What is use case of thenAcceptAsync in lettuce - lettuce

What is use case of thenAcceptAsync? There is an explanation on https://lettuce.io/core/release/reference/#asynchronous-api, but I do not get it.
I thought thenAccept is already handling the event async and it is not blocking the main thread. In what use cases do I need thenAcceptAsync? It'd be great if there is an example.

thenAccept is executed in the event loop of netty, if you are calling a long/blocking operation using thenAccept you are going to block the event loop.
So in this case you can run a long running/blocking part of your code in a separate executor to keep event loop free.

Related

swift stop loop and continue it with a button

is it possible to stop an for in loop and continue it and the stopped position with a button.
i mean something like this:
for x in 0..<5 {
if x == 3 {
// show a button
// this button have to be pressed
// which do some tasks
// when all tasks are finished >
// continue this loop at the stopped point
}
}
is this possible? if yes, how?
Short answer: use a semaphore
Longer answer:
Your situation is an example of the more general case of how to pause some computation, saving its current state (local variables, call stack, etc.), and later to resume it from the same point, with all state restored.
Some languages/systems provide coroutines to support this, others the more esoteric call with current continuation, neither are available to you (currently) Swift...
What you do have is Grand Central Dispatch (GCD), provided in Swift through Dispatch, which provides support for executing concurrent asynchronous tasks and synchronisation between them. Other concurrency mechanisms such as pthread are also available, but GCD tends to be recommended.
Using GCD an outline of a solution is:
Execute you loop as an asynchronous concurrent task. It must not be executing on the main thread or you will deadlock...
When you wish to pause:
Create a semaphore
Start another async task to display the button, run the other jobs etc. This new task must signal the semaphore when it is finished. The new task may call the main thread to perform UI operations.
Your loop task waits on the semaphore, this will block the loop task until the button task signals it.
This may sound complicated but with Swift block syntax and Dispatch it is quite simple. However you do need to read up on GCD first!
Alternatively you can ask whether you can restructure your solution into multiple parts so saving/restoring the current state is not required. You might find designs such as continuation passing style useful, which again is quite easy using Swift's blocks.
HTH

How to synchronise callback function when in a loop

I am pretty new to iPhone development. i need some help on how to synchronize a callback method and a for loop.
For example:
I have a for loop say 1 to 3.
Within this loop, first i send message to a receiver. The result from the receiver is obtained in a callback function. With this result i need to perform some parsing. Now how can i continue with the loop??
BR,
Suppi
Edited with Code:
-(void)requestData{
for (int i=1; i<3; i++) {
completeMessage = [self generateMessage:message];
[self sendMessageToReceiver:completeMessage];
//now it goes to the callback function to read message from receiver. How do i return to this point?? to continue the loop.
[self dosomething:result];
}
}
I don't know much about iPhone development but based on my asynchronous function calling experience you might have to reconsider your approach - assuming this is an asynchronous function call.
When you go through the loop the first time, your code is going to call all the asynchronous functions and move on. It is not going to wait. If you want it to wait for each function call then you either shouldn't use asynchronous functions or use a thread.wait or thread.sleep function in the loop. You could also use some kind of thread synchronization and signalling in the loop. For example, you could make the asynchronous call and then your thread waits until it gets a signal from your callback to continue.
You may want to take your custom end processing out of the loop and do it after all your callbacks are done. You could put state in a common location for each of your callbacks and use it after the callbacks are done.
Of course, you would need to wait until all the callbacks are done before you can continue.
Hope this helps.
Launch the message in a separate thread:
[receiver performSelectorInBackground:#selector(doSomething)];
use performSelectorInBackground:withObject: if you wish to pass a parameter.
Convert your "for" loop into the equivalent goto statements. Then break the goto basic blocks into methods and method calls without goto's. Then break the method containing the wait into 2 methods and use an asynchronous call and callback in between them. You may have to save some of the local and for loop's implicit state in instance variables.
Goto's are not always bad. They are just implicit in more readable structured and/or OOP messaging constructs. Sometimes the compiler can't do the conversion for you, so you need to know enough about raw program control sequencing to do it yourself.

What is the difference between GCD Dispatch Sources and select()?

I've been writing some code that replaces some existing:
while(runEventLoop){
if(select(openSockets, readFDS, writeFDS, errFDS, timeout) > 0){
// check file descriptors for activity and dispatch events based on same
}
}
socket reading code. I'd like to change this to use a GCD queue, so that I can pop events on to the queue using dispatch_async instead of maintaining a "must be called on next iteration" array. I also am already using a GCD queue to /contain/ this particular action, hence wanting to devolve it to a more natural GCD dispatch form. ( not a while() loop monopolizing a serial queue )
However, when I tried to refactor this into a form that relied on dispatch sources fired from event handlers tied to DISPATCH_SOURCE_TYPE_READ and DISPATCH_SOURCE_TYPE_WRITE on the socket descriptors, the library code that depended on this scheduling stopped working. My first assumption is that I'm misunderstanding the use of DISPATCH_SOURCE_TYPE_READ and DISPATCH_SOURCE_TYPE_WRITE - I had assumed that they would yield roughly the same behavior as calling select() with those socket descriptors.
Do I misunderstand GCD dispatch sources? Or, regarding the refactor, am I using it in a situation where it is not best suited?
The short answer to your question is: none. There are no differences, both GCD dispatch sources and select() do the same thing: they notify the user that a specific kernel event happened or that a particular condition holds true.
Note that, on a mac or iOS device you should not use select(), but rather the more advanced kqueue() and kevent() (or kevent64()).
You may certainly convert the code to use GCD dispatch sources, but you need to be careful not to break other code relying on this. So, this needs a complete inspection of the whole code handling signals, file descriptors, socket and all of the other low level kernel events.
May be a simpler solution could be to maintain the original code, simply adding GCD code in the part that react to events. Here, you dispatch events on different queues depending on the particular type of event.

iphone: sleepUntilDate vs sleep

here is question:
i have 2 threads: the main one and the other.
on the main thread i perform anything gui related
on the other thread i perform all my calculations
on some operation i have to stop the second thread for some seconds, waiting the first thread to do something....
my question:
which is the best option and why?
being in the second thread..
use sleepUntilDate
use sleep function
any other option?
the pseudo code is this:
on the second thread:
...
do some calculations
send the results to the first thread and wait for the # of seconds to wait (let's say K)
wait K seconds
+[NSThread sleepForTimeInterval:] is more likely to do what you want if the time suddenly changes. Being in the second thread doesn't affect things.
However, I don't see why the second thread should have to sleep at all. If you want to wait for new data, use something like NSCondition or NSConditionLock to signal when data has arrived.
Alternatively, don't use threads directly at all. You can use NSOperation or performSelectorInBackground: or dispatch_*, to name a few.
EDIT: You need to be very careful when writing traditional thread-synchronization code, and you need to be just as careful every time you edit it to add a new feature. I have some threaded code which I need to think about for a couple minutes to figure out what's going on. Deadlocks are no fun.

Scala actors: receive vs react

Let me first say that I have quite a lot of Java experience, but have only recently become interested in functional languages. Recently I've started looking at Scala, which seems like a very nice language.
However, I've been reading about Scala's Actor framework in Programming in Scala, and there's one thing I don't understand. In chapter 30.4 it says that using react instead of receive makes it possible to re-use threads, which is good for performance, since threads are expensive in the JVM.
Does this mean that, as long as I remember to call react instead of receive, I can start as many Actors as I like? Before discovering Scala, I've been playing with Erlang, and the author of Programming Erlang boasts about spawning over 200,000 processes without breaking a sweat. I'd hate to do that with Java threads. What kind of limits am I looking at in Scala as compared to Erlang (and Java)?
Also, how does this thread re-use work in Scala? Let's assume, for simplicity, that I have only one thread. Will all the actors that I start run sequentially in this thread, or will some sort of task-switching take place? For example, if I start two actors that ping-pong messages to each other, will I risk deadlock if they're started in the same thread?
According to Programming in Scala, writing actors to use react is more difficult than with receive. This sounds plausible, since react doesn't return. However, the book goes on to show how you can put a react inside a loop using Actor.loop. As a result, you get
loop {
react {
...
}
}
which, to me, seems pretty similar to
while (true) {
receive {
...
}
}
which is used earlier in the book. Still, the book says that "in practice, programs will need at least a few receive's". So what am I missing here? What can receive do that react cannot, besides return? And why do I care?
Finally, coming to the core of what I don't understand: the book keeps mentioning how using react makes it possible to discard the call stack to re-use the thread. How does that work? Why is it necessary to discard the call stack? And why can the call stack be discarded when a function terminates by throwing an exception (react), but not when it terminates by returning (receive)?
I have the impression that Programming in Scala has been glossing over some of the key issues here, which is a shame, because otherwise it's a truly excellent book.
First, each actor waiting on receive is occupying a thread. If it never receives anything, that thread will never do anything. An actor on react does not occupy any thread until it receives something. Once it receives something, a thread gets allocated to it, and it is initialized in it.
Now, the initialization part is important. A receiving thread is expected to return something, a reacting thread is not. So the previous stack state at the end of the last react can be, and is, wholly discarded. Not needing to either save or restore the stack state makes the thread faster to start.
There are various performance reasons why you might want one or other. As you know, having too many threads in Java is not a good idea. On the other hand, because you have to attach an actor to a thread before it can react, it is faster to receive a message than react to it. So if you have actors that receive many messages but do very little with it, the additional delay of react might make it too slow for your purposes.
The answer is "yes" - if your actors are not blocking on anything in your code and you are using react, then you can run your "concurrent" program within a single thread (try setting the system property actors.maxPoolSize to find out).
One of the more obvious reasons why it is necessary to discard the call stack is that otherwise the loop method would end in a StackOverflowError. As it is, the framework rather cleverly ends a react by throwing a SuspendActorException, which is caught by the looping code which then runs the react again via the andThen method.
Have a look at the mkBody method in Actor and then the seq method to see how the loop reschedules itself - terribly clever stuff!
Those statements of "discarding the stack" confused me also for a while and I think I get it now and this is my understanding now. In case of "receive" there is a dedicated thread blocking on the message (using object.wait() on a monitor) and this means that the complete thread stack is available and ready to continue from the point of "waiting" on receiving a message.
For example if you had the following code
def a = 10;
while (! done) {
receive {
case msg => println("MESSAGE RECEIVED: " + msg)
}
println("after receive and printing a " + a)
}
the thread would wait in the receive call until the message is received and then would continue on and print the "after receive and printing a 10" message and with the value of "10" which is in the stack frame before the thread blocked.
In case of react there is no such dedicated thread, the whole method body of the react method is captured as a closure and is executed by some arbitrary thread on the corresponding actor receiving a message. This means only those statements that can be captured as a closure alone will be executed and that's where the return type of "Nothing" comes to play. Consider the following code
def a = 10;
while (! done) {
react {
case msg => println("MESSAGE RECEIVED: " + msg)
}
println("after react and printing a " + a)
}
If react had a return type of void, it would mean that it is legal to have statements after the "react" call ( in the example the println statement that prints the message "after react and printing a 10"), but in reality that would never get executed as only the body of the "react" method is captured and sequenced for execution later (on the arrival of a message). Since the contract of react has the return type of "Nothing" there cannot be any statements following react, and there for there is no reason to maintain the stack. In the example above variable "a" would not have to be maintained as the statements after the react calls are not executed at all. Note that all the needed variables by the body of react is already be captured as a closure, so it can execute just fine.
The java actor framework Kilim actually does the stack maintenance by saving the stack which gets unrolled on the react getting a message.
Just to have it here:
Event-Based Programming without Inversion of Control
These papers are linked from the scala api for Actor and provide the theoretical framework for the actor implementation. This includes why react may never return.
I haven't done any major work with scala /akka, however i understand that there is a very significant difference in the way actors are scheduled.
Akka is just a smart threadpool which is time slicing execution of actors...
Every time slice will be one message execution to completion by an actor unlike in Erlang which could be per instruction?!
This leads me to think that react is better as it hints the current thread to consider other actors for scheduling where as receive "might" engage the current thread to continue executing other messages for the same actor.