[reactive] event merge problem?
Peter Verswyvelen
bugfact at gmail.com
Tue Dec 16 16:00:39 EST 2008
But isn't just matching against MaxBound or MinBound enough to enforce the
computation of the time value? And hence block when the event is
not-never-occuring (hu that sounded weird)?
2008/12/16 Conal Elliott <conal at conal.net>
> Yes indeed. The issue is that if you know one of the events will never
>> happen again, what you want to do is stop merging, and throw the
>> never-occurring event in the bin. Unfortunately, to pattern match against
>> the never occurring event then blocks checking whether the match works or
>> not :(.
>
>
> I'm trying to understand what the problem is here. I think the
> not-yet-known values are all wrapped with a NoBound and so should pass right
> by the MaxBound pattern matches without blocking.
>
> - Conal
>
> On Tue, Dec 16, 2008 at 2:56 AM, Thomas Davie <tom.davie at gmail.com> wrote:
>
>>
>> On 16 Dec 2008, at 11:50, Claus Reinke wrote:
>>
>> Seems to be partially timer- and partially event-merge-related:
>>>>> if I compile with -threaded, the pieces do not move at all on their
>>>>> own, but as long as I keep pressing "down", the game appears
>>>>> playable as intended; if I compile without -threaded, the pieces
>>>>> move occasionally, but the effects of keyboard input are entirely
>>>>> unpredictable.
>>>>>
>>>>
>>>> I've noticed this behavior in since the last couple of days, So at a
>>>> guess a bug got introduced
>>>> somewhere along the line. The merge issue is known -- at the moment,
>>>> an occurrence doesn't
>>>> appear in the output until it's known whether or not the other event
>>>> ever occurs, which isn't
>>>> ideal. Unfortunately, the obvious fix for the issue creates a large
>>>> memory leak, I've been
>>>> playing with a few ways to fix this.
>>>>
>>>
>>> Thanks for the info, Tom,
>>>
>>> where can I find more details about this merge issue? Given that
>>> FRPLs are traditionally synchronously concurrent languages, this
>>> is rather surprising: when sampling anything, one knows about
>>> everything's values _now_, which should be sufficient for merge,
>>> no matter whether the other event might or might not happen later.
>>>
>>
>> Yes indeed. The issue is that if you know one of the events will never
>> happen again, what you want to do is stop merging, and throw the
>> never-occurring event in the bin. Unfortunately, to pattern match against
>> the never occurring event then blocks checking whether the match works or
>> not :(. The particular interesting bit of code is in PrimReactive.hs
>> (Conal's comments here):
>>
>> -- | Merge two 'Future' streams into one.
>> merge :: Ord t => Binop (FutureG t (ReactiveG t a))
>>
>> -- The following two lines seem to be too strict and are causing
>> -- reactive to lock up. I.e. the time argument of one of these
>> -- must have been _|_, so when we pattern match against it, we-- block.
>> --
>> -- On the other hand, they patch a massive space leak in filterE. Perhaps
>> -- there's an unamb solution.
>>
>> Future (Max MaxBound,_) `merge` v = v
>> u `merge` Future (Max MaxBound,_) = u
>>
>> u `merge` v =
>> (inFutR (`merge` v) <$> u) `mappend` (inFutR (u `merge`) <$> v)
>>
>> -- What's going on in this 'merge' definition? Try two different
>> -- future paths. If u arrives before v (or simultaneously), then
>> -- begin as u begins and then merge v with the rest of u. Otherwise,
>> -- begin as v begins and then merge u with the rest of v. Because of
>> -- the left-bias, make sure u fragments are always the first argument
>> -- to merge and v fragments are always the second.
>>
>>
>> Bob
>
>
>
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