The PolyML.SaveState structure provides a way for a program to save changes without the expense of exporting and building a new executable. Unlike the PolyML.export function which saves the complete state it is possible with the functions in this structure to save just the modifications. In addition it avoids the need for a linker which is needed to turn an exported object file into an executable. Because only the modifications are saved a saved state can only be loaded into the executable that created it.
structure SaveState: sig val saveState : string -> unit val loadState : string -> unit val saveChild : string * int -> unit val renameParent : {child: string, newParent: string} -> unit val showHierarchy : unit -> string list val showParent : string -> string option val loadHierarchy: string list -> unit structure Tags: sig val fixityTag: (string * NameSpace.Infixes.fixity) Universal.tag val functorTag: (string * NameSpace.Functors.functorVal) Universal.tag val signatureTag: (string * NameSpace.Signatures.signatureVal) Universal.tag val startupTag: (unit -> unit) Universal.tag val structureTag: (string * NameSpace.Structures.structureVal) Universal.tag val typeTag: (string * NameSpace.TypeConstrs.typeConstr) Universal.tag val valueTag: (string * NameSpace.Values.value) Universal.tag end val loadModule: string -> unit val loadModuleBasic: string -> Universal.universal list val saveModule: string * {functors: string list, onStartup: (unit -> unit) option, sigs: string list, structs: string list} -> unit val saveModuleBasic: string * Universal.universal list -> unit end
For many purposes the simple saved state is sufficient. This is created with saveState and loaded with loadState.
val saveState : string -> unit
val loadState : string -> unit
Loads a saved state file. This overwrites any changes made before the load with the contents of the load file. It does not affect mutables created since the session began nor does it affect function arguments or local variables.
The single level saved state created by saveState contains all the data that is accessible by the program apart from immutable data present in the executable. Hierarchical saved states extend this idea by allowing a program to save only the data that is not present in a previously loaded state. Saving a state that contains only the new data creates a "child" of the existing saved state which is the "parent". When the child is loaded in a new session the parent must also be loaded in order to provide the full state. Since the parent may itself be a child of another saved state this forms a chain of related saved states. A particular parent may have several children depending on it. When loadState is called with a file name that refers to a child saved state it automatically loads the parents using information held in each file.
The run-time system retains information about the last file that was loaded or saved and its parents. The information is updated whenever loadState, saveState or saveChild are called.
val showHierarchy : unit -> string list
Returns a list of the file names in the current hierarchy. The first item in the list is the top-most saved state, the next is the immediate child of that state and so on. The last item will be the file name that was actually given as argument to loadState, saveState or saveChild.
val saveChild : string * int -> unit
saveChild (f, n) writes out a saved state to file name f at hierarchy level n. n may be between zero and the current hierarchy level, inclusive. saveState(f) is equivalent to saveChild(f, 0). Typically, saveChild will be called with a new file name and a value for n which is the length of the current hierarchy list. This will make a new child which contains only the information added since the last call to loadState, saveState or saveChild. However, it is possible to use a different value and this will cause the saved state to include data from other saved states of the same or deeper hierarchy.
val renameParent : {child: string, newParent: string} -> unit val showParent : string -> string option
A child saved state contains the file name of its parent so that when the child is loaded the parent can be loaded automatically. If the parent file is moved for any reason renameParent can be used to modify the parent file name held in a child so that it can be loaded from the new location. showParent returns the current value of the parent file name for a child saved state. If the saved state has no parent showParent returns NONE.
The persistent store of earlier versions of Poly/ML was similar to this in that the commit function saved only the changes back to the database. There was also a make_database function that created a child database that contained only the changes from the parent. There are a number of differences. A saved state is read and written as a whole and is not locked once it has been read. As a rough equivalent commit and make_database can be written as
fun commit() = let val h = PolyML.SaveState.showHierarchy() in saveChild(List.last h, length h - 1) end and make_database f = let val h = PolyML.SaveState.showHierarchy() in saveChild(f, length h) end
The definition of commit assumes that a saved state has already been loaded and will fail if it has not.