1,569 karma · joined May 2, 2012
I'd say there were a lot more things problematic in practice with SoN than not relaxing effect edges enough - I'd argue that the bigger problem was that a single effect chain was not enough to represent the flexibility that SoN promised, while keeping the costs, and getting that flexibility would mean effectively extending the effect chain to one effect colour per object per field. Maybe this was a JS specific idiosyncrasy, but my experience was that the effect chain became almost homomorphic to the control chain (and when it wasn't, we had bugs), and then you may as well merge the two into a CFG - if you have to skip over links in your effect chain to skip over certain kinds of effect then you can equally well skip over zero effect nodes too. With SoN, we got all the costs and (almost none) of the benefits, hoisting really isn't so difficult that you have to design your whole IR around it.
As for IR design and TFs good architectural decision, idk, I don't think it's all that different from what we ended up with in maglev. All those classes are just convenience views onto a consistent node layout (with e.g. the same trick as TF of putting inputs behind the node), and so far we haven't had issues with it - time will tell I suppose.
Overall, this narrative that TF, with it's SoN and other serial decisions, was super clever and built by very smart senior engineers that just all moved on and left behind just us dummies that don't get it -- I've honestly never argued against it. Hell, I can even agree with it, same as I totally believe Cliff when he says that he could easily solve every problem we struggled with (likely by doing it in the scheduler). Tony Stark built one in a cave with a bunch of scraps, but unfortunately I'm not Tony Stark, and we've ended up choosing human comprehension (instead of superhuman) as a design constraint so that us dummies can still work on it after all the senior engineers got promoted away or bored. I think this is a good decision and I stand by it.
If you wanted to implement JS in wasm, you'd either need a bunch of wasm extensions for JS semantics (dynamic object shape, prototypal inheritance, etc), or you'd need to implement them in wasm from scratch and basically ship a JS runtime written in wasm. Either that, or you need to change the language, which means de facto adding a new language since the old JS still has to stick around for old pages.
[0] https://tc39.es/ecma262/#sec-let-and-const-declarations [1] https://tc39.es/ecma262/#sec-variable-statement