[reactive] event merge problem?
Claus Reinke
claus.reinke at talk21.com
Tue Dec 16 20:32:22 EST 2008
> There's definitely a sneaky bug hiding somewhere. I'm still looking for a
> simple test case, preferably independent of the imperative/legacy adapter
> code. - Conal
You could always provide alternative implementations of the glut/.. adapters
that read recorded (or otherwise prepared) input from a file instead of glut,
and produce text logs instead of graphical output. Then you could convert
real-life examples to test cases.
What is wrong with Tetris.hs as a test case? If compiled with -threaded, it
does absolutely nothing until I press a key, then the piece jumps to whereever
the current simulation time and key say the piece should have moved by then.
If compiled without -threaded, again it doesn't do anything until the first keypress,
then the piece starts moving downwards until at some later point it reacts to the
keypress, then it stops until the next keypress.
That seems quite reproducable and simple. Btw, how can I make that code
(a) stop (return from anim3) when I press 'Esc' and (b) repaint when the window
gets reexposed?
Claus
> On Tue, Dec 16, 2008 at 3:04 PM, Peter Verswyvelen <bugfact at gmail.com>wrote:
>
>> Ah yes, you are right. So, if I understood it correctly, it is the
>> intention to use the partially evaluated data constructors to be able to
>> pattern match against e.g. NoBound a, even when a is not computed yet. So
>> yes, if an event has NoBound occurrences, and this event immediately
>> provides NoBound for the next future value even when the exact time is not
>> yet known, then I indeed don't see why the pattern match against MaxBound
>> would block... Mmm, Bob?
>>
>> On Tue, Dec 16, 2008 at 11:51 PM, Conal Elliott <conal at conal.net> wrote:
>>
>>> Time in Reactive has some structure.
>>>
>>> type Time t = Max (AddBounds t)
>>>
>>> Max adds a max-based Monoid instance. It's a newtype and so doesn't add
>>> any laziness/partiality. AddBounds, however, is a data type:
>>>
>>> data AddBounds a = MinBound | NoBound a | MaxBound
>>>
>>> Typically, the type parameter t in 'Time t' is bound to 'Improving
>>> Double', which adds yet more partiality to times.
>>>
>>> External inputs are represented by events whose occurrence times are
>>> wrapped with NoBound. The various matches against MaxBound then ought to
>>> fail immediately, without any examination of the improving double inside the
>>> NoBound.
>>>
>>> That's my intention, anyway. There may be a bug somewhere that thwarts
>>> this trick.
>>>
>>> I don't yet have a concrete example of the merge bug that Bob mentioned.
>>> Once I have one, I'll see what I can learn about it.
>>>
>>> - Conal
>>>
>>>
>>>
>>> On Tue, Dec 16, 2008 at 1:00 PM, Peter Verswyvelen <bugfact at gmail.com>wrote:
>>>
>>>> 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
>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> Reactive mailing list
>>>>> Reactive at haskell.org
>>>>> http://www.haskell.org/mailman/listinfo/reactive
>>>>>
>>>>>
>>>>
>>>
>>
>
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