World: r3wp
[!REBOL3 Extensions] REBOL 3 Extensions discussions
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Carl 16-Jul-2010 [965] | 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. |
Maxim 16-Jul-2010 [1002x2] | in R3 I could go far beyond, actually dumping some of liquid's processing directly in the native side of an extension. in fact, I could use AGG or OpenGL directly without even using gobs or draw blocks since the interface is built by how you link things together and this linking and messaging will automatically fire-off AGG commands, without the need to go through an intermediate. |
anyhow... object use is central to this, since its the most approachable way to group & bind things in context . | |
Steeve 16-Jul-2010 [1004] | maybe you could simply convert your object into gobs ;-) |
Maxim 16-Jul-2010 [1005] | liquid is at a lower level than gobs (its not strictly gfx related) and I need object access for liquid (and other things). |
Steeve 16-Jul-2010 [1006] | off the topic, Gobs are not specifically related to graphics if they are not rendered (showed) Gobs could be used to implement some efficient data structures, like linked list or tree. As far I tested, dealing with structures of gobs is faster than with standard objets. A really cool feature is that when a gob is append as a child to a gob, it's removed from its current parent automaticly. |
Carl 16-Jul-2010 [1007x2] | Yes, true and useful too. |
I need to find a group to discuss the PAIR changes happening. Suggestions anyone? | |
Maxim 16-Jul-2010 [1009] | Core? |
Steeve 16-Jul-2010 [1010] | no !REBOL3 |
Carl 16-Jul-2010 [1011] | I guess. Kind of general group tho. Was hoping we had a graphics or datatypes group. |
Maxim 16-Jul-2010 [1012] | there's REBOL3 GUI |
Graham 16-Jul-2010 [1013x2] | How to compile the sample ext-test.c using MinGW http://jira.rebolsource.net:8080/browse/REBOLKIT-5 |
Looks like it should be possible to call Java libraries from a C extension using the Java native interface ... | |
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