figure out what libraries let nondeterminism creep in.
Vale aims to bring a new way of programming into the world that offers speed, safety, and ease of use.
The world needs something like this! Currently, most programming language work is in:
These are useful, but there is a vast field of possibilities in between, waiting to be explored!
Our aim is to explore that space, discover what it has to offer, and make speed and safety easier than ever before.
In this quest, we've discovered and implemented a lot of new techniques:
These techniques have also opened up some new emergent possibilities, which we hope to implement:
We also gain a lot of inspiration from other languages, and are finding new ways to combine their techniques:
...plus a lot more interesting ideas to explore!
The Vale programming language is a novel combination of new innovations and ideas from the research world. Our goal is to publish our techniques, even the ones that couldn't fit in Vale, so that the world as a whole can benefit from our work here, not just those who use Vale.
Our medium-term goals:
We aim to publish articles biweekly on all of these topics, and create and inspire the next generation of fast, safe, and easy programming languages.
If you want to support our work, please consider sponsoring us on GitHub!
With enough sponsorship, we can: