Accumulated methods invocation order in RequestContext#fire()? - gwt

Javadoc for RequestContext#fire() says only:
Send the accumulated changes and method invocations associated with the RequestContext.
GWT Moving Parts wiki entry under Flow section says only:
All accumulated operations will be applied to the domain objects by traversing properties of the proxies.
All method invocations in the payload are executed.
But will these methods be executed on the server side in the same order they were "executed" (accumulated) on ReqestContext instance on client side?
For my situation, if I execute on client side:
context.persist().using(proxy)
context.find(proxy.stableId().to(updatingReceiver))
context.fire()
Then may I be sure that on server side find() will be invoked after persist() so my updatingReceiver will get proxy of updated (persist()'ed) entity as an argument?
EDIT:
Going further, may I be sure that back on client after response Recievers will be invoked in exactly the same order in which their corresponding methods were accumulated?
Finally, is there a way to add some action that will be invoked at the end of response handling, after all Receivers' actions?
I thought something like this may work:
requestContext.fire(new Receiver<Void>() {
#Override
public void onSuccess(Void response) {
//Things to do after all receivers
});
And it really seems to work as I expected but because all that Javadoc is telling me about RequestContext.fire(Receiver) method is:
For receiving errors or validation failures only.
I'm not 100% sure whether my assumption is correct.

Yes, order of method invocations is preserved, both on the server-side and then back on the client side when calling Recievers.
The queue is a simple ArrayList in which invocation objects are appended. On the server-side, they're processed in the order they're received.
The Request-Context-level Receiver is always called after the ones for invocations. Its onSuccess is always called, whatever the result of the invocations (even if they all fail), to signal that the batch of invocations was processed successfully. Its onFailure is only called in case of a general failure, i.e. a network error, or an error when (de)serializing requests/responses on the server-side.
See http://code.google.com/p/google-web-toolkit/source/browse/trunk/user/src/com/google/web/bindery/requestfactory/shared/impl/AbstractRequestContext.java?r=10835#345

Related

Are Photon raise event and rpc interchangeable?

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"

Infinite Sequence of requests in Finagle with Future

I have an HTTP API endpoint that I need constantly check for new values. Luckily, it's supports long polling. So the idea is that I need to implement 'an infinite loop' where I do a request, wait for a response (at most 10mins), get some value from response and produce a side-effect by storing them somewhere, make another request.
Given that I have some function the call to which will start this 'infinite loop' I also need to return a Closable to satisfy Finagle API I'm integrating with so the process can be interrupted. If HTTP request fails I need to re-try immediately.
Now I need to figure out how to implement this with Futures in Finagle. I wonder whether I can user a recursion by applying transform to response Future?.. Or am I missing something and there is a more straightforward way to do it in Finagle?
Thanks!
I am not sure I can imagine how it (what you described) can be made any more straightforward than recursive:
def keepCalling: Future[Unit] = makeRequest
.flatMap { response =>
processResponse(response)
if(cancelled) Future.Unit else keepCalling
}
Note, that this is actually not recursive in the traditional sense, as we should normally expect (with some reservations) only one instance of keepCalling to be on stack at any given time, since the "recursive" invocation happens on a different thread.

Why does `libpq` use polling rather than notification for data fetch?

I am reading libpq reference. It has both of sync and async methods. Bu I discovered something strange.
When I see PQsendQuery function, it seems to send a query and return immediately. And I expected a callback function to get notified, but there was no such thing and the manual says to poll for data availability.
I don't understand why async method is written in polling way. Anyway, as libp is the official client implementation, I believe there should be a good reason for this design. What is that? Or am I missing correct callback stuffs mentioned somewhere else?
In the execution model of a mono-threaded program, the execution flow can't be interrupted by data coming back from an asynchronous query, or more generally a network socket. Only signals (SIGTERM and friends) may interrupt the flow, but signals can't be hooked to data coming in.
That's why having a callback to get notified of incoming data is not possible. The piece of code in libpq that would be necessary to emit the callback would never run if your code doesn't call it. And if you have to call it, that defeats the whole point of a callback.
There are libraries like Qt that provide callbacks, but they're architectured from the ground up with a main loop that acts as an event processor. The user code is organized in callbacks and event-based processing of incoming data is possible. But in this case the library takes ownership of the execution flow, meaning its mainloop polls the data sources. That just shifts the responsibility to another piece of code outside of libpq.
This page is describing how I can get be notified for async result fetch.
http://www.postgresql.org/docs/9.3/static/libpq-events.html#LIBPQ-EVENTS-PROC
PGEVT_RESULTCREATE
The result creation event is fired in response to any query execution
function that generates a result, including PQgetResult. This event
will only be fired after the result has been created successfully.
typedef struct {
PGconn *conn;
PGresult *result; } PGEventResultCreate; When a PGEVT_RESULTCREATE event is received, the evtInfo pointer should be cast to a
PGEventResultCreate *. The conn is the connection used to generate the
result. This is the ideal place to initialize any instanceData that
needs to be associated with the result. If the event procedure fails,
the result will be cleared and the failure will be propagated. The
event procedure must not try to PQclear the result object for itself.
When returning a failure code, all cleanup must be performed as no
PGEVT_RESULTDESTROY event will be sent.

Abort socket operation Windows Phone

I am using pseudo-synchronous sockets in a Windows Phone 7 application. My socket code is based on the sample from http://msdn.microsoft.com/en-us/library/hh202858(v=vs.92).aspx.
The server's sending pattern is somewhat unpredictable. It starts with a fixed-size header that contains the length of the rest of the message. I first read in this header, and then I read the specified number of bytes from the socket.
Since I need to send messages to the server as well, and my attempts at duplexing the socket with a thread for receiving and another thread for sending caused lots of problems, I have a loop like this in my code:
while (KeepConnectionGoing)
{
byte[] Rcvd;
Rcvd = Socket.Receive();//Returns null if no message received in 50 ms
if (Rcvd != null)
{
ParseMessage(Rcvd);
}
if (HasMessageThatNeedsToBeSent())
{
byte[] Message = GetMessageToSend();
Socket.Send(Message);
}
}
This works fine for the majority of the time, but strange things happen when the message is null.
Because the timeout in the Receive method (see the linked sample) uses a ManualResetEvent, the receive request on the socket is never actually cancels. Even though the method returns, that request waits around somewhere, and when data is available on the socket, chomps up the header. The event handler has nothing to do with the data it received (since the method has returned and the variables in the method will never be used again), the data basically disappears. The read request I expect to return the header skips reads the bytes after the header, and I have no idea how long the message is.
I'd like to be able to cancel all outstanding requests if the socket times out. I am using anonymous methods like in the sample since it simplifies everything and prevents me from having to write all the state transfer code myself. Thus, I cannot unhook the event handler. I think though, that even if I were using a method as the event handler, but unhooking before the asynchronous operation is done, the callback method would still be called. (I haven't tested this, it's just my understanding)
Right now, the only solution I can see is hacking together some static byte arrays (ie. having a static byte[] Header and if it is null, I read the header, otherwise I read the message), but that seems like a really inelegant solution and very prone to race conditions.
Is there a better way?
Thanks
It appears there really is no good way to do this. A poll method would be nice, but Silverlight doesn't have it. I hacked together a solution using static flags to tell me what state I am in (Has the header been requested, has the message been requested), a static int for the length and a static buffer.
At the beginning of the method, either the header or the body can be requested. If the header has already been requested, the thread waits until a valid body length is available. If this wait times out, that means that the header receive operation is still pending, but there really is no message available. Otherwise, it reads in that length of a message.
If the header has not been requested, receive the header. In the event handler, after completion, check to see if the control flow has already continued (i.e. the receive operation took too long, so the function returned already, but is now actually done). Update the length, then request the body unless it timed out.

What is the difference between hook and callback?

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