World: r3wp
[!REBOL3 Extensions] REBOL 3 Extensions discussions
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Maxim 16-Jul-2010 [952] | I tried to send this on R3 chat but server is down.. |
Carl 16-Jul-2010 [953] | Maxim: let's see if I can get you a Reb_Get_Object(obj, word) function. That would work ok, right? |
Maxim 16-Jul-2010 [954x3] | one of the reasons I want to use objects directly within extensions is that I am noticing GC recycling interruptions while scrolling stuff in R2 AGG driven interface. |
yes that would be great. the important detail is the need for this accessor to be able to get objects too, so that we can browse a whole object structure. | |
re: "GC recycling interruptions" if we can browse the objects directly from extensions a lot of the need to "bake" command access within blocks and execute via do-commands is alleviated in the first place. | |
Carl 16-Jul-2010 [957x2] | Yep, I think it is a reasonable request. The trick would be that you'd add any field names to the WORDs block of your ext module. |
And, actually, the RXI_API would be RXI_GET_FIELD (because RXI_GET_OBJECT should be reserved for later obtaining parameters related to the object itself, such as number of values stored, etc.) | |
Maxim 16-Jul-2010 [959x4] | sure. would there be a way to inspect an object to build something like in native C ?: foreach words-of object [ ; ... do something ... ] |
if you can add some object reference to the hostkit, I'll be switching over all of my tools to R3, may even help with low-level AGG, and finally start forgetting about R2. | |
:-) | |
as an example, we could just represent a draw structure using primitives as objects (which can include several AGG primitives) and call AGG native code directly from the object tree. something like draw context [ prim: 'cross-box offset: 10x10 size: 20x20 thickness: 1 border: black cross-color: red ] would draw a box and two cross lines, without the need to reduce this at every refresh when its refreshed and data comes from external manipulators: draw compose [ pen (prim/border) fill-pen none line-width (prim/thickness) line-pattern none box (prim/offset) (prim/offset + prim/size - 1x1) pen (prim/cross-color) line (prim/offset) (prim/offset + prim/size - 1x1) line (prim/offset + (prim/size * 1x0)) (prim/offset + (prim/size * 0x1)) ] | |
Carl 16-Jul-2010 [963x3] | Both examples above reduce. |
Passing attributes via objects vs block of args is one of those edge cases where picking the best choice really depends on the source of the data. | |
For example, many graphical objects will be cached in their reduced blocks, so it's not a GC problem. | |
Maxim 16-Jul-2010 [966] | but the first one becomes a persistent object and doesn't need to reduce over and over. when the structure becomes somethings which goes beyond 50kb of draw source, reducing over and over hits the GC very fast. |
Carl 16-Jul-2010 [967x2] | In addition, REDUCE on blocks now supports REDUCE/into that generates no garbage. |
Well... I find that most coders don't pay close attention to their garbage side effects, but in a GUI sysetm, it's wise to do so. | |
Maxim 16-Jul-2010 [969] | yes, but if the structure is nested, you have to reduce things so they become flat. also, not all situations allow you bind values directly to objects, |
Carl 16-Jul-2010 [970] | Again, it really depends... because the DRAW block is constructed, objects are not that good of a substitute, because their only benefit is named fields, which in a constructed domain offer no clear advantage. |
Maxim 16-Jul-2010 [971] | also note that I gave this example as a Draw, since we can all quickly see what is happening, but the above applies to many other datasets which are used libs, and for which objects are much more user-friendly than objects. think of C libs which use deep struct trees. I'd rather keep the user interface object related. |
Carl 16-Jul-2010 [972] | Object fields primary advantage is in human domains where the named fields make code more clear. |
Maxim 16-Jul-2010 [973x2] | yes... but they also allow context on the REBOL source side. note that with the example above using objects, I don't need to go thru a draw block on the native side. I could inspect the object and fire AGG (or other lib ;-) commands directly |
as you say, its a case by case issue, but in most of my larger projects, i end up using object for a variety of management reasons. | |
Carl 16-Jul-2010 [975x6] | Yes, but there is a problem in your example above in that one is an apple and the other an orange. |
An object does not represent sequence, it represents state. A DRAW block represents sequence. They can be as long as you need. | |
So, for the above DRAW with object example to be useful, it would require a sequence of objects, so you're back to a block. | |
It's funny, I go back and forth a lot on my own designs in regard to object vs block. | |
For the human side, such as providing a style sheet containing graphics attributes, object is the winner. However, as that style sheet is processed, it is flattened into a sequence of commands sent to the AGG rendering engine. Now, it's probably possible to change our API into AGG to use objects, and that's probably find, but I'm not sure that it's really any more efficient. | |
find = fine | |
Maxim 16-Jul-2010 [981x3] | true, but objects can be nested. and a single small object, like in the above, may actually represent MANY draw commands. for example... a single block of text strings... may actually represent all the items of a text list. parsing that list to fit things within bounds. re-creating the whole AGG block as you scroll the list, forces you to possibly generate a few hundred draw items in a block. but you have to build that block using intepreted code, which only ends up being an intermediate in order to pass the visuals to the rendering. with an object, constructing that visual can all be handled on the native side and will save a lot of work on the interpreter and the GC. |
the object will contain a few parameters and it represents the list... but rendering it will all be managed in the native side. | |
though, as I said, this is not specifically Draw related... if I want to represent a node structure which has properties, methods as well as data, doing so using blocks is impossible to manage. | |
Carl 16-Jul-2010 [984x5] | The above block of texts example is puzzling to me. Here's why... normally, the display is constructed from nested layers of GOBs, each with offsets. So, scrolling a specific area of the display does not require any reconstruction of the blocks. |
What I find odd about your argument is that it implies that individual fields of objects would be selectively updated. | |
That means that those field references are specifically coded in the program... which to me means you're not really writing REBOL code, you're writing C++ in REBOL code. | |
It seems to me that the such a method result will be a program that is many times the size and complexity... and hence cost and brittleness. Of course, I may not be understanding precisely your method. | |
(I know your code is usually nano-sized. ;) | |
Maxim 16-Jul-2010 [989x3] | I admit that I am one of the rare REBOLers to write what we can call "large" applications. |
at some point, the benefits of context and object instantiation become invaluable. | |
I want to use R3 in a project that means I will need to manage hundreds of thousands of "things". If I can shove all of the heavy lifting into the native side of things, then I use REBOL for what its good at, high-level control. but the datasets might still be huge. | |
Carl 16-Jul-2010 [992x3] | Only at the edges. |
And, mainly at the human edge. | |
At the core, a CPU executes a sequence of instructions, not an object. | |
Maxim 16-Jul-2010 [995x2] | I guess I'd have to show you in actual code so you'd "see" it ;-) |
liquid is at the center of this, of course, but without objects, I coudn't easily hold state, process , cache and data together. | |
Steeve 16-Jul-2010 [997] | As far I know, Maxim don't use the nested gobs approach but reconstruct nested draw blocks instead. |
Maxim 16-Jul-2010 [998x3] | liquid uses state to control processing. each node is like a mini kernel only aware of itself. by linking stuff together and with messaging, all the nodes cooperate. right now, liquid is able to completely control a complete GUI forking of only the refresh of data which actually changes. but i cannot implement some liquid's low-level code within extensions because they can't look up the nodes. |
steeve, right, because in R2 there is other way to make a 100% AGG interface. | |
there is *no* other way | |
Steeve 16-Jul-2010 [1001] | nested draw blocks may be slower in R3, but I see a benefit with Maxim's way. It allows easy composing and inheritance of transformations in the sub-blocks, like skewing, rotation, translation, scaling. |
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