I'm using hunchentoot session values to make my server code re-entrant. Problem is that session values are, by definition, retained during the session, i.e., from one call from the same browser to the next, whereas what I really am looking for is what amount to thread-specific re-entrancy, so that all the values disappear between calls -- I want to treat each click as a separate "from scratch" event, even if they are from the same session . Easy enough to have the driver either set to nil, or delete my session values, but I'm wondering if there's a "correct" way to do this? I don't see any thread-based analog to hunchentoot:session-value in the documentation.
Thanks in advance for any guidance you can offer.
If you want a value to be "thread specific" and at the same time to be "from scratch" on every request, that requires that every request must be dispatched in a brand new thread. This is not the case according to the Hunchentoot documentation, which says that two models are supported: a single-threaded taskmaster and a thread-per-connection taskmaster.
If your configuration is multi-threaded, then a thread-specific variable bound in a request-handling can therefore be expected to be per-connection. In a single-threaded Hunchentoot setup, it will effectively be global, tied to the request servicing thread.
A thread-based analog to hunchentoot:session-value probably doesn't exist because it would only introduce behaviors into the web app which surprisingly change if the threading model is reconfigured, or if the request pattern from the browser changes. A browser can make multiple requests using the same connection, or close the connection between requests.
To extend the request objects with custom per-request, I would look into, perhaps, subclassing from the acceptor (how to do this is described in the docs). My custom acceptor would have a custom method of the process-connection generic function which would create extended/subclasses request objects carrying the extra stuff I wanted to put into a request.
Another way would be to have some global weak hash which binds request objects as keys to additional information.
Related
I've read a few forum posts that some people prefer to use raise event over rpc,
but I can't find the reason why they prefer it. Is raise event interchangeable with rpc?
I mean I get it raise event is easier to use than RPC , because RPC requires the gameobject holding it to have photon view. But is there a situation where I should be using rpc instead of raise event? Any input is greatly appreciated !
RPCs and Events are very similar, but have some key similarities/differences:
Both:
Have options for buffering: (RpcTarget.*Buffered and RaiseEventOptions.CachingOptions)
Have options for encryption: (RpcSecure and SendOptions.Encrypt)
Have options for targeting specific users: (RpcTarget and RaiseEventOptions.Receivers)
Only RPC(s):
Require the [PunRPC] method attribute
Require (and run) on a particular object with a PhotonView
if the object no longer exists on the remote, the RPC never runs and is dropped
Have parameters defined by the method declaration only
Does support method overloading, but not optional parameters
Can have PhotonMessageInfo parameter
Only RaiseEvent(s):
Are always sent "ViaServer"
Your local client will be sent a copy of the event through the server, rather than executing locally immediately (assuming you're a receiver)
Can be circumvented by calling your OnEvent method directly, and using ReceiverGroup.Others
Uses a callback target defining the OnEvent method
Can be called without the need for a target PhotonView
Parameters arbitrary defined, they must be manually parsed/casted by the client
Have a limit of user-definable IDs: 1-200 (can be circumvented with parameters as sub-IDs)
Can be sent both reliably and unreliably via SendOptions
TL;DR: Generally, you'll want to use an RPC if something is related to a PhotonView, and a RaiseEvent call if not. They have basically the same capabilities otherwise
Source: Photon PUN Documentation: "RPCs and RaiseEvent"
I'm evaluating backbone.js as a potential javascript library for use in an application which will have a few different backends: WebSocket, REST, and 3rd party library producing JSON. I've read some opinions that backbone.js works beautifully with RESTful backends so long as the api is 'by the book' and follows the appropriate http verbage. Can someone elaborate on what this means?
Also, how much trouble is it to get backbone.js to connect to WebSockets? Lastly, are there any issues with integrating a backbone.js model with a function which returns JSON - in other words does the data model always need to be served via REST?
Backbone's power is that it has an incredibly flexible and modular structure. It means that any part of Backbone you can use, extend, take out, or modify. This includes the AJAX functionality.
Backbone doesn't "care" where do you get the data for your collections or models. It will help you out by providing an out of the box RESTful "ajax" solution, but it won't be mad if you want to use something else!
This allows you to find (or write) any plugin you want to handle the server interaction. Just look on backplug.io, Google, and Github.
Specifically for Sockets there is backbone.iobind.
Can't find a plugin, no worries. I can tell you exactly how to write one (it's 100x easier than it sounds).
The first thing that you need to understand is that overwriting behavior is SUPER easy. There are 2 main ways:
Globally:
Backbone.Collection.prototype.sync = function() {
//screw you Backbone!!! You're completely useless I am doing my own thing
}
Per instance
var MySpecialCollection = Backbone.Collection.extend({
sync: function() {
//I like what you're doing with the ajax thing... Clever clever ;)
// But for a few collections I wanna do it my way. That cool?
});
And the only other thing you need to know is what happens when you call "fetch" on a collection. This is the "by the book"/"out of the box behavior" behavior:
collection#fetch is triggered by user (YOU). fetch will delegate the ACTUAL fetching (ajax, sockets, local storage, or even a function that instantly returns json) to some other function (collection#sync). Whatever function is in collection.sync has to has to take 3 arguments:
action: create (for creating), action: read (for fetching), delete (for deleting), or update (for updating) = CRUD.
context (this variable) - if you don't know what this does it, don't worry about it, not important for now
options - where da magic is. We only care about 1 option though
success: a callback that gets called when the data is "ready". THIS is the callback that collection#fetch is interested in because that's when it takes over and does it's thing. The only requirements is that sync passes it the following 1st argument
response: the actual data it got back
Now
has to return a success callback in it's options that gets executed when it's done getting the data. That function what it's responsible for is
Whenever collection#sync is done doing it's thing, collection#fetch takes back over (with that callback in passed in to success) and does the following nifty steps:
Calls set or reset (for these purposes they're roughly the same).
When set finishes, it triggers a sync event on the collection broadcasting to the world "yo I'm ready!!"
So what happens in set. Well bunch of stuff (deduping, parsing, sorting, parsing, removing, creating models, propagating changesand general maintenance). Don't worry about it. It works ;) What you need to worry about is how you can hook in to different parts of this process. The only two you should worry about (if your wraps data in weird ways) are
collection#parse for parsing a collection. Should accept raw JSON (or whatever format) that comes from the server/ajax/websocket/function/worker/whoknowwhat and turn it into an ARRAY of objects. Takes in for 1st argument resp (the JSON) and should spit out a mutated response for return. Easy peasy.
model#parse. Same as collection but it takes in the raw objects (i.e. imagine you iterate over the output of collection#parse) and splits out an "unwrapped" object.
Get off your computer and go to the beach because you finished your work in 1/100th the time you thought it would take.
That's all you need to know in order to implement whatever server system you want in place of the vanilla "ajax requests".
While re-reading scala.lan.org's page detailing Future here, I have stumbled up on the following sentence:
In the event that some of the callbacks never complete (e.g. the callback contains an infinite loop), the other callbacks may not be executed at all. In these cases, a potentially blocking callback must use the blocking construct (see below).
Why may the other callbacks not be executed at all? I may install a number of callbacks for a given Future. The thread that completes the Future, may or may not execute the callbacks. But, because one callback is not playing footsie, the rest should not be penalized, I think.
One possibility I can think of is the way ExecutionContext is configured. If it is configured with one thread, then this may happen, but that is a specific behaviour and a not generally expected behaviour.
Am I missing something obvious here?
Callbacks are called within an ExecutionContext that has an eventually limited number of threads - if not by the specific context implementation, then by the underlying operating system and/or hardware itself.
Let's say your system's limit is OS_LIMIT threads. You create OS_LIMIT + 1 callbacks. From those, OS_LIMIT callbacks immediately get a thread each - and none ever terminate.
How can you guarantee that the remaining 1 callback ever gets a thread?
Sure, there could be some detection mechanisms built into the Scala library, but it's not possible in the general case to make an optimal implementation: maybe you want the callback to run for a month.
Instead (and this seems to be the approach in the Scala library), you could provide facilities for handling situations that you, the developer, know are risky. This removes the element of surprise from the system.
Perhaps most importantly - it enables the developer to "bake in" the necessary information about handler/task characteristics directly into his/her program, rather than relying on some obscure piece of language functionality (which may change from version to version).
While I was browsing through the iOS 7 runtime headers, something caught my eye. In the MCNearbyServiceAdvertiser class, part of the Multipeer Connectivity framework, a property called syncQueue is and multiple methods prefixed with sync are defined. Some of the methods both exist in a prefixed and non-prefixed version, such as startAdvertisingPeer and syncStartAdvertisingPeer.
My question is, what would be the purpose of both this property and these prefixed methods, and how are they combined?
(edit: removed the remark that the queue is serial as pointed out by CouchDeveloper, since we cannot know this)
As you know, the implementation is private.
Having a dispatch queue whose name is syncQueue may not mean that this queue is a serial queue. It might be a concurrent queue as well.
We can only have a guess what the startAdvertisingPeer and the "prefixed" version syncStartAdvertisingPeer might mean.
For example, in order to fulfill internal prerequisites startAdvertisingPeer might assume that it is always invoked from an execution context except the syncQueue. That way, it can synchronously dispatch to the syncQueue with invoking syncStartAdvertisingPeer without ending up in a deadlock. On the other hand, syncStartAdvertisingPeer will always assume to execute on the syncQueue, that way guaranteeing concurrency.
But, as stated, we don't know the actual details - it's just a rough guess. Usually, you should read the documentation - and not some private header details to draw a picture in your mind how this class might likely work.
By reading some text, especially the iOS document about delegate, all the protocol method are called hook that the custom delegate object need to implement. But some other books, name these hook as callback, what is the difference between them? Are they just different name but the same mechanism? In addition to Obj-C, some other programming languages, such as C, also got the hook, same situation with Obj-C?
The terminology here is a bit fuzzy. In general the two attempt to achieve similar results.
In general, a callback is a function (or delegate) that you register with the API to be called at the appropriate time in the flow of processing (e.g to notify you that the processing is at a certain stage)
A hook traditionally means something a bit more general that serves the purpose of modifying calls to the API (e.g. modify the passed parameters, monitor the called functions). In this meaning it is usually much lower level than what can be achieved by higher-level languages like Java.
In the context of iOS, the word hook means the exact same thing as callback above
Let me chime in with a Javascript answer. In Javascript, callbacks, hooks and events are all used. In this order, they are each higher level concepts than the other.
Unfortunately, they are often used improperly which leads to confusion.
Callbacks
From a control flow perspective, a callback is a function, usually given as an argument, that you execute before returning from your function.
This is usually used in asynchoronous situations when you need to wait for I/O (e.g. HTTP request, a file read, a database query etc.). You don't want to wait with a synchronous while loop, so other functions can be executed in the meantime.
When you get your data, you (permanently) relinquish control and call the callback with the result.
function myFunc(someArg, callback) {
// ...
callback(error, result);
}
Because the callback function may be some code that hasn't been executed yet, and you don't know what's above your function in the call stack, generally instead of throwing errors you pass on the error to the callback as an argument. There are error-first and result-first callback conventions.
Mostly callbacks have been replaced by Promises in the Javascript world and since ES2017+, you can natively use async/await to get rid of callback-rich spaghetti code and make asynchronous control flow look like it was synchronous.
Sometimes, in special cascading control flows you run callbacks in the middle of the function. E.g. in Koa (web server) middleware or Redux middleware you run next() which returns after all the other middlewares in the stack have been run.
Hooks
Hooks are not really a well-defined term, but in Javascript practice, you provide hooks when you want a client (API/library user, child classes etc.) to take optional actions at well-defined points in your control flow.
So a hook may be some function (given as e.g. an argument or a class method) that you call at a certain point e.g. during a database update:
data = beforeUpdate(data);
// ...update
afterUpdate(result);
Usually the point is that:
Hooks can be optional
Hooks usually are waited for i.e. they are there to modify some data
There is at most one function called per hook (contrary to events)
React makes use of hooks in its Hooks API, and they - quoting their definition - "are functions that let you “hook into” React state and lifecycle features", i.e. they let you change React state and also run custom functions each time when certain parts of the state change.
Events
In Javascript, events are emitted at certain points in time, and clients can subscribe to them. The functions that are called when an event happens are called listeners - or for added confusion, callbacks. I prefer to shun the term "callback" for this, and use the term "listener" instead.
This is also a generic OOP pattern.
In front-end there's a DOM interface for events, in node.js you have the EventEmitter interface. A sophisticated asynchronous version is implemented in ReactiveX.
Properties of events:
There may be multiple listeners/callbacks subscribed (to be executed) for the same event.
They usually don't receive a callback, only some event information and are run synchronously
Generally, and unlike hooks, they are not for modifying data inside the event emitter's control flow. The emitter doesn't care 'if there is anybody listening'. It just calls the listeners with the event data and then continues right away.
Examples: events happen when a data stream starts or ends, a user clicks on a button or modifies an input field.
The two term are very similar and are sometimes used interchangably. A hook is an option in a library were the user code can link a function to change the behavior of the library. The library function need not run concurrent with the user code; as in a destructor.
A callback is a specific type of hook where the user code is going to initiate the library call, usually an I/O call or GUI call, which gives contol over to the kernel or GUI subsystem. The controlling process then 'calls back' the user code on an interupt or signal so the user code can supply the handler.
Historically, I've seen hook used for interupt handlers and callback used for GUI event handlers. I also see hook used when the routine is to be static linked and callback used in dynamic code.
Two great answers already, but I wanted to throw in one more piece of evidence the terms "hook" and "callback" are the same, and can be used interchangeably: FreeRTOS favors the term "hook" but recognizes "callback" as an equivalent term, when they say:
The idle task can optionally call an application defined hook (or callback) function - the idle hook.
The tick interrupt can optionally call an application defined hook (or callback) function - the tick hook.
The memory allocation schemes implemented by heap_1.c, heap_2.c, heap_3.c, heap_4.c and heap_5.c can optionally include a malloc() failure hook (or callback) function that can be configured to get called if pvPortMalloc() ever returns NULL.
Source: https://www.freertos.org/a00016.html