Tuesday, October 7, 2008

Imperative Reactivity

The LINK primitive was already presented in this post.
LINK makes the use of event-driven paradigm easier, avoiding all the bureaucracy of events definition, posting and handling: they are all done implicitly.
However, in another post we pointed out three issues in this paradigm: inversion of control, multi-core processors and listener life cycle.

This post deals with the first and more annoying limitation of event-driven programming: inversion of control.
Event-driven programming demands that its callbacks execute very fast as the event handling is serialized: while one event is being handled, others are not - only one callback executes at a time.
Callbacks are, therefore, logically instantaneous and can't hold state. They commonly receive state (those void* parameters), decode it (to work like a state machine and know where it was left), update it and return.
The sequential execution paradigm is broken here, as control is now guided by the event queue (the environment).

LuaGravity supports reactivity inside its methods in some way like Esterel does.
The AWAIT primitive suspends the execution of a method and waits for another method (or timer) to happen.
For example, AWAIT(keyboard.ENTER.press) suspends the running method until ENTER is pressed.
AWAIT is like a LINK, but is broken when its condition happens and resumes (instead of calling) the suspended method.

A little bit confusing, huh?
Hope the following example helps.
Let's say we want an animation to change its direction following the sequence RIGHT, DOWN, LEFT and UP when the respective keys are pressed.
Without using the AWAIT primitive, we need to hold state between successive executions of animation.changeDirection.
With the use of AWAIT, we code the animation sequentially.


-- WITHOUT AWAIT
LINK(RIGHT.press, animation.changeDirection)
LINK(DOWN.press, animation.changeDirection)
LINK(LEFT.press, animation.changeDirection)
LINK(UP.press, animation.changeDirection)

function animation.changeDirection (key)
if (obj.state == 'right') and (key == 'DOWN') then
obj.state = 'down'
obj.x = obj.x() -- stay here
obj.y = obj.y() + S(obj.speed) -- move down

elseif (obj.state == 'down') and (key == 'LEFT') then
obj.state = 'left'
obj.x = obj.x() - S(obj.speed) -- move left
obj.y = obj.y() -- stay here

elseif (obj.state == 'left') and (key == 'UP') then
obj.state = 'up'
obj.x = obj.x() -- stay here
obj.y = obj.y() - S(obj.speed) -- move up

elseif (obj.state == 'up') and (key == 'RIGHT') then
obj.state = 'right'
obj.x = obj.x() + S(obj.speed) -- move right
obj.y = obj.y() -- stay here
end
end
-- WITH AWAIT
while true do
AWAIT(RIGHT.press)
obj.x = obj.x() + S(obj.speed) -- move right
obj.y = obj.y() -- stay here

AWAIT(DOWN.press)
obj.x = obj.x() -- stay here
obj.y = obj.y() + S(obj.speed) -- move down

AWAIT(LEFT.press)
obj.x = obj.x() - S(obj.speed) -- move left
obj.y = obj.y() -- stay here

AWAIT(UP.press)
obj.x = obj.x() -- stay here
obj.y = obj.y() - S(obj.speed) -- move up
end
In the code above, obj.x() takes its current position, and S(obj.speed) animates the objects (position = integral of speed).
Much cleaner with AWAIT, isn't?
See the result in the video below:

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