Significance of Publish().RefCount() in this example? - system.reactive

I am in the process of learning RX and have run across a sample on the Intro to Rx site that I have a question about. Here is the example which implements the same functionality as the Window with count extension method:
public static IObservable<IObservable<T>> MyWindow<T>(
this IObservable<T> source,
int count)
{
var shared = source.Publish().RefCount();
var windowEdge = shared
.Select((i, idx) => idx % count)
.Where(mod => mod == 0)
.Publish()
.RefCount();
return shared.Window(windowEdge, _ => windowEdge);
}
I understand the purpose of the var shared = source.Publish().RefCount() line to 'share' the source with the window edge query. What I don't understand is why the windowEdge query was also defined with the .Publish().RefCount()? Can someone please help me understand why this would be necessary?

Good Question!
Long Answer
Aside from performance reasons, the reason windowEdge is ref-counted has to do with the use of Select.
In this example, Select is using the index argument (idx), who's value is determined uniquely for each new subscriber. Therefore, if we did not ref-count windowEdge, each new subscriber would receive an event upon the next item yielded, since mod == 0 will always be true.
This means without ref-counting that each window would consist of exactly two values (assuming no other race conditions are introduced). Example:
When the first event fires, we create a new window and feed in the event, at which point we also use the window-closing selector to obtain an observable which will yield when the window should close. The next event fires, and is sent to the current window. That event also happens to be the first event that is sent to our window-closing observable (because mod == 0 is always true). The window-closing observable has now fired, and the window is closed, leaving us with a window which contains exactly two elements. Repeat.
TLDR
The use of ref-count for windowEdge is necessary to ensure we're only incrementing idx once per "MyWindow" observable.

Related

Make iterations of a loop sequentially in Mutiny

I am new in the reactive programming world. I am currently working in a Java reactive application using the Mutiny library.
I need to develop a loop that waits for the previous iteration to finish in order to start the next one. For instance:
List<Uni<T>> uniList = new ArrayList<>();
for (T item : items) { //items is an already fulfilled collection
uniList.add(this.doSomethingAndReturnInUni(item));
}
return Uni.combine().all().unis(uniList).combinedWith(unisToCombine -> {
List<T> list = new ArrayList<>();
unisToCombine.forEach(x ->list.add(x));
return list;
});
The for loop in the example, generates a thread per iteration. I am wondering how to order the i-th call to the method doSomethingAndReturnInUni() waits for the (i-1) call to trigger the event, that is, make the for loop sequentially. It is possible to suscribe those events in such a way?
Could you try something like this?
Builder<Item> items = Uni.join().builder();
for (Item item : items) {
builder.add(this.doSomethingAndReturnInUni(item));
}
return builder.joinAll().andCollectFailures()
.flatMap(itemList -> do whatever you need ...) //itemList type is List<Item>
I don't know why you are using uni, as this should just handle one operation, for loops you should use multi, where you can handle the back pressure, and only get the next event, when one event is finished. Multi can be run sequentially and in parallel.
see https://quarkus.io/blog/mutiny-back-pressure/
I’ve done the same, using Multi’s see the ‘generateData()’ method here:
https://github.com/Serkan80/quarkus-quickstarts/blob/development/redis-streams-quickstart/weather-producer/src/main/java/org/acme/redis/streams/producer/ValuesGenerator.java

Multicast sticky observable with on subscribe/on dispose behavior

I'm trying to create an Observable with the following characteristics:
allows multiple concurrent and/or consecutive subscribers
emits the last emitted item to every new subscriber
does something when the first subscriber subscribes, and when the last subscription is disposed
A BehaviorSubject with doOnSubscribe/doOnDispose satisfies #1 and #2, but runs subscribe/dispose for every subscriber instead of only the first and last. Adding share satisfies #1 and #3, but only emits the last emitted item to the first concurrent subscriber.
I came up with a solution that seems to work but feels like an ugly hack:
AtomicInteger subs = new AtomicInteger();
Observable<String> test = BehaviorSubject.createDefault("foo")
.doOnSubscribe(x -> {
if(subs.getAndIncrement() == 0) {
// do something
}
})
.doOnDispose(() -> {
if(subs.decrementAndGet() == 0) {
// do something
}
});
Is there an existing operator or combination of operators that achieves the same effect?
Use the replay operator with argument 1 i.e.
yourObservable.replay(1)
Edit: You are right that replay will return a connectedObservable and that the refcount operator will make it behave like on Observable i.e.
yourObservable.replay(1).refcount()

Scheduling a IEnumerable periodically with .NET reactive extensions

Say for example I have an enumerable
dim e = Enumerable.Range(0, 1024)
I'd like to be able to do
dim o = e.ToObservable(Timespan.FromSeconds(1))
So that the observable would generate values every second
until the enumerable is exhausted. I can't figure a simple way to
do this.
You can use Interval together with Zip to get the desired functionality:
var sequence = Observable.Interval(TimeSpan.FromSeconds(1))
.Zip(e.ToObservable(), (tick, index) => index)
I have also looked for the solution and after reading the intro to rx made my self one:
There is an Observable.Generate() overload which I have used to make my own ToObservable() extension method, taking TimeSpan as period:
public static class MyEx {
public static IObservable<T> ToObservable<T>(this IEnumerable<T> enumerable, TimeSpan period)
{
return Observable.Generate(
enumerable.GetEnumerator(),
x => x.MoveNext(),
x => x,
x => x.Current,
x => period);
}
public static IObservable<T> ToObservable<T>(this IEnumerable<T> enumerable, Func<T,TimeSpan> getPeriod)
{
return Observable.Generate(
enumerable.GetEnumerator(),
x => x.MoveNext(),
x => x,
x => x.Current,
x => getPeriod(x.Current));
}
}
Already tested in LINQPad. Only concerning about what happens with the enumerator instance after the resulting observable is e.g. disposed. Any corrections appreciated.
You'd need something to schedule notifying observers with each value taken from the Enumerable.
You can use the recursive Schedule overload on an Rx scheduler.
Public Shared Function Schedule ( _
scheduler As IScheduler, _
dueTime As TimeSpan, _
action As Action(Of Action(Of TimeSpan)) _
) As IDisposable
On each scheduled invocation, simply call enumerator.MoveNext(), and call OnNext(enumerator.Current), and finally OnCompleted when MoveNext() returns false. This is pretty much the bare-bones way of doing it.
An alternative was to express your requirement is to restate it as "for a sequence, have a minimum interval between each value".
See this answer. The test case resembles your original question.
You could always do this very simple approach:
dim e = Enumerable.Range(0, 1024)
dim o = e.ToObservable().Do(Sub (x) Thread.Sleep(1000))
When you subscribe to o the values take a second to be produced.
I can only assume that you are using Range to dumb down your question.
Do you want every value that the Enumerable pushes to be delayed by a second?
var e = Enumerable.Range(0, 10);
var o = Observable.Interval(TimeSpan.FromSeconds(1))
.Zip(e, (_,i)=>i);
Or do you want only the last value of the Enumerable at each second to be pushed. i.e. reading from Enumerable that is evaluating as you enumerate it (perhaps some IO). In which case CombineLatest is more useful than Zip.
Or perhaps you just want to get a value every second, in which case just use the Observable.Interval method
var o = Observable.Interval(TimeSpan.FromSeconds(1));
If you explain your problem space then the community will be able to better help you.
Lee
*Excuse the C# answer, but I dont know what the equivalent VB.NET code would be.

Handling errors in an observable sequence using Rx

Is there a way to have an observable sequence to resume execution with the next element in the sequence if an error occurs?
From this post it looks like you need to specify a new observable sequence in Catch() to resume execution, but what if you needed to just continue processing with the next element in the sequence instead? Is there a way to achieve this?
UPDATE:
The scenario is as follows:
I have a bunch of elements that I need to process. The processing is made up of a bunch of steps. I have
decomposed the steps into tasks that I would like to compose.
I followed the guidelines for ToObservable() posted here
to convert by tasks to an observables for composition.
so basically I'm doing somethng like so -
foreach(element in collection)
{
var result = from aResult in DoAAsync(element).ToObservable()
from bResult in DoBAsync(aResult).ToObservable()
from cResult in DoCAsync(bResult).ToObservable()
select cResult;
result.subscribe( register on next and error handlers here)
}
or I could something like this:
var result =
from element in collection.ToObservable()
from aResult in DoAAsync(element).ToObservable()
from bResult in DoBAsync(aResult).ToObservable()
from cResult in DoCAsync(bResult).ToObservable()
select cResult;
What is the best way here to continue processing other elements even if let's say the processing of
one of the elements throws an exception. I would like to be able to log the error and move on ideally.
Both James & Richard made some good points, but I don't think they have given you the best method for solving your problem.
James suggested using .Catch(Observable.Never<Unit>()). He was wrong when he said that "will ... allow the stream to continue" because once you hit an exception the stream must end - that is what Richard pointed out when he mentioned the contract between observers and observables.
Also, using Never in this way will cause your observables to never complete.
The short answer is that .Catch(Observable.Empty<Unit>()) is the correct way to change a sequence from one that ends with an error to one that ends with completion.
You've hit on the right idea of using SelectMany to process each value of the source collection so that you can catch each exception, but you're left with a couple of issues.
You're using tasks (TPL) just to turn a function call into an observable. This forces your observable to use task pool threads which means that the SelectMany statement will likely produce values in a non-deterministic order.
Also you hide the actual calls to process your data making refactoring and maintenance harder.
I think you're better off creating an extension method that allows the exceptions to be skipped. Here it is:
public static IObservable<R> SelectAndSkipOnException<T, R>(
this IObservable<T> source, Func<T, R> selector)
{
return
source
.Select(t =>
Observable.Start(() => selector(t)).Catch(Observable.Empty<R>()))
.Merge();
}
With this method you can now simply do this:
var result =
collection.ToObservable()
.SelectAndSkipOnException(t =>
{
var a = DoA(t);
var b = DoB(a);
var c = DoC(b);
return c;
});
This code is much simpler, but it hides the exception(s). If you want to hang on to the exceptions while letting your sequence continue then you need to do some extra funkiness. Adding a couple of overloads to the Materialize extension method works to keep the errors.
public static IObservable<Notification<R>> Materialize<T, R>(
this IObservable<T> source, Func<T, R> selector)
{
return source.Select(t => Notification.CreateOnNext(t)).Materialize(selector);
}
public static IObservable<Notification<R>> Materialize<T, R>(
this IObservable<Notification<T>> source, Func<T, R> selector)
{
Func<Notification<T>, Notification<R>> f = nt =>
{
if (nt.Kind == NotificationKind.OnNext)
{
try
{
return Notification.CreateOnNext<R>(selector(nt.Value));
}
catch (Exception ex)
{
ex.Data["Value"] = nt.Value;
ex.Data["Selector"] = selector;
return Notification.CreateOnError<R>(ex);
}
}
else
{
if (nt.Kind == NotificationKind.OnError)
{
return Notification.CreateOnError<R>(nt.Exception);
}
else
{
return Notification.CreateOnCompleted<R>();
}
}
};
return source.Select(nt => f(nt));
}
These methods allow you to write this:
var result =
collection
.ToObservable()
.Materialize(t =>
{
var a = DoA(t);
var b = DoB(a);
var c = DoC(b);
return c;
})
.Do(nt =>
{
if (nt.Kind == NotificationKind.OnError)
{
/* Process the error in `nt.Exception` */
}
})
.Where(nt => nt.Kind != NotificationKind.OnError)
.Dematerialize();
You can even chain these Materialize methods and use ex.Data["Value"] & ex.Data["Selector"] to get the value and selector function that threw the error out.
I hope this helps.
The contract between IObservable and IObserver is OnNext*(OnCompelted|OnError)? which is upheld by all operators, even if not by the source.
Your only choice is to re-subscribe to the source using Retry, but if the source returns the IObservable instance for every description you won't see any new values.
Could you supply more information on your scenario? Maybe there is another way of looking at it.
Edit: Based on your updated feedback, it sounds like you just need Catch:
var result =
from element in collection.ToObservable()
from aResult in DoAAsync(element).ToObservable().Log().Catch(Observable.Empty<TA>())
from bResult in DoBAsync(aResult).ToObservable().Log().Catch(Observable.Empty<TB>())
from cResult in DoCAsync(bResult).ToObservable().Log().Catch(Observable.Empty<TC>())
select cResult;
This replaces an error with an Empty which would not trigger the next sequence (since it uses SelectMany under the hood.

Storing and Using State in a GUI Application

I'm writing an iPhone App, and I'm finding that as I add features, predictably, the permutations of state increase dramatically.
I then find myself having to add code all over the place of the form:
If this and that and not the other then do x and y and set state z
Does anybody have suggestions for systematic approaches to deal with this?
Even though my app is iPhone, I think this applies to many GUI cases.
In general, a user interface application is always waiting for an event to happen. The event can be an action by the user (tap, shake iPhone, type letter on virtual keyboard), or by another process (network packet becomes available, battery runs out), or a time event (a timer expires). Whenever an event takes place ("if this"), you consult the current state of your application ("... and that and not the other") and then do something ("do x and y"), which most likely changes the application state ("set state z"). This is what you described in your question. And this is a general pattern.
There is no single systematic approach to make it right, but as you ask for suggestions of approaches, here some suggestions:
HINT 1: Use as few and little real data structures and variables to represent the internal state as possible, avoiding duplication of state by all means (until you run into performance issues). This makes the "do x and y and set state z" thing shorter, because the state gets set implicitly. Trivial example: instead of having (examples in C++)
if (namelen < 20) { name.append(c); namelen++; }
use
if (name.size() < 20) { name.append(c); }
The second example correctly avoids the replicated state variable 'namelen', making the action part shorter.
HINT 2: Whenever a compound condition (X and Y or Z) appears many times in your program, abstract it away into a procedure, so instead of
if ((x && y) || z) { ... }
write
bool my_condition() { return (x && y) || z; }
if (my_condition()) { ... }
HINT 3: If your user interface has a small number of clearly defined states, and the states affect how events are handled, you can represent the states as singleton instances of classes which inherit from an interface for handling those events. For example:
class UIState {
public:
virtual void HandleShake() = 0;
}
class MainScreen : public UIState {
public:
void HandleShake() { ... }
}
class HelpScreen : public UIState {
public:
void HandleShake() { ... }
}
Instantiate one instance of every derivate class and have then a pointer that points to the current state object:
UIState *current;
UIState *mainscreen = new MainScreen();
UIState *helpscreen = new HelpScreen();
current = mainscreen;
To handle shake then, call:
current->HandleShake();
To change UI state later:
current = helpscreen;
In this way, you can collect state-related procedures into classes, and encapsulate and abstract them away. Of course, you can add all kinds of interesting things into these state-specific (singleton) classes.
HINT 4: In general, if you have N boolean state variables and T different events that can be triggered, there are T * 2**N entries in the "matrix" of all possible events in all possible conditions. It requires your architectural view and domain expertise to correctly identify those dimensions and areas in the matrix which are most logical and natural to encapsulate into objects, and how. And that's what software engineering is about. But if you try to do your project without proper encapsulation and abstraction, you can't scale it far.