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World: r3wp

[!Liquid] any questions about liquid dataflow core.

Maxim
17-Sep-2009
[1116]
I'm really excited... this is probably the furthest I've pushed liquid 
outside of elixir and so far, its the most stable part of my development 
cycle.  View being at the other end of that spectrum.
jocko
18-Sep-2009
[1117]
coming back to your reflexions on a liquid based processing network, 
it recalls me a distributed code programming language : "wave system", 
developed in the 90's, and allowing to spread a code in a large and 
unstructured network for neighbour to neighbour, wher each node executes 
a part of the code, and provides a part of the information requested, 
and transmits. It is unfortunately difficult to find info on this 
system, which was developed by Peter Sapaty. It seems that it was 
recently used in a light version for network problems studies : "wiseman" 
http://www.ece.ubc.ca/~vleung/IWCMC2008Keynote VLeung.pdf , 
and http://www.ece.ubc.ca/~sergiog/wiseman/WisemanManual.pdf
Maxim
18-Sep-2009
[1118]
very interesting talk  I'll read it to the end  its close to my idea 
for sure  :-)
Maxim
24-Jan-2010
[1119]
just thought I'd share that I've successfully optimized liquid by 
a huge margin, just by removing all the verbose print statements 
in the code.


10 minutes of deleting code... equals to an order of magnitude more 
responsiveness in some items of a graphic application I'm working 
on !

if only all of life where this simple  ;-D
Robert
24-Jan-2010
[1120]
Max, I will bite the bullet and will see if I get a graph engine 
done in C and attched to R3 via an extension.
Maxim
24-Jan-2010
[1121x2]
I'm sure you can  :-)
note that I already have access to a fully functional and highly 
optimised C-based graph engine which allows me to create billions 
of nodes, and much more.  


Integrating that system into REBOL is part of my current contract 
work.
Robert
24-Jan-2010
[1123]
Will you tell us what engine it is?
Pekr
24-Jan-2010
[1124]
I expect it being Max own implementation ... Liquid, globs, and all 
his stuff ...
Robert
24-Jan-2010
[1125]
In C? I doubt that...
BrianH
24-Jan-2010
[1126]
Nope, it's C (or maybe C++, I forget). He prototyped it in REBOL 
then went native for speed/scale.
Maxim
24-Jan-2010
[1127]
its not my engine, and am not at liberty for now... it will become 
public at some point though, its not my code, so I'm under NDA.
BrianH
24-Jan-2010
[1128]
Ah, too bad. Still, sounds fun :)
Maxim
24-Jan-2010
[1129:last]
The engine will use liquid's flexible interpreted messaging overlayed 
on the other graph engine which I will use for scalability in sheer 
volume of connections and nodes I can allocate.  just a portion of 
the tree usually needs to be in RAM at any given time, and in fact, 
parts of processing tree can now reside on different computers since 
the graph engine is refered to... it should be quite fun to use.


this will be tied in to the OpenGL and scream core scene-description 
engine as one cohesive toolset.


in this system, the binary nodes will actually be optional and should 
be invisible when used from the rebol application's point of view.