Create Vue Component based on Real Hardware #LED - part 3: use Rust as the computational layer
Repository
What Will I Learn?
This tutorial is the continuation of my previous tutorial to make WebComponent of a real LED. In this tutorials, we will try to reduce the bundle size of our component. Overall you will learn about:
- How to build Vue components
- How to utilize Rust as the computational layer
- How to use dimensioned package to do UoM checking at compile time
- How to trigger Webpack code splitting
Requirements
- Basic understanding of HTML and Typescript
- Basic understanding of Vuejs and Class-Style Vue Components
- Install vue-cli and yarn
- Some basic knowledge about WebAssembly (
wasm
) limitation - Install rustup
- Install some code-editor/IDE (strongly suggested to use VSCode + Vetur)
Difficulty
- Intermediate
Tutorial Contents
On the previous tutorial, we learn how to reduce the bundle size of our LED WebComponent from ~1,76 mb to ~485 kb which is 72% reduction by utilizing partial import and remove auto conversion unit feature. However, it's risky to build a component that mimics real-world behaviorwithout UoM type check, especially when you are maintaining the long-running project or big codebase. One example of the importance of agreed units is the failure of the NASA Mars Climate Orbiter, which was accidentally destroyed on a mission to Mars in September 1999 instead of entering orbit due to miscommunications about the value of forces: different computer programs used different units of measurement (Newton versus pound force). Considerable amounts of effort, time, and money were wasted [2] [6].
In this tutorial, we will implement the computation layer in Rust (see my another tutorial for more insight about mixing Vue with Rust and how WebAssembly works) and use dimensioned package to have type safety in unit measurement level.
Integrating Rust build WASM with Webpack (vue.config.js
)
In our first tutorial about building real LED, we use vue-cli 3 to scaffold our project. The nice thing about vue-cli is it's easy to configure and the configuration is plugin base. In vue-cli 3, rather than using webpack.config.js
to configure the build system, it uses vue.config.js
which hide some of the webpack configurations that is obvious. Before dive into vue.config.js
file, let's setup our Rust build system first:
rustup default nightly
rustup target add wasm32-unknown-unknown
As I mentioned in my another tutorial, Rust build for WebAssembly are still in nightly channel so we need to switch the default
compiler to nightly
. Currently, there are 2 WebAssembly compiler for Rust, wasm32-unknown-unknown
and wasm32-unknown-emscripten
(utilize emscripten toolchain). We are going to install wasm32-unknown-unknown
compiler because wasm32-unknown-emscripten
have potential to make our component become bloated.
In this tutorial, we are going to structure our project in Rust workspace mode instead of Rust library mode like in my another tutorial. In workspace mode, we can output multiple .wasm
file for each .rs
file with the downside we also need to create multiple Cargo.toml
. To utilize workspace mode, we need to structure our project more or less like in Fig 1.
~/vue-hardware
├── src
│ ├── components
│ │ └── Led
│ │ ├── Cargo.toml
│ │ ├── Led.vue
│ │ └── led.rs
│ ├── App.vue
│ ├── main.ts
│ └── math.ts
├── Cargo.toml
├── package.json
├── tsconfig.json
├── tslint.json
└── vue.config.js
Fig.1 - project structure for workspace mode
In Fig 1, we see that there is only 2 ./Cargo.toml
file because we only have 1 Vue component (Led.vue
) that depend on Rust code (led.rs
). File ./Cargo.toml
that placed in root project are Rust workspace configuration while file in ./src/components/Led/Cargo.toml
are Rust library configuration which we will use to build led.rs
into .wasm
file.
[workspace] members = [ "src/components/Led", ]
Content of
./Cargo.toml
[package] name = "led" version = "0.1.0" authors = ["Name <[email protected]>"] [lib] crate-type = ["cdylib"] path = "led.rs"
Content of
./src/components/Led/Cargo.toml
Fig.2 - configuring the project
In Fig 2, we create the Cargo.toml file in the root of the project and that will configure the entire workspace. This file won’t have a [package]
section or the metadata we’ve seen in other Cargo.toml files but will instead start with a [workspace]
section that will allow us to add members to the workspace by specifying the path that contains Cargo.toml for library build; in this case, that path is src/components/Led
. In ./src/components/Led/Cargo.toml
, we specify crate-type
as cdylib
that will produce dynamic system library. This is used when compiling Rust code as a dynamic library to be loaded from another language. This output type will create *.so
files on Linux *.dylib
files on macOS, and *.dll
files on Windows. Because by default cargo will build src/lib.rs
(the path are relative to Cargo.toml), we need to specify path
which is led.rs
(we don't write it as ./led.rs
because by default cargo will treat it as relative path).
After we prepare the Cargo.toml as workspace mode, we need to install loader that can automatically run cargo build --target wasm32-unknown-unknown
so our rust code gets compiled into WebAssembly code when we serve via webpack dev server by executing yarn serve
.
yarn add rust-native-wasm-loader wasm-loader -D
That command will install rust-native-wasm-loader
and wasm-loader
. Now, we can begin to integrate that loader into the webpack build system.
module.exports = {
configureWebpack: {
module: {
rules: [{
test: /\.rs$/,
use: [{
loader: 'wasm-loader'
}, {
loader: 'rust-native-wasm-loader',
options: {
release: process.env.NODE_ENV === 'production',
gc: process.env.NODE_ENV === 'production'
}
}]
}]
}
}
}
Content of vue.config.js
In file vue.config.js
, we define the rule that any file with a name that ends with .rs
(by declaring test: /\.rs$/
) will get compiled via rust-native-wasm-loader
then chained to wasm-loader
(for more detail see my another tutorial). Because we only need bundle optimization (reduce bundle size) only when we execute yarn build
, we enable release
and gc
options only when in production mode so that it compiles faster when we enter development mode via yarn serve
. Because we enable gc
options, we need to install wasm-gc
using this command
cargo install wasm-gc
That will install wasm-gc
command in the global environment. wasm-gc
are responsible to gc (garbage collector) a wasm module and remove all unneeded exports, imports, functions, etc which reduce the bundle drastically (see at the end section of my another tutorial).
Implement the computation in Rust
Although WebAssembly only supports i32, i64, f32, and f64, rust wasm compiler can support u8, i8, u16, i16, i32, u32, and many more because under the hood wasm-unknown-unknown
use LLVM to produce wasm code. In other words, we can utilize primitive data type u8, i8, u16, and i16. After we have prepared our project to be able to compile rust code into wasm, we can begin to write rust code to do the computation part.
src/components/Led/led.rs
and fill it with
#[no_mangle]
pub fn diameter(size: u8, scale: u8) -> u8 {
size * scale
}
#[no_mangle]
pub fn brightness(v_in: f32, i_in: f32, p_max: f32) -> f32 {
v_in * i_in / p_max
}
In src/components/Led/led.rs
, we make two functions: diameter
to get bulb diameter in pixel scale and brightness
to calculate the brightness of Led scale from 0 to 1 (that's why it use f32 data type). In diameter
function you will notice that we do the computation in unsigned 8 bit (u8) domain. We do the computation in u8 domain because here we are trying to limit the bulb diameter to be 255 by utilizing 8 bit integer overflow behavior. In other words if size * scale
more than 255 then it will get a runtime error as shown in Fig 3.
Fig.3 - integer overflow error at runtime because 6×30 ⩽̸ 255
Next step, we need to load led.rs into our Led.vue component. We need to create member variable to be bind as webassembly instance so that we can use webassembly methods across all methods in class Led
. Also, we need to load led.rs as wasm in beforeCreate
hooks and bind webassembly instance into a member variable we have been created as shown in Code Change 1.
private led: any = { brightness: (Vin: number, Iin: number, Pmax: number) => Number(), diameter: (size: number, scale: number) => Number(), }
Some section in
src/components/Led/Led.vue
to do wasm bindingasync beforeCreate() { const loadWasm = await import('./led.rs') const wasm = await loadWasm.default() this.led = wasm.instance.exports }
Some section in
src/components/Led/Led.vue
to bind memberled
with wasm instance
In Code Change 1, we created member variable led
which is object type that consists methods brightness
and diameter
that all of them accept and return Javascript primitive type number
. We declare access level of led
as private because we only use it inside the class and never use it in <template>
or other class/component. We also bind it to wasm instance at beforeCreate
hook. Not like my another tutorial before, we declare beforeCreate
as a Promise
by using async
modifier and use await
to load wasm code (most people abbreviate this technique as async/await method). Also, by asynchronously importing led.rs
will enable code splitting feature in webpack which will split our bundle size.
Finally, we can use the wasm code to calculate the brightness and height(size) of our LED. To do this we replace the calculation that previously writes in JS/TS with wasm function. In this case, we replace it with this.led.brightness
and this.led.diameter
as shown in Code Change 2.
get brightness(): number { const result = this.led.brightness( unit(this.inputVoltage).toNumber('volt'), unit(this.inputCurrent).toNumber('ampere'), unit(this.maxPower).toNumber('watt') ) this.broken = (result > 1.00) return this.broken ? 0 : result }
Some section in
src/components/Led/Led.vue
to calculate brightnessget height(): number { return this.led.diameter( unit(this.size).toNumber('millimeter'), unit(this.scale).toNumber('pixel/millimeter') * 1.3 ) }
Some section in
src/components/Led/Led.vue
to calculate diameter
In Code Change 2, we still need to convert our props into number data type because the props accept only string to do Unit Measurement validation. To convert that we use a function in mathjs called unit.toNumber
. Notice that in computed properties brightness
, we convert the unit measurement into SI base unit because of we calculate brightness in floating point domain (regardless 32bit or 64bit). While in computed properties height
, we are converting the unit measurement into same as a unit measurement in props because we calculate it in 8-bit integer domain which it will produce errors if one single operation result is more than 255. For example, this simple operation 26*11/10
will produce an error because 26*11
is 286
which is more than 255.
Utilize dimensioned
crate to do UoM check
In the first tutorial of this series, we use mathjs to do UoM check at runtime but we found out in part 2 of this tutorial series that will increase the bundle size significantly and we don't have a way to do code splitting in mathjs compile
feature. Also, the downsides of doing UoM check at runtime are:
- we need to check console message if it gets runtime errors,
- if we use CI (Continous Integration), we need to write tests that run on the headless/real browser to check if some change in our code make the equation become incorrect.
Instead of doing UoM check at runtime, we can use UoM check that runs at compile time which is faster to identify error (because it will not compile when there are errors). There is Rust crate name dimensioned
and the great thing is it provide multiple unit measurement standard (dimensioned
call it unit systems) like SI and CGS. This is where we utilize Rust and use dimensioned
crate to do UoM check at the unit systems level.
dimensioned
crate in src/Led/Cargo.toml
file
[dependencies]
dimensioned="0.6"
When we change Cargo.toml defined in the workspace, our project will automatically be updated as long as we are still running command yarn serve
. This including download and installing added dependencies which in this case is dimensioned
crate. After the update is done, we can begin to import dimensioned
crate, use some predefined UoM, and create new unit systems to hold unit type pixel as shown in Code Change 3.
#[macro_use] extern crate dimensioned as dim;
1. import
dimensioned
crate asdim
, including its macrosuse dim::si::{Ampere, Unitless, Volt, Watt};
2. import some of UoM type from SI unit type system
make_units! { GRAPHICS; NUM: Number; base { PX: Pixel, "px"; MM: Millimeter, "mm", Length; } derived { PX_PER_MM: PixelPerMilliMeter = (Pixel / Millimeter); } constants {} fmt = true; }
3. create new unit type system called
GRAPHICS
with its UoM type
Code Change 3.1 is the syntax to import dimensioned
crate with its macros (notice that there is #[macro_use]
). In Code Change 3.2, we begin to declare which SI units that we want to use. In this case are Ampere, Volt, Watt, and Unitless. Maybe you notice that Unitless are not part of SI unit systems and that's true. Unitless are UoM which doesn't have a unit which for example 3.2
, 1
, -2
, and 0
are Unitless while 3.2V
, 1px
, -2mA
, and 0W
is not Unitless.
In Code Change 3.3, we define new unit systems called GRAPHICS
which the purpose is only to hold unit type Pixel with its derivative. Because it only feeds height
function with arguments that in mm and px/mm, we only declare 2 base unit, 1 derivative which is the combination of that 2 base unit, and 0 constant. For more detail how to use it see the documentation of macro.make_units. These new unit systems are only used when constructing the equation of diameter
as shown in Code Change 4.
In Code Change 4, we only replace each argument and return types (which is rust primitive types) of diameter
and brightness
function with UoM types provided and declared by dimensioned
crate. Notice that we are not changing the primitive types that we previously declare, instead, we only add UoM types on top of primitive types we previously declared. In another word, we have 2 level check which first is the Rust primitive types and the second is UoM types provided by dimensioned
crate. The interesting part is when we make mistake we get immediate feedback (error) as shown in Fig 4.
Correcting the equation
Unfortunately, our equation to calculate brightness which that we write in the first tutorial are inaccurate because LED is actually Diode which has a voltage drop. In the most LED datasheet, voltage drop named as forward-voltage with symbol Vf. In other words, it will operate if there is enough voltage fed to the LED as shown in Fig 5.
Each LED type has different forward voltage. The typical forward voltage for the red LED is 2.0V ⁺∕₋ ~0.2V. If we take the minimum value of red LED forward voltage, then the voltage drop of our component will be 1.8V. Based on Fig 5 we can conclude:
Base on equation 1, there are 2 condition when LED not emitting any light. First, when Iin × ( Vin - Vf ) > Pmax which is the condition when the LED is broken. Second is when Vin > Vf where in our case input-voltage
must be greater than forward voltage of the LED which is 1.8V. We have already implement the first condition in our first tutorial of this series. The rest is to implement the second condition which shown in Code Change 5.
use dim::si::f32consts::{V};
1. import constant UoM type V from SI unit type system with primitive data type
f32
#[no_mangle] pub fn brightness(v_in: Volt<f32>, i_in: Ampere<f32>, p_max: Watt<f32>) -> Unitless<f32> { let v_forward = 1.8 * V; // voltage drop (Vf) if v_in >= v_forward { (v_in - v_forward) * i_in / p_max } else { Unitless::new(0.) } }
2. change
brigtness
function base on equation 1
In Code Change 5.1, we import SI unit constant type V
so that we can use it in brightness
function as shown in Code Change 5.2. Notice that we import it from f32consts
namespace so that constant type V
are compatible with UoM type Volt<f32>
which hold primitive data type f32. In Code Change 5.2, we utilize type inference feature in Rust so that variable v_forward
will automatically have type Volt<f32>
. Also, dimensioned
crate can perform type-level arithmetic so that operation 1.8*V
will automatically infer that the result is 1.8
with a type Volt<f32>
. After we have declared our constant variable v_forward
, we can safely write the second condition when the LED begin to emit light. Notice that when condition v_in >= v_forward
is not met, we return 0 with the type Unitless<f32>
hence we write it Unitless::new(0.)
(there is no need casting to f32 type, thanks to type inference feature).
Conclusion
In summary, we are able to implement UoM check-in Rust which is run at compile time. UoM check at compile is faster to get feedback (error) rather than UoM check at runtime. We also gain more confidence when correcting the equation that was previously written because when we write it wrong, the compiler will give us a feedback about where is the line of code that is wrong. However, dimensioned
crate (the package that we use to do UoM check) has a terrible error message which still been working on. Also, if we bundle our LED component into WebComponent, we will get the result as shown in Table 1.
yarn build --target wc --name hw-led **/Led.vue
File | Size | Gzipped |
---|---|---|
dist/hw-led.0.min.js | 561.96 kb | 87.87 kb |
dist/hw-led.min.js | 162.13 kb | 48.58 kb |
dist/hw-led.0.js | 562.20 kb | 88.01 kb |
dist/hw-led.js | 537.68 kb | 121.48 kb |
The total of the bundle size shown in Table 1 is nearly same as the bundle size when we use mathjs (see part 2) to do UoM check at runtime. However, unlike mathjs partial import, we still can do code splitting which will make the loading time faster. Because wasm code is hard to minified, it's obvious if we look at Table 4 that the Rust code part is compiled into dist/hw-led.0.js
file.
In the next tutorials (which is the last tutorial of this LED series), we can finally write tests script to make our LED WebComponent maintainable and can invite contributor to contribute to this simple component. Next series we still create a component based on one of this real hardware:
interface | hardware | type | series |
---|---|---|---|
Digital/Analog | LED | transducer | Ongoing |
Digital/Analog | DC motor | actuator/sensor | TBD |
Digital | PIR | sensor | TBD |
Analog | LDR | sensor | TBD |
Analog | FSR | sensor | TBD |
PWM | Servo motor | actuator | Planned |
PWM | Ultrasonic (HC-SR04) | sensor | TBD |
I2C/SPI | IMU | sensor | TBD |
Curriculum
- Create Vue Component based on Real Hardware #LED - part 2: reduce the bundle size
- Create Vue Component based on Real Hardware/Thing #LED - part 1: implementing from basic math equation while doing UoM and CoU
- Complementary:
References
- Dimensional Analysis in Programming Languages (highly recommend reading this to better understand UoM benefit)
- NASA Mars Climate Orbiter (see cause of failure)
- LED Basics
- F# Unit of Measure
- dimensioned crate
- Unit of Measurement (UoM) definition
- SI base unit
Wow amazing tutorial
Thank you 😊
Thank you for your contribution.
This is one of the more impressive tutorials I have gone through.
I enjoyed reading the concepts behind, haven't ran into them before! But also loved the citations and the academic approach into it!
Would have loved to see your own output and relevant screenshots/vids of running the solution.
Great work!
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Thank you for the moderation. I'm glad that someone like it despite in busy.org says 18 min read 😂 (don't have a clue how to shorten it).
Actually, the end result is in the first animated gif that I use as a banner. Maybe for a process that takes >10s long, I will present it as a video rather than animated gif.
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To support your work, I also upvoted your post!
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