syndicate-rkt/syndicate
Tony Garnock-Jones 69a8893da3 Add the concept of "restriction-path", which limits assertion visibility.
This is used when relaying: because we don't have access to the full
term, but only the projection results, we are inserting various
`(discard)`s. This is the cause of the failure in
`test/core/nesting-confusion.rkt`.

By adding `restriction-path`, we allow the inner dataspace to avoid
showing a reconstructed term to endpoints that might be able to
observe the reconstructed parts.

An alternative implementation approach is to generalize patterns in
the inner relay actor, translating all `(discard)`s into captures,
which would give us all the relevant terms that we need. The way I've
chosen to go (or at least, to try out) allows us to potentially keep
the "efficient" idea of just transmitting pattern-bound values across
some network link connecting dataspaces. The alternative would require
transmission of the full assertions, eliding no irrelevant detail.
2018-05-03 22:09:33 +01:00
..
drivers gl-2d driver and examples 2018-05-01 17:39:17 +01:00
examples Actually-useful instantaneous frame rate measurement 2018-05-01 22:40:12 +01:00
test Add the concept of "restriction-path", which limits assertion visibility. 2018-05-03 22:09:33 +01:00
.gitignore Tweak .gitignore 2018-04-29 14:54:22 +01:00
Makefile Add `test` make target 2018-04-29 16:08:20 +01:00
README.md Notes on install and test 2018-05-03 15:21:33 +01:00
assertions.rkt Factor out assertion structure definitions 2018-05-03 16:14:30 +01:00
bag.rkt for/bag and for/bag/count 2018-05-03 22:09:13 +01:00
dataspace.rkt Add the concept of "restriction-path", which limits assertion visibility. 2018-05-03 22:09:33 +01:00
event-expander.rkt Progress on syntax veneer 2018-04-08 11:44:32 +01:00
ground.rkt Drain multiple external ground events at once. (Good or bad idea?) 2018-05-01 17:34:51 +01:00
info.rkt Refactor tests 2018-04-29 11:55:32 +01:00
lang.rkt In case there are no activation-forms, add a gratuitous `(void)` at the end. 2018-04-30 22:47:53 +01:00
main.rkt Factor out assertion structure definitions 2018-05-03 16:14:30 +01:00
pattern.rkt Support vector in patterns, like we already support list 2018-05-01 20:57:22 +01:00
prototype.rkt Rearrange 2018-03-27 22:21:49 +13:00
relay.rkt Add the concept of "restriction-path", which limits assertion visibility. 2018-05-03 22:09:33 +01:00
skeleton.rkt Add the concept of "restriction-path", which limits assertion visibility. 2018-05-03 22:09:33 +01:00
syntax-classes.rkt Add timer/timestate support; this prompted a change to endpoint registration. 2018-04-29 22:27:55 +01:00
syntax.rkt Factor out assertion structure definitions 2018-05-03 16:14:30 +01:00
term.rkt Support vector in patterns, like we already support list 2018-05-01 20:57:22 +01:00
test-implementation.rkt Add the concept of "restriction-path", which limits assertion visibility. 2018-05-03 22:09:33 +01:00

README.md

New "Imperative" Syndicate Implementation

This experimental reimplementation of Syndicate takes the language-level constructs of facets, endpoints, and fields to heart, and integrates knowledge of facets and endpoints into the dataspace implementation itself.

It gains a significant performance advantage by doing so.

Programs seem to be about 20x faster. Some are only 10x faster, some are 30x faster.

The prototype that embodies the new idea is in prototype.rkt.

All the drivers end up looking much nicer with this new implementation. The previously-separate GL-2D support is now integrated as just another driver (though the timing characteristics of the old implementation are not precisely preserved). The ground.rkt implementation is much cleaner.

Install the package by getting a Git checkout and running

raco pkg install --link -n imperative-syndicate `pwd`

The implementation test suite lives in test/. Run it with:

raco setup imperative-syndicate; raco test -p imperative-syndicate

Try out the "many Racket logos" animation example/demo:

racket examples/gl-2d-many.rkt

Hopefully you'll get a smooth 60fps, though I admit I'm running it on a fairly fast machine so you might need to drop the sprite-count in the code a bit to sustain 60fps.