ECS with Go - circular imports - entity-system

I'm exploring both Go and Entity-Component-Systems. I understand how ECS works, and I'm trying to replicate what seems to be the go-to document of ECS, namely http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
For performance, the document recommends to use static arrays of every component type. That is, not arrays of component interfaces (arrays of pointers). The problem with this in Go is circular imports.
I have one package, ecs, which contains the definitions for Entity, Component and System types/interfaces as well as an EntityManager. Another package, ecs/components, contains the various components. Obviously, the ecs/components package depends on ecs. But, to declare arrays of specific components in EntityManager, ecs would depend on ecs/components, therefore creating a circular import.
Is there any way of avoiding this? I am aware that normally a high level system should not depend on lower systems. I'm also want to point out that using an array of pointers is probably fast enough for my purposes, but I'm interested in possible workarounds (for future reference)
Thank you for your help!

For performance, the document recommends to use static arrays of every
component type.
I'm just going to start off saying that I may be blind, but I ctrl+f'd and read that document multiple times and didn't see anything close to that. (Certainly some optimizations could be made this way with regards to things like avoiding cache misses, but I'm dubious it in any way outweighs the clerical overhead).
There's the easy answer to the exact question you asked first, the . import. Any package with an import statement like import . "some/other/package" will treat that package's contents as its own, ignoring circular dependencies. Don't do this.
Unfortunately, without merging the packages, you won't be able to do this (without using interfaces, I mean). Don't fear, though. The article you posted explicitly says this under "implementation details".
Giving each component a common interface means deriving from a base
class with virtual functions. This introduces some additional
overhead. Do not let this turn you against the idea, as the additional
overhead is small, compared to the savings due to simplification of
objects.
It's outright telling you to use interfaces (okay, C++ virtual inheritance, but close enough). It's okay, it's necessary. Especially if you want two slightly different AI components or something, it's a godsend then.

Related

No Global Contract available for procedure / function

I've got a procedure within a SPARK module that calls the standard Ada-Text_IO.Put_Line.
During proving I get the following warning warning: no Global contract available for "Put_Line".
I do already know how to add the respective data dependency contract to procedures and functions written by myself but how do I add them to a procedures / functions written by others where I can't edit the source files?
I looked through sections 5.2 and 7.4 of the Adacore SPARK 2014 user's guide but didn't found an example with a solution to my problem.
This means that the analyzer cannot "see" whether global variables might be affected when this function is called. It therefore assumes this call is not modifying anything (otherwise all other proofs could be refuted immediately). This is likely a valid assumption for your specific example, but it might not be valid on an embedded system, where a custom implementation of Put_Line might do anything.
There are two ways to convey the missing information:
verifier can examine the source code of the function. Then it can try to generate global contracts itself.
global contracts are specified explicitly, see RM 6.1.4 (http://docs.adacore.com/spark2014-docs/html/lrm/subprograms.html#global-aspects)
In this case, the procedure you are calling is part of the run-time system (RTS), and therefore the source is not visible, and you probably cannot/should not change it.
What to do in practice?
Suppressing warnings is almost never a good idea, especially not when you are working on something safety-critical. Usually the code has to be changed until the warning goes away, or some justification process has to start.
If you are serious about the analysis results, I recommend to not use such subprograms. If you really need output there, either write your own procedure that replaces the RTS subprogram, or ensure that the subprogram really has no side effects. This is further backed up by what Frédéric has linked: Even if the callee has no side effects, you don't know whether it raises an exception for specific inputs (e.g., very long strings).
If you are not so serious about the results, then you can consider this specific one as a warning that you could live with.
Wrapper packages for use in development of SPARK applications may be found here:
https://github.com/joakim-strandberg/aida_2012
I think you just can't add Spark contracts on code you don't own, especially code from the Ada standard.
About Text_Io, I found something that may be valuable to you in the reference manual.
EDIT
Another solution compared to what Martin said, according to "Building high integrity applications with Spark" book, is to create a wrapper package.
As Spark requires you to deal with Spark packages but allows you to depend on a Spark spec with an Ada body, the solution is to build a Spark package wrapping your Ada.Text_io calls.
It might be tedious as you will have to wrap possible exceptions, possibly define specific types and so on but this way, you'll be able to discharge VCs on your full Spark package.

How to use non-blocking or asynchronous IO with Boost Spirit?

Does Spirit provide any capabilities for working with non-blocking IO?
To provide a more concrete example: I'd like to use Boost's Spirit parsing framework to parse data coming in from a network socket that's been placed in non-blocking mode. If the data is not completely available, I'd like to be able to use that thread to perform other work instead of blocking.
The trivial answer is to simply read all the data before invoking Spirit, but potentially gigabytes of data would need to be received and parsed from the socket.
It seems like that in order to support non-blocking I/O while parsing, Spirit would need some ability to partially parse the data and be able to pause and save its parse state when no more data is available. Additionally, it would need to be able to resume parsing from the saved parse state when data does become available. Or maybe I'm making this too complicated?
TODO Will post a example for a simple single-threaded 'event-based' parsing model. This is largely trivial but might just be what you need.
For anything less trivial, please heed to following considerations/hints/tips:
How would you be consuming the result? You wouldn't have the synthesized attributes any earlier anyway, or are you intending to use semantic actions on the fly?
That doesn't usually work well due to backtracking. The caveats could be worked around by careful and judicious use of qi::hold, qi::locals and putting semantic actions with side-effects only at stations that will never be backtracked. In other words:
this is bound to be very errorprone
this naturally applies to a limited set of grammars only (those grammars with rich contextual information will not lend themselves well for this treatment).
Now, everything can be forced, of course, but in general, experienced programmers should have learned to avoid swimming upstream.
Now, if you still want to do this:
You should be able to get spirit library thread safe / reentrant by defining BOOST_SPIRIT_THREADSAFE and linking to libboost_thread. Note this makes the gobals used by Spirit threadsafe (at the cost of fine grained locking) but not your parsers: you can't share your own parsers/rules/sub grammars/expressions across threads. In fact, you can only share you own (Phoenix/Fusion) functors iff they are threadsafe, and any other extensions defined outside the core Spirit library should be audited for thread-safety.
If you manage the above, I think by far the best approach would seem to
use boost::spirit::istream_iterator (or, for binary/raw character streams I'd prefer to define a similar boost::spirit::istreambuf_iterator using the boost::spirit::multi_pass<> template class) to consume the input. Note that depending on your grammar, quite a bit of memory could be used for buffering and the performance is suboptimal
run the parser on it's own thread (or logical thread, e.g. Boost Asio 'strands' or its famous 'stackless coprocedures')
use coarse-grained semantic actions like shown above to pass messages to another logical thread that does the actual processing.
Some more loose pointers:
you can easily 'fuse' some functions to handle lazy evaluation of your semantic action handlers using BOOST_FUSION_ADAPT_FUNCTION and friends; This reduces the amount of cruft you have to write to get simple things working like normal C++ overload resolution in semantic actions - especially when you're not using C++0X and BOOST_RESULT_OF_USE_DECLTYPE
Because you will want to avoid semantic actions with side-effects, you should probably look at Inherited Attributes and qi::locals<> to coordinate state across rules in 'pure functional fashion'.

Is Object the preferred Associative Container in AS3?

I've been using Object as a way to have a generic associative array (map/dictionary) since AS3/Flex seems to be very limited in this regard. But I really don't like it coming from a C++/Java/C# background. Is there a better way, some standard class I've not come across... is this even considered good/bad in AS3?
Yes, Actionscript uses Object as a generic associative container and is considered the standard way of doing this.
There is also a Dictionary class available, flash.utils.Dictionary.
The difference is that Dictionary can use any value as a key, including objects, while Object uses string keys. For most uses, Object is preferred as it is faster and covers the majority of use cases.
You can see the details on Object here: http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/Object.html
and Dictionary here: http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/utils/Dictionary.html
and the differences between them here: http://livedocs.adobe.com/flex/3/html/help.html?content=10_Lists_of_data_4.html
I'm afraid there's no native alternative to Object or Dictionary for maps and other structures. As for standard, well, it depends on how one defines standard, but there are a couple of known libraries that you might like to check out if you look for Java style collections.
Like this one:
http://sibirjak.com/blog/collections/as3commons-collections/
Also, you could take a look at this question, that has links to a couple of ds libraries (including the above one).
Collections in Adobe Flex
I wouldn't say using Objects is either good or bad practice. In the general case they are faster than any Actionscript alternative (since they are native), but less featured. Sometimes the provided functionality is good enough. Sometimes, it's a bit bare-bones, so something more structured could help you getting rid of lower level details in your code and focusing in your "domain logic", so to speak.
In the end, all of these libraries implement their data structures through Objects, Dictionaries and Arrays (or Vectors). So, if the native objects are fine for your needs, I'd say go with them. On the other hand, if you find yourself basically re-writting, say, an ad-hoc Set, perhaps, using one of these libs would be a wise choice.

Abstraction or not?

The other day i stumbled onto a rather old usenet post by Linus Torwalds. It is the infamous "You are full of bull****" post when he defends his choice of using plain C for Git over something more modern.
In particular this post made me think about the enormous amount of abstraction layers that accumulate one over the other where I work. Mine is a Windows .Net environment. I must say that I like C# and the .Net environment, it really makes most things easy.
Now, I come from a very different background made of Unix technologies like C and a plethora or scripting languages; to me, also, OOP is just one, and not always the best, programming paradigm.. I often struggle (in a working kind of way, of course!) with my colleagues (one in particular), because they appear to be of the "any problem can be solved with an additional level of abstraction" church, while I'm more of the "keeping it simple" school. I think that there is a very different mental approach to the problems that maybe comes from the exposure to different cultures.
As a very simple example, for the first project I did here I needed some configuration for an application. I made a 10 rows class to load and parse a txt file to be located in the program's root dir containing colon separated key / value pairs, one per row. It worked.
In the end, to standardize the approach to the configuration problem, we now have a library to be located on every machine running each configured program that calls a service that, at startup, loads up an xml that contains the references to other xmls, one per application, that contain the configurations themselves.
Now, it is extensible and made up of fancy reusable abstractions, providers and all, but I still think that, if we one day really happen to reuse part of it, with the time taken to make it up, we can make the needed code from start or copy / past the old code and modify it.
What are your thoughts about it? Can you point out some interesting reference dealing with the problem?
Thanks
Abstraction makes it easier to construct software and understand how it is put together, but it complicates fully understanding certain issues around performance and security, because the abstraction layers introduce certain kinds of complexity.
Torvalds' position is not absurd, but he is an extremist.
Simple answer: programming languages provide data structures and ways to combine them. Use these directly at first, do not abstract. If you find you have representation invariants to maintain that are at a high risk of being broken due to a large number of usage sites possibly outside your control, then consider abstraction.
To implement this, first provide functions and convert the call sites to use them without hiding the representation. Hide the data representation only when you're satisfied your functional representation is sufficient. Make sure at this time to document the invariant being protected.
An "extreme programming" version of this: do not abstract until you have test cases that break your program. If you think the invariant can be breached, write the case that breaks it first.
Here's a similar question: https://stackoverflow.com/questions/1992279/abstraction-in-todays-languages-excited-or-sad.
I agree with #Steve Emmerson - 'Coders at Work' would give you some excellent perspective on this issue.

What is the best approach to moving a preexisting project from Flash 7/AS2 to Flex/AS3?

I have a large codebase that targetted Flash 7, with a lot of AS2 classes. I'm hoping that I'll be able to use Flex for any new projects, but a lot of new stuff in our roadmap is additions to the old code.
The syntax for AS2 and AS3 is generally the same, so I'm starting to wonder how hard it would be to port the current codebase to Flex/AS3. I know all the UI-related stuff would be iffy (currently the UI is generated at runtime with a lot of createEmptyMovieClip() and attachMovie() stuff), but the UI and controller/model stuff is mostly separated.
Has anyone tried porting a large codebase of AS2 code to AS3? How difficult is it? What kinds of pitfalls did you run into? Any recommendations for approaches to doing this kind of project?
Some notable problems I saw when attempting to convert a large number of AS2 classes to AS3:
Package naming
class your.package.YourClass
{
}
becomes
package your.package
{
class YourClass
{
}
}
Imports are required
You must explicitly import any outside classes used -- referring to them by their fully qualified name is no longer enough.
Interface methods can't be labelled 'public'
This makes total sense, but AS2 will let you do it so if you have any they'll need to be removed.
Explicit 'override' keyword
Any functions that override a parent class function must be declared with the override keyword, much like C#. Along the same lines, if you have interfaces that extend other interfaces and redeclare functions, those overrides must be removed (again, as with public, this notation didn't make sense anyway but AS2 let you do it).
All the Flash builtin stuff changed
You alluded to this above, but it's now flash.display.MovieClip instead of just MovieClip, for example. There are a lot of specifics in this category, and I didn't get far enough to find them all, but there's going to be a lot of annoyance here.
Conclusion
I didn't get to work on this conversion to the point of success, but I was able in a matter of hours to write a quick C# tool that handled every aspect of this except the override keyword. Automating the imports can be tricky -- in my case the packages we use all start with a few root-level packages so they're easy to detect.
First off, I hope you're not using eval() in your projects, since there is no equivalent in AS3.
One of the things I would do is go through Adobe's migration guide (which is basically just an itemized list of what has changed) item by item and try to figure out if each item can be changed via a simple search and replace operation (possibly using a regex) or whether it's easier to just manually edit the occurrences to correspond to AS3. Probably in a lot of cases (especially if, as you said, the amount of code to be migrated is quite high) you'll be best off scripting the changes (i.e. using regex search & replace) and manually fixing any border cases where the automated changes have failed.
Be prepared to set some time aside for a bit of debugging and running through some test cases as well.
Also, as others have already mentioned, trying to combine AS2 SWFs with AS3 SWFs is not a good idea and doesn't really even work, so you'll definitely have to migrate all of the code in one project at once.
Here are some additional references for moving from AS2 to AS3:
Grant Skinners Introductory AS3 Workshop slidedeck
http://gskinner.com/talks/as3workshop/
Lee Brimelow : 6 Reasons to learn ActionScript 3
http://www.adobe.com/devnet/actionscript/articles/six_reasons_as3.html
Colin Moock : Essential ActionScript 3 (considered the "bible" for ActionScript developers):
http://www.amazon.com/Essential-ActionScript-3-0/dp/0596526946
mike chambers
mesh#adobe.com
My experience has been that the best way to migrate to AS3 is in two phases - first structurally, and second syntactically.
First, do rounds of refactoring where you stay in AS2, but get as close to AS3 architecture as you can. Naturally this includes moving all your frame scripts and #include scripts into packages and classes, but you can do more subtle things like changing all your event listeners and dispatchers to follow the AS3 flow (using static class properties for event types, and registering by method rather than by object). You'll also want to get rid of all your "built-in" events (such as onEnterFrame), and you'll want to take a close look at nontrivial mouse interaction (such as dragging) and keyboard interaction (such as detecting whether a key is pressed). This phase can be done incrementally.
The second phase is to convert from AS2 to AS3 - changing "_x" to "x", and all the APIs, and so on. This can't be done incrementally, you have to just do as much as you can in one fell swoop and then start fixing all the compile errors. For this reason, the more you can do in the first phase, the more pain you avoid in the second phase.
This process has worked for me on a reasonably large project, but I should note that the first phase requires a solid understanding of how AS3 is structured. If you're new to AS3, then you'll probably need to try building some of the functionality you'll need to be porting. For example, if your legacy code uses dragging and drop targets, you'll want to try implementing that in AS3 to understand how your code will have to change structurally. If you then refactor your AS2 with that in mind, the final syntax changes should go smoothly.
The biggest pitfalls for me were the parts that involved a lot of attaching, duplicating and moving MovieClips, changing their depths, and so on. All that stuff can't really be rearchitected to look like AS3; you have to just mash it all into the newer way of thinking and then start fixing the bugs.
One final note - I really wouldn't worry about stuff like import and override statements, at least not to the point of automating it. If you miss any, it will be caught by the compiler. But if you miss structural problems, you'll have a lot more pain.
Migrating a bigger project like this from as2 will be more than a simple search and replace. The new syntax is fairly similar and simple to adapt (as lilserf mentioned) but if nothing else the fact that as3 is more strict and the new event model will mostly likely cause a lot of problems. You'll probably be better off by more or less rewriting almost everything from scratch, possibly using the old code as a guide.
Migrating from as2 -> as3 in terms of knowledge is fairly simple though. If you know object oriented as2, moving on to as3 won't be a problem at all.
You still don't have to use mxml for your UI unless you specifically want to. Mxml just provides a quick way to build the UI (etc) but if you want to do it yourself with actionscript there's nothing stopping you (this would also probably be easier if you already have that UI in as2 code). Flex (Builder) is just a quick way to do stuff you may not want to do yourself, such as building the UI and binding data but essentially it's just creating a part of the .swf for you -- there's no magic to it ;)

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