Clarification of Events vs Observer vs MailboxProcessor in F# - f#

I have a system, connected to financial markets, that makes a very heavy use of events.
All the code is structured as a cascade of events with filters, aggregations, etc in between.
Originally the system was written in C# and then ported to F# (which in retrospect was a great move) and events in the C# code got replaced by events in F# without giving it much thoughts.
I have heard about the observer pattern, but I haven't really gone through the topic. And recently, I have read, through some random browsing, about F#'s Mailbox processor.
I read this: Difference between Observer Pattern and Event-Driven Approach and I didn't get it, but apparently over 150 people voted that the answer wasn't too clear as well :)
In an article like this: https://hackernoon.com/observer-vs-pub-sub-pattern-50d3b27f838c it seems like the observer pattern is strictly identical to events...
At first glance, they seem to be solving the same kind of problems, just with different interfaces but that got me to think about 2 questions:
Is the mailbox processor really a thing being used? it seems to appear mostly in older documentation and, in the packages I'm using, I haven't come across any using it
Regarding the observer pattern, only one package across the sizeable amount we're using makes internal use of it, but everything else is just using basic events.
Are there specific use cases fitting the Observable pattern and the MailboxProcessor? Do they have features that are unique? or are they just syntactic help around events in the end?

As simplified as possible:
Mailbox
This is a minimal implementation of the actor model.
You post messages to a queue, and your loop reads the messages from the queue, one by one. Maybe it posts to another mailbox or it does something with the messages.
Any action can only take place when a message is received.
Posting to the queue is non-blocking, i.e, no back-pressure.
All exceptions are caught and exposed as an event on the mailbox. They are expected to be handled by the actor above it.
Other actor frameworks provide features like supervisors, contracts, failover, etc.
Events
Events are a language supported callback mechanism.
It's a simple implementation. You register a callback delegate, and when the event is raised, your delegate is called.
Delegates are called in the order they are added.
Events are blocking, and synchronous. The one delegate blocks, the rest are delayed.
Events are about writing code to respond to events, as opposed what came before it, which was polling.
The handler for an event is usually the final end-point for that event, and it usually has side-effects.
Sharing a handler is common. For example, ten buttons might have the same function handling clicks, because the sender of the event is known.
You handle exceptions by yourself, typically in the handler code
Observables
There's a source (Observable) which you can subscribe to with a sink (Observer). An observable represents a bounded or un-bounded stream of values. An unbounded stream (an Observable which never completes) seems similar to an event, but there are several important properties to Observables.
An Observable emits a series of notifications, which follows this contract:
OnNext* (OnError|OnCompleted)+
All notifications are serialized
Notifications may or may not be synchronous. There's no guarantee of back-pressure.
The value of Observables lies in the fact that they are compose-able.
An observable represents a stream of future notifications, operators act to transform this stream.
This approach is sometimes called complex event processing (CEP).
Exception handling is part of the pipeline, and there are many combinators to deal with it.
You typically never implement an Observer yourself. You use combinators to set up a pipeline which models the behavior you want.

Related

do dart streams come with extra overhead?

I have a general efficiency question about dart streams.
I have a project that makes some use of them, but it has been proposed that we convert nearly everything (functions and data) to be dart streams. This is in order to achieve a fully reactive architecture.
I don't know how streams really work under the hood, so I don't really know if this kind of design comes with any kind of memory or computational overhead.
Thanks for your attention to this question.
There is an overhead. It's not necessarily big, but it's there.
Streams have a well-defined asynchronous behavior, and it's documented how they react to listeners being added, paused or cancelled, even if that happens while an event is being delivered (because, most often, that is when it happens).
Streams are asynchronous, which means there is a delay between adding an event to the stream (through a StreamController), and that event being received by the listener. That delay makes it necessary to store (buffer) the event, schedule a microtask, and then unbuffer the event and deliver it in that later microtask. Scheduling a microtask costs. There might be zones involved, which can cost extra.
On top of that, because the stream needs to be able to react to pause and cancel events in a timely manner, which means that each event delivery is also flanked by extra checks of whether the event handler has paused or cancelled. It's not a lot of overhead, but it's there.
For single-subscription streams, that's about it.
For broadcast streams, which can have multiple listeners, there can be a little extra overhead to handle new listeners being added while delivering the event. Again, not a lot, but it's there. The state-space for a stream is actually quite complicated.
(You can create "a synchoronous StreamController" which delivers events "immediately", but most of the time, you shouldn't. Those are not for avoiding asynchrony, they are for avoiding adding extra asynchronous delays when propagating already synchronous events, and should be used very carefully to avoid breaking code assuming that they won't get events in the middle of something else. A properly implemented reactive framework will use such controllers in their implementation, but that will not get rid of the original inherent delay of delivering the original asynchronous event.)
Now, performance is not absolute. Using streams everywhere might make your life easier, and if the performance is good enough for your application (it's not dominating the actual computations), then the increased development speed and maintainability might pay for itself. You should measure (and have repeatable benchmarks to measure) before making a decision about an implementation strategy based on performance alone.

What is Fuseable interface in Reactor project for?

There are many usages of Fuseable interface in Reactor source code but I can't find any reference what is it. Could someone explain it's purpose?
The Fuseable interface, and its containing interfaces define the contracts used for stream fusion. Stream fusion is a reactive streams optimisation.
Without any such optimisation (in "normal" execution if you will), each reactive operator:
Subscribes to a previous operator in the chain
Is notified when the subscriber has completed
Performs its operation
Notifies its subscribers
...and then the cycle repeats for all operators. This is fantastic for making sure everything stays non-blocking, but all of those asynchronous calls come with some amount of overhead.
"Stream fusion" (or "operator fusion") significantly reduces this overhead by performing two or more of the operations in one chunk (fusing them together as one unit), passing values between them using a Queue or similar rather than via subscriptions, eliminating this overhead. It's not always possible of course - it can't be done this way if running in parallel, when certain side effects come into play, etc. - but a neat optimisation when it is possible.

Notifying ViewController from model(networkClient) in swift

I have some complex networking in my app( I don't use any third party dependencies, because of project requirements). For instance, I send three network requests in parallel after first two requests provide results. All my networking is done in separate models, known as networkClients(following MVC-S pattern) and are called directly from repository, not from ViewControllers. However, I need the last request to notify my viewController after I get response from network. How should I do that? I don't think notification center would be right solution because it can cause memory leaks and I have not found correct approach to complex problem like this. Please provide some prominent solutions. It should conform to good design pattern like MVVM or MVC and should not be some workaround or hack. Maybe delegates would work? I know that rxSwift would solve my issue, because I could start observing for results after initializing viewController and after data would be updated from repository my viewController would also be notified...
The right design doesn't have VCs observing the network clients directly. Those network operations should be assembling parts of a model, which is what the VC really cares about. Have the VC observe that singular model.
It can do this observing using one of the well known patterns for loosely coupled communication between objects. The OP correctly mentions delegates. Notification center and KVO are others. There's plenty of discussion on SO about which to use and how to implement. (I'd go with NSNotificationCenter as an easy and rational start).
So the order of operation is like this:
allocate the model
launch the network requests and setup those request completions (completion blocks, probably) to update that model with their responses. (the model can launch the requests, which is a reasonable practice).
create the view controller(s) that setup model observation when they initialize (probably, in viewWillAppear or later)
What about the fact that >1 requests are in flight simultaneously? A commenter above points out correctly that GCD offers a way to group those async operations into a single one. But you can do this yourself straight-forwardly: the model decides when it's completely built. The completion code for each request will change some condition in the model to the "ready" state. Each request completion can check to see whether all of the ready conditions are met, and only then post a "ready" notification for observers to see.
Another niggling issue: what if those requests all run very, very fast? Maybe there's some cached response that's ready early, making the model "ready" before the VC has had a chance to setup observation? Handle this straight-forwardly in the VC: before observing the model, check to see if it's ready already and run the same update code that runs on the notification.

OTP behaviours: gen_fsm; gen_event. Practical examples?

I have used both the supervisor and gen_server behaviours, and I can understand the practical uses for both of them. However, I don't really understand the use of the gen_fsm and the gen_event behaviours. Can someone clarify with practical examples?
Thanks in advance
One classic example for FSM would be lock with timeout which is mentioned in manual,
Another example which I implemented in my experience would be telephone lines, because phone have states, like ringing, connected, disconnected etc and some operations are allowed and some are not allowed during this states.
An example for event is logging used in https://github.com/basho/lager
gen_fsm is a neat implementation of finite state machine, you cane do roughly the same thing that you do with a gen_server, and in addition manage easily the different states of your application (for example in a game server select a level, a table, modify player attribute, play, save, restore...).
gen-event is an easy way to dispach event, your application send all event to the gen_event knowing nothing about potential usage, and you dynamically add and delete handlers, with different behavior (log in file, in a database, display information in graphical interface...). I have used this to have a graphical view of the processes state and communication of my application, and file log for performance analysis.
Some good examples you can find them here:
"Event handlers" and "Finite State Machines"
gen_fsm:
The gen_fsm behaviour is somewhat similar to gen_server in that it is
a specialised version of it. The biggest difference is that rather
than handling calls and casts, we're handling synchronous and
asynchronous events. Much like our dog and cat examples, each state is
represented by a function. Again, we'll go through the callbacks our
modules need to implement in order to work.
gen_event:
The gen_event behaviour differs quite a bit from the gen_server and
gen_fsm behaviours in that you are never really starting a process.
The gen_event behaviour basically runs the process that accepts and
calls functions, and you only provide a module with these functions.
This is to say, you have nothing to do with regards to event
manipulation except give your callback functions in a format that
pleases the event manager. All managing is done for free; you only
provide what's specific to your application. This is not really
surprising given OTP is, again, all about separating what's generic
from specific.

How to cleanly encapsulate and execute in sequence a series of background tasks in iOS?

My app includes a back-end server, with many transactions which must be carried out in the background. Many of these transactions require many synchronous bits of code to run.
For example, do a query, use the result to do another query, create a new back-end object, then return a reference to the new object to a view controller object in the foreground so that the UI can be updated.
A more specific scenario would be to carry out a sequence of AJAX calls in order, similar to this question, but in iOS.
This sequence of tasks is really one unified piece of work. I did not find existing facilities in iOS that allowed me to cleanly code this sequence as a "unit of work". Likewise I did not see a way to provide a consistent context for the "unit of work" that would be available across the sequence of async tasks.
I recently had to do some JavaScript and had to learn to use the Promise concept that is common in JS. I realized that I could adapt this idea to iOS and objective-C. The results are here on Github. There is documentation, code and unit tests.
A Promise should be thought of as a promise to return a result object (id) or an error object (NSError) to a block at a future time. A Promise object is created to represent the asynchronous result. The asynchronous code delivers the result to the Promise and then the Promise schedules and runs a block to handle the result or error.
If you are familiar with Promises on JS, you will recognize the iOS version immediately. If not, check out the Readme and the Reference.
I've used most of the usual suspects, and I have to say that for me, Grand Central Dispatch is the way to go.
Apple obviously care enough about it to re-write a lot of their library code to use completion blocks.
IIRC, Apple have also said that GCD is the preferred implementation for multitasking.
I also remember that some of the previous options have been re-implemented using GCD under the hood, so you're not already attached to something else, Go GCD!
BTW, I used to find writing the block signatures a real pain, but if you just hit return when the placeholder is selected, it does all that for you. What could be sweeter than that.

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