some light editing of the router loop explanation

- preserving all the flavor
This commit is contained in:
Stephen C. Gilardi 2015-11-04 09:00:45 -05:00
parent 4533d51fbe
commit 6751414320
1 changed files with 25 additions and 25 deletions

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@ -8,22 +8,22 @@
;; -- Router Loop ------------------------------------------------------------
;;
;; Conceptually, the task is to process events in a perpetual loop, one after
;; the other, FIFO, calling the right event-handler for each. Being idle when
;; ther are no events, and firing up when one arrives, etc. The processing
;; of events happens "asynchronously" sometime after an event is dispatched.
;; the other, FIFO, calling the right event-handler for each, being idle when
;; there are no events, and firing up when one arrives, etc. The processing
;; of an event happens "asynchronously" sometime after the event is
;; dispatched.
;;
;; In practice, browsers only have a single thread of control and we must be
;; careful to not hog the CPU.
;; When processing events one after another, we must hand back control to
;; the browser regularly, so it can redraw, process websockets, etc. But not
;; too regularly! If we are in a de-focused browser tab, then our app
;; will be CPU throttled. Each time we get back control, we have to process all
;; queued events, or else something like a bursty websocket (producing events)
;; might overwhelm the queue. So there's a balance.
;; careful to not hog the CPU. When processing events one after another, we
;; must hand back control to the browser regularly, so it can redraw, process
;; websockets, etc. But not too regularly! If we are in a de-focused browser
;; tab, our app will be CPU throttled. Each time we get back control, we have
;; to process all queued events, or else something like a bursty websocket
;; (producing events) might overwhelm the queue. So there's a balance.
;;
;; The original implementation of this router loop used core.async. It
;; was fairly simple, and it mostly worked, but it did not give enough
;; control. So now we hand-roll our own, mini finite-state-machine and all.
;; The original implementation of this router loop used core.async. It was
;; fairly simple, and it mostly worked, but it did not give enough
;; control. So now we hand-roll our own, finite-state-machine and all.
;;
;; The strategy is this:
;; - maintain a queue of `dispatched` events.
@ -31,20 +31,20 @@
;; goog.async.nextTick, which means it will happen "very soon".
;; - when processing events, do ALL the ones currently queued. Don't stop.
;; Don't yield to the browser. Hog that CPU.
;; - but if any new events arrive during this cycle of processing,
;; don't do them immediately. Leave then queued. Yield first to the
;; browser, and do these new events in the next processing cycle.
;; That way we drain the queue up to a point, but we
;; never hog the CPU forever. In particular, we handle the case
;; where handling one event will begat another event. The freshly begated
;; event will be handled next cycle, with yielding in between.
;; - but if any new events arrive during this cycle of processing, don't do
;; them immediately. Leave them queued. Yield first to the browser, and
;; do these new events in the next processing cycle. That way we drain
;; the queue up to a point, but we never hog the CPU forever. In
;; particular, we handle the case where handling one event will beget
;; another event. The freshly begat event will be handled next cycle,
;; with yielding in between.
;; - In some cases, an event should not be run until after the GUI has been
;; updated. Ie. after the next reagent animation frame. In such a case,
;; updated, i.e., after the next reagent animation frame. In such a case,
;; the event should be dispatched with :flush-dom metadata like this:
;; (dispatch ^:flush-dom [:event-id other params])
;; Such an event will block all further processing, because events are
;; processed sequentially. We must do one event before we can handle the
;; ones behind it.
;; (dispatch ^:flush-dom [:event-id other params])
;; Such an event will temporarily block all further processing because
;; events are processed sequentially: we handle each event before we
;; handle the ones behind it.
;;
;; Implementation
;; - queue processing can be in a number of states: scheduled, running, paused