In our MMORPG title Here Be Mon­sters, we offer the play­ers a vir­tual world to explore where they can visit towns and spots; for­age fruits and gather insects and flow­ers; tend to farms and ani­mals in their home­steads; make in-game bud­dies and help each other out; craft new items using things they find in their trav­els; catch and cure mon­sters cor­rupted by the plague; help out trou­bled NPCs and aid the Min­istry of Mon­sters in its strug­gle against the cor­rup­tion, and much more!

All and all, there are close to a hun­dred dis­tinct actions that can be per­formed in the game and more are added as the game expands. At the very cen­tre of every­thing you do in the game, is a quest and achieve­ments sys­tem that can tap into all these actions and reward you once you’ve com­pleted a series of requirements.

 

The Chal­lenge

How­ever, such a sys­tem is com­pli­cated by the snow­ball effect that can occur fol­low­ing any num­ber of actions. The fol­low­ing ani­mated GIF paints an accu­rate pic­ture of a cyclic set of chain reac­tions that can occurred fol­low­ing a sim­ple action:

Chain

In this instance,

  1. catch­ing a Gnome awards EXP, gold and occa­sion­ally loot drops, in addi­tion to ful­fill­ing any require­ment for catch­ing a gnome;
  2. get­ting the item as loot ful­fils any require­ments for you to acquire that item;
  3. the EXP and gold awarded to the player can ful­fil require­ments for acquir­ing cer­tain amounts of EXP or gold respective;
  4. the EXP can allow the player to level up;
  5. lev­el­ling up can then ful­fil a require­ment for reach­ing a cer­tain level as well as unlock­ing new quests that were pre­vi­ously level-locked;
  6. lev­el­ling up can also award you with items and gold and the cycle continues;
  7. if all the require­ments for a quest are ful­filled then the quest is complete;
  8. com­plet­ing a quest will in turn yield fur­ther rewards of EXP, gold and items and restarts the cycle;
  9. com­plet­ing a quest can also unlock follow-up quests as well as ful­fill­ing quest-completion requirements.

 

The same require­ments sys­tem is also in place for achieve­ments, which rep­re­sent longer term goals for play­ers to play for (e.g. catch 500 spirit mon­sters). The achieve­ment and quest sys­tems are co-dependent and feeds into each other, many of the mile­stone achieve­ments we cur­rently have in the game depend upon quests to be completed:

image

Tech­ni­cally there is a ‘remote’ pos­si­bil­ity of dead­locks but right now it exists only as a pos­si­bil­ity since new quest/achievement con­tents are gen­er­ally played through many many times by many peo­ple involved in the con­tent gen­er­a­tion process to ensure that they are fun, achiev­able and that at no point will the play­ers be left in a state of limbo.

 

This cycle of chain reac­tions intro­duces some inter­est­ing imple­men­ta­tion challenges.

For starters, the dif­fer­ent events in the cycle (lev­el­ling up, catch­ing a mon­ster, com­plet­ing a quest, etc.) are han­dled and trig­gered from dif­fer­ent abstrac­tion lay­ers that are loosely cou­pled together, e.g.

  • Level con­troller encap­su­lates all logic related to award­ing EXP and lev­el­ling up.
  • Trap­ping con­troller encap­su­lates all logic related to mon­ster catching.
  • Quest con­troller encap­su­lates all logic related to quest trig­ger­ing, pro­gress­ing and completions.
  • Require­ment con­troller encap­su­lates all logic related to man­ag­ing the progress of requirements.
  • and many more..

Func­tion­ally, the con­trollers form a nat­ural hier­ar­chy whereby higher-order con­trollers (such as the trap­ping con­troller) depend upon lower-order con­trollers (such as level con­troller) because they need to be able award play­ers with EXP and items etc. How­ever, in order to facil­i­tate the desired flow, the­o­ret­i­cally all con­trollers will need to be able to lis­ten and react to events trig­gered by all other controllers..

 

To make mat­ter worse, there are also non-functional require­ments which also requires the abil­ity to tap into this rich and con­tin­u­ous stream of events, such as:

  • Ana­lyt­ics track­ing – every action the player takes in the game is recorded along with the con­text in which they occurred (e.g. caught a gnome with the trap X, acquired item Z, com­pleted quest Q, etc.)
  • 3rd party report­ing – notify ad part­ners on key mile­stones to help them track and mon­i­tor the effec­tive­ness of dif­fer­ent ad campaigns
  • etc..

 

For the com­po­nents that process this stream of events, we also wanted to make sure that our imple­men­ta­tion is:

  1. strongly cohe­sive – code that are deal­ing with a par­tic­u­lar fea­ture (quests, ana­lyt­ics track­ing, com­mu­nity goals, etc.) are encap­su­lated within the same module
  2. loosely cou­pled – code that deals with dif­fer­ent fea­tures should not be directly depen­dent on each other and where pos­si­ble they should exist com­pletely independently

Since the events are gen­er­ated and processed within the con­text of one HTTP request (the ini­tial action from the user), the stream also have a life­time that is scoped to the HTTP request itself.

 

And finally, in terms of per­for­mance, whilst it’s not a latency crit­i­cal sys­tem (gen­er­ally a round-trip latency of sub-1s is accept­able) we gen­er­ally aim for a response time (between request reach­ing the server and the server send­ing back a response) of 50ms to ensure a good round-trip latency from the user’s perspective.

In prac­tice though, the last-mile latency (from your ISP to you) has proven to be the most sig­nif­i­cant fac­tor in deter­min­ing the round-trip latency.

 

The Solu­tion

After con­sid­er­ing sev­eral approaches:

  • Vanilla .Net events
  • Reac­tive Exten­sions (Rx)
  • CEP plat­forms such as Esper or StreamInsight

we decided to go with a tailor-made solu­tion for the prob­lem at hand.

In this solu­tion we intro­duced two abstractions:

  • Facts – which are spe­cial events for the pur­pose of this par­tic­u­lar sys­tem, we call them facts in order to dis­tin­guish them from the events we record for ana­lyt­ics pur­pose already. A fact con­tains infor­ma­tion about an action or a state change as well as the con­text in which it occurred, e.g. a Caught­Mon­ster fact would con­tain infor­ma­tion about the mon­ster, the trap, the bait used, where in the world the action occurred, as well as the rewards the player received.
  • Fact Proces­sor – a com­po­nent which processes a fact.

 

As a request (e.g. to check our trap to see if we’ve caught a mon­ster) comes in the des­ig­nated request han­dler will first per­form all the rel­e­vant game logic for that par­tic­u­lar request, accu­mu­lat­ing facts along the way from the dif­fer­ent abstrac­tion lay­ers that have to work together to process this request.

At the end of the core game logic, the accu­mu­lated facts is then for­warded to each of the con­fig­ured fact proces­sors in turn. The fact proces­sors might choose to process or ignore each of the facts.

In choos­ing to process a fact the fact proces­sors can cause state changes or other inter­est­ing events to occur which results in follow-up facts to be added to the queue.

FactProcessing

 

The sys­tem described above has the ben­e­fits of being:

  • Sim­ple – easy to under­stand and rea­son with, easy to mod­u­larise, no com­plex orches­tra­tion logic or spaghetti code.
  • Flex­i­ble – easy to change infor­ma­tion cap­tured by facts and pro­cess­ing logic in fact proces­sors
  • Exten­si­ble – easy to add new facts and/or fact proces­sors into the system

The one big down­side being that for the sys­tem to work it requires many types of facts which means it could poten­tially add to your main­te­nance over­head and requires lots of boil­er­plate class setup.

 

To address these poten­tial issues, we turned to F#’s dis­crim­i­nated unions over stan­dard .Net classes for its suc­cinct­ness. For a small num­ber of facts you can have some­thing as sim­ple as the following:

image

How­ever, as we men­tioned ear­lier, there are a lot of dif­fer­ent actions that can be per­formed in Here Be Mon­sters and there­fore many facts will be required to track those actions as well as the state changes that occur dur­ing those actions. The sim­ple approach above is not a scal­able solu­tion in this case.

Instead, you could use a com­bi­na­tion of marker inter­face and pat­tern match­ing to split the facts into a num­ber of spe­cial­ized dis­crim­i­nated union types.

image

Update  2014/07/28 : thank you to @johnazariah for bring­ing this up, the rea­son for choos­ing to use a marker inter­face rather than a hier­ar­chi­cal dis­crim­i­nated union in this case is because it makes interop with C# easier.

In C#, you can cre­ate the StateChangeFacts.LevelUp union clause above using the com­piler gen­er­ated StateChangeFacts.NewLevelUp sta­tic method but it’s not as read­able as the equiv­a­lent F# code.

With a hier­ar­chi­cal DU the code will be even less read­able, e.g. Fact.NewStateChange(StateChangeFacts.NewLevelUp(…))

 

To wrap things up, once all the facts are processed and we have dealt with the request in full we need to gen­er­ate a response back to the client to report all the changes to the player’s state as a result of this request. To sim­plify the process of track­ing these state changes and to keep the code­base main­tain­able we make use of a Con­text object for the cur­rent request (sim­i­lar to HttpContext.Current) and make sure that each state change (e.g. EXP, energy, etc.) occurs in only one place in the code­base and that change is tracked at the point where it occurs.

At the end of each request, all the changes that has been col­lected is then copied from the cur­rent Con­text object onto the response object if it imple­ments the rel­e­vant inter­face – for exam­ple, all the quest-related state changes are copied onto a response object if it imple­ments the IHasQuestChanges interface.

 

Related Posts

F# – use Dis­crim­i­nated Unions instead of Classes

F# – extend­ing Dis­crim­i­nated Unions using marker interfaces

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I saw this tweet on my time­line the other day..

image

which reminded me again to look at Elm and I’ve spend the last week or so get­ting myself immersed with this won­der­ful lit­tle lan­guage built around the idea of func­tional reac­tive pro­gram­ming.

My first impres­sions of Elm so far have been very pos­i­tive, there are some gen­uinely inter­est­ing things here, such as its Record and Sig­nal types and its inter­ac­tive debug­ger which is heav­ily influ­enced by Bret Victor’s work.

 

The Basics

Syn­tac­ti­cally, Elm looks like many func­tional lan­guage (and Python) out there – no curly brack­ets, white­space mat­ters, etc. – which is per­haps unsur­pris­ing as there’s seems to be a strong Haskell influ­ence here.

 

Tuples

Tuples are enclosed in paren­the­ses and sep­a­rated by comma (,) – e.g. ( 4, “3” ) is a tuple of the inte­ger 4 and the string “3”.

You can also use the helper func­tions (,) („) („,) … etc. to con­struct tuples with the required num­ber of items.

image

 

Records

At first glance Elm’s record type looks very sim­i­lar to F#’s record type:

  • both are light­weight labelled data structure
  • both sup­port pat­tern matching
  • fields are immutable (but F# sup­ports optional mutability)
  • both sup­port copy-and-update seman­tics to cre­ate a new record based on an exist­ing record
  • both sup­port poly­mor­phic func­tions (though in F# it’s more idiomatic to use mem­bers instead)

How­ever, upon closer inspec­tion you find some inter­est­ing addi­tions with Elm, most notably:

  • exten­si­bil­ity – besides the copy-and-update seman­tic, you can also add and remove fields at the same time
  • records uses struc­tural typ­ing – a func­tion can accept records of any kind so long they have the required fields (e.g. whoAreYou { name } = … takes any record that has a name field)
  • record type aliases can be com­posed together

 

Have a look at my last post to see a more detailed run-down of the sim­i­lar­i­ties and dif­fer­ences between records in F# and Elm.

 

Alge­braic Data Structure

Elm sup­ports alge­braic data struc­tures (i.e. F# dis­crim­i­nated unions), there are a num­ber of built-in alge­braic types such as the Maybe type. You can also define your own alge­braic types using the data keyword.

image

 

F# Pipes

It’s also nice to see F#’s pipes make an appear­ance in Elm and that Elm’s cre­ators are recep­tive to adopt­ing F#’s func­tional com­po­si­tion oper­a­tors « and » too, if adopted I really think they can make code that com­poses func­tions more read­able and intuitive.

image

 

Pat­tern Matching

Elm sup­ports the case..of syn­tax (another exam­ple of its Haskell her­itage) for pat­tern match­ing against vari­ables as you can see from the snip­pet above.

Elm doesn’t have when guards in its pat­tern match­ing syn­tax yet, but you can work around this by using the multi-way if expres­sions for now, which actu­ally reads like pat­tern match clauses rather than the tra­di­tional if-elif-elif-else.

image

Elm also sup­ports pat­tern match­ing against tuples, records and lists, etc. in much the same way as you’ve seen in F# or Haskell, for instance, you can pat­tern match against a record using the { fieldName1, fieldName2, … } syntax:

image

 

Anony­mous Functions

Elm uses the same syn­tax as Haskell to define anony­mous functions.

image

 

Cur­ry­ing

As you’d expect, Elm sup­ports currying.

image

The stan­dard library also has two helper func­tions – curry and uncurry – to help you change how argu­ments are passed to a func­tion, which comes in handy sometimes.

  • curry : ( ( a, b ) –> c ) –> a –> b –> c
  • uncurry : ( a –> b –> c ) –> ( a, b ) –> c

 

let..in syn­tax

Like many other func­tional lan­guages (Haskell, F#, etc.), in Elm the last expres­sion of a func­tion pro­vides its return value and whilst F# has moved away from the let..in syn­tax from its own OCaml roots, Elm still uses the let..in syntax.

You can spec­ify mul­ti­ple vari­ables within one let clause, e.g.

image

And you can also define inner func­tions in the same way too:

image

 

JS Interop

Interop with Javascript is pro­vided via ports, which I haven’t played around with much, but you can read all about it here.

 

The Good stuff

In Elm, much of what you do revolves around Sig­nals (which is Elm’s equiv­a­lent of Rx’s observ­ables) and the lan­guage (along with its stan­dard libraries) gives you a very dif­fer­ent way of think­ing about GUI devel­op­ment to the tra­di­tional DOM based approaches. If you are famil­iar with Rx (or RxJs, the Javascript port of the Rx API) or func­tional reac­tive pro­gram­ming* in gen­eral then you should feel right at home here.

Elm’s stan­dard library comes with a num­ber of built-in sig­nals – mouse posi­tions, clicks, win­dow dimen­sions, timer events, etc. From these built-in sig­nals you can then com­pose and map over them, the built-in Sig­nal library pro­vides quite a num­ber of func­tions to make life easy there.

 

Lift func­tions

You can use the lift func­tions (lift, lift2, lift3, … lift8) to apply a nor­mal func­tion over sig­nals. In Rx you’d do this with Observable.Select, but the way you can com­bine sig­nals together using the short­hand oper­a­tors <~ and ~ is really quite elegant.

For instance, you can pass the sig­nals of your mouse posi­tion and the coor­di­nate of your clicks into a func­tion like this:

And here is what the code above generates:

Pretty sim­ple, huh?

 

Merging/combining sig­nals

You can use the merge, merges or com­bine func­tions from the Sig­nal stan­dard library to con­cate­nate mul­ti­ple sig­nals of the same type into one uni­fied sig­nal. This is equiv­a­lent to Rx’s Observable.Concat operation.

This comes handy when you have mul­ti­ple sources of inputs of the same kind, or when you use alge­braic data type to help unify input sig­nals of dif­fer­ent kinds.

Take the Mis­sile Com­mand game below for instance, the game loop fol­lows the sim­ple pat­tern of: action –> state tran­si­tion –> redraw updated state. How­ever, there are three dif­fer­ent kinds of input that would trig­ger state transition:

  1. frames – to draw the game at 50 FRS means every 20ms we need to move the mis­sile along a cer­tain dis­tance along its path as dic­tated by its speed
  2. player actions – when the player clicks on the screen we should launch a new mis­sile towards the coor­di­nate where the user clicked
  3. enemy mis­siles – every x sec­onds we need to launch a ran­dom num­ber of enemy missiles

Each type of input has a dif­fer­ent set of para­me­ters asso­ci­ated with them, uni­fied by a sin­gle alge­braic data type.

Sig­nals rep­re­sent­ing each of these input types can then be merged together with the merge func­tion and passed into the main game tran­si­tion logic.

 

In addi­tion, the Sig­nal library also pro­vides a set of use­ful func­tions for com­pos­ing sig­nals, includ­ing foldp, count, keepIf, dropIf, keep­When, and sam­pleOn. Again, all of these can be mapped directly to Rx exten­sion methods.

In fact, all the capa­bil­i­ties of work­ing with sig­nals I have seen in Elm can be found in Rx and by exten­sion, in C#, F#, Java, Javascript and Dart thanks to the wide­spread reach of the Rx API and the effort by the devel­oper com­mu­nity to adopt it.

How­ever, because Rx exist as a library in those lan­guages, it doesn’t force you to fun­da­men­tally change the way you view UI devel­op­ment because you always have a way out when­ever things get uncom­fort­able (which should be often, if you’re chal­leng­ing your­self to go out­side your com­fort zone). In Elm, how­ever, there’s no other way, so you have to think ‘reac­tive’ all the way through. From a prac­ti­cal point of view this might sound restric­tive, but there’s really no bet­ter way to learn the func­tional reac­tive par­a­digm than to fully immerse and com­mit your­self to it.

 

The Debug­ger

If you have been fol­low­ing Bret Vic­tor’s work in recent years (which amongst oth­ers have inspired projects such as Light­Table, Khan academy’s UI design as well as Elm’s online debug­ger), you might have had to repeat­edly scrape pieces of your brain from the walls thanks to Bret’s super awe­some demos.

I rec­om­mend giv­ing this page a good read to see how it works and how Elm makes it possible.

Here’s a short demo video to show its time-travelling capa­bil­i­ties in action.

 

The Not So Good stuff

  • The lan­guage is still very young so expect lots of break­ing changes and bro­ken exam­ples from around the inter­net as it evolves. Per­son­ally, I think this is a good thing, it’s bet­ter for the lan­guage to learn and evolve away from its early mis­takes than to for­ever live with the sins of its youth.
  • IDE tool­ing is lack­ing. Whilst the online edi­tor and debug­ger can pro­vide hints (i.e. func­tion sig­na­tures and a link to the online doc for the func­tion, see below) for func­tions and types from the stan­dard libraries, they don’t work on user-defined func­tions and types. You can also just use any text edi­tor such as Notepad++ or Sub­lime Text that gives you syn­tax high­light­ing (Haskell high­light­ing usu­ally works pretty well) but I usu­ally look for much more sup­port from my devel­op­ment envi­ron­ment and see­ing Bret Victor’s work only raises my expec­ta­tions and Elm’s online debug­ger is a decent first step.

image

  • If you’re devel­op­ing with the online debug­ger then be sure to save your changes reg­u­larly, to a source con­trolled file prefer­ably. As the debug­ger exe­cutes your code it col­lects events along the way, which is how it enables this awe­some time-travelling capa­bil­ity to go back in time to see the effect of your changes as you make them. With the Auto-Update option turned on you get to see your changes reflected right away which is really nice, the down­side being that if it has col­lected a fair num­ber of events it can hang/crash the browser and you lose your unsaved changes along the way. Hope­fully that’s a painful les­son you won’t have to learn the hard way.
  • There are a fair amount of guided tuto­ri­als for the basic things, but once you start to get into the intermediate/advanced top­ics you’re mostly left to work out how to do things based on avail­able exam­ples that are barely com­mented and those auto-generated docs for libraries really don’t do the read­ers jus­tice. This is com­mon for new lan­guages, I have had the same expe­ri­ence with Dart too despite Dart being much more mature and have a big­ger com­mu­nity around it (and not to men­tion hav­ing a com­pany like Google behind it).

 

Mis­sile Command

Finally, to aid my learn­ing process, I put together a sim­ple imple­men­ta­tion of “Mis­sile Com­mand” which was fun to do and helped give me a sense of direc­tion when try­ing to fig­ure out what I can and can­not do in Elm.

I have writ­ten this in a way that’s per­haps more ver­bose than the offi­cial exam­ples, with lots of type anno­ta­tions to make up for the lack of sup­port from the online editor/debugger. Even so, the source code came in at less than 250 lines, which is really encour­ag­ing, imag­ine the level of pro­duc­tiv­ity a more com­pe­tent Elm devel­oper is able to achieve!

The source code is avail­able on Github here, you can copy the con­tent of main.elm into the Elm online edi­tor to try it out.

 

 

* on the topic of reac­tive pro­gram­ming, I came across this talk by Erik Mei­jer, the father of Rx, titled Dual­ity and the end of Reac­tive and it’s well worth a watch. With­out going into too much detail and rob­bing you of the joy of mak­ing your own dis­cov­er­ies and con­clu­sions from it, my key take­away from the talk came from Erik’s clos­ing remark:

Reac­tive is Dead, long live com­pos­ing side effects.

Now, I don’t think Erik is telling us to stop using Rx or the reac­tive par­a­digm that he has done so much to pop­u­lar­ize, but to shift our focus from the act of doing them (com­pos­ing signals/observables and then writ­ing code that reacts to them) to the why – which is to help us ratio­nal­ize side effects and com­pose them, and mak­ing the implicit rela­tion­ships between side effects explicit.

 

Related Read­ing

Erik Mei­jer – dual­ity and the end of reac­tive <- (must watch)

Elm’s time-travelling debugger

Elm’s sig­nals

Elm’s exten­si­ble records

Aca­d­e­mic paper – Exten­si­ble records with scoped labels

Mis­sile Com­mand (demo)

Mis­sile Com­mand (source code)

Con­trast­ing F# and Elm’s record types

F# – record types vs classes

Dart – emu­lat­ing alge­braic data type

Udi Dahan – Mak­ing roles explicit

Bret Vic­tor – Invent­ing on Principle

Bret Vic­tor – Stop Draw­ing Dead Fish

Bret Vic­tor – Media for Think­ing the Unthinkable

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Hav­ing spent some time this week with Elm I have seen plenty of things to make me like it, a more in-depth review of my expe­ri­ence with Elm so far is in the works but for now I want to talk about Elm’s record type and how it com­pares with F# record type which us F# folks rely upon so often. At first glance, there are a lot of sim­i­lar­i­ties between the two, but upon closer inspec­tion you’ll find some notable differences.

 

F#

In F#, to cre­ate a record you first have to declare its type, and the idiomatic F# way is to use records as light­weight data con­tain­ers but you can option­ally add ‘mem­bers’ (i.e. prop­er­ties or meth­ods) to your record types too.

Whilst fields are immutable by default, they can be made muta­ble if you explic­itly mark them with the muta­ble key­word. Whilst this is not an encour­aged prac­tice the option is there for you if you need it, usu­ally as an opti­miza­tion to avoid the GC over­head of using the copy-and-update oper­a­tion (under the hood F#’s records are com­piled to class types so they’re heap allo­cated and there­fore incurs allo­ca­tion and col­lec­tion cost), or because you need to interop with C#.

Advan­tages of using records over classes include the abil­ity to use pat­tern match­ing and that they use struc­tural equal­ity seman­tic. Given their role as light­weight data con­tain­ers, like tuples, is the sen­si­ble choice in most cases but you can still over­ride this behav­iour if you need to.

Whilst F# record types can imple­ment inter­faces, they can­not be inher­ited from, a fact that you can argue for or against. Per­son­ally I’m on the ‘argue for’ camp as it gives me future guar­an­tee of safety and if I need to sup­port vari­ance I will intro­duce inter­faces and/or use com­po­si­tion instead.

 

Elm

In Elm, a record can exist on its own with­out you hav­ing to first define a type for it. Defin­ing a type merely cre­ates an alias to help make your code more read­able and give you some sta­tic safety where it’s needed.

Elm doesn’t have classes but its records allow poly­mor­phic func­tions to be defined as part of the record. How­ever, these are not the same as F# record’s instance mem­bers as there is no this or self key­words in Elm (because Elm’s cre­ators con­sider it an extremely bad prac­tice to mix data and logic, which I imag­ine most func­tional pro­gram­mers will agree).

Unsur­pris­ingly, Elm’s records can be pat­tern matched, but one caveat I found is that as far as I can tell there’s no way to cap­ture two records with the same field into two dif­fer­ent local vari­ables (see exam­ple below).

 

So far we have seen that Elm’s records are pretty sim­i­lar to their F# coun­ter­parts, where things get inter­est­ing is the exten­si­bil­ity options you have with Elm’s records.

Exten­si­ble Records

On top of the clone-and-update oper­a­tions (using the | label <- value syn­tax) you can also:

  • add new fields using the = oper­a­tor, e.g. { x | species = “Jade Dragon” } adds new species field with the value “Jade Dragon”
  • remove fields by using the minus oper­a­tor, e.g. { x – age } removes the age field from x when cloning

 

Com­posi­ble Record Types

Type aliases defined using the { x | label : type } syn­tax (like Named and Aged in the above exam­ple) can be com­posed together using a some­what strange syn­tax, e.g. Name(Aged {}) which says that the record must con­tain all the fields defined in both Named and Aged. The inner most { } in this case rep­re­sents an empty record, you can spec­ify bespoke labels and asso­ci­ated types there or use a type alias that is defined using the { label : type } syn­tax, like the Char­ac­ter type alias we defined in the above example.

 

Struc­tural Typing

Finally, Elm’s records sup­port struc­tural typ­ing which allows func­tions to accept any record that has the required fields, this gives you the ben­e­fit of dynamic languages.

In F#, whilst you don’t need to explic­itly spec­ify the type of the record when pat­tern match­ing (e.g. let show­Name { Name = name } = …), the type infer­ence process will still choose a type for you so you’re sta­t­i­cally bound to a par­tic­u­lar type. You can, how­ever, sup­port struc­tural typ­ing in a sim­i­lar way using sta­t­i­cally resolved type para­me­ters which also works on nor­mal class types but you lose the abil­ity to use pat­tern match­ing in the process, and I always find their syn­tax a lit­tle clumsy so wher­ever pos­si­ble I would use inter­faces instead.

 

Related Read­ings

F# – Record types vs classes

F# – Ref­er­en­tial equal­ity for Record types

F# per­for­mance test – structs vs Records

F# – sta­t­i­cally resolved type parameters

F# – XmlSe­ri­al­izer, Record types and [CLIMutable]

F# – Seri­al­iz­ing F# Record types

AOP – string intern­ing with Post­Sharp on F# record types

Elm – Exten­si­ble Records

Research paper – Exten­si­ble records with scoped labels

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Since I’ve been exper­i­ment­ing with Sen­try and hack­ing around in Dart again lately, so what bet­ter way is there to com­bine these two activ­i­ties than to write a Dart client for Sentry?

That said, there is already a Javascript client library for Sen­try, which via the dart:js library you can prob­a­bly save your­self some code by writ­ing a wrap­per around the Javascript library instead. But I chose to write the client from scratch because:

  1. it’s more fun
  2. you can take advan­tage of Dart’s sup­port for sta­tic type checking
  3. you can make use of Dart’s iso­lates (think F# mail­box or Erlang processes, iso­lates is Dart’s imple­men­ta­tion of Carl Hewitt’s actor model) to abstract over mak­ing con­cur­rent requests and han­dling retries, etc.
  4. wrap­ping the Javascript library means hard depen­dency on the Javascript library being present, which means you won’t be able to use it on the server side
  5. it’s more fun!

 

Update 05/07/2014 : I had pre­vi­ously stated that raven-js had depen­den­cies on jQuery, ember, etc. that was incor­rect. As they were in fact raven-js plu­g­ins for those frame­works (as stated in its Plu­g­ins doc­u­men­ta­tion page here) and the raven-js itself doesn’t have any dependencies.

 

And the result is a small (~600 LOC) Dart library called raven_dart, that allows you to cap­ture generic mes­sages or excep­tions as events in Sen­try. The most basic usage would look like this:

Oper­a­tional params can be used to cus­tomize the behav­iour of cap­tureMes­sage and cap­ture­Ex­cep­tion, such as adding tags, or other meta­data to go along with the events.

Fol­low­ing the offi­cial guide­lines on writ­ing a Sen­try client, the library supports:

  • DSN con­fig­u­ra­tion via con­struc­tor argument
    • null means disabled
  • Grace­ful fail­ure handling
    • fall­back to log­ging to con­sole when Sen­try is disabled
    • retry on error (except for HTTP sta­tus codes 400, 401, 403, and 503)
    • con­fig­urable max no. of retries
    • expo­nen­tial delay when retrying
    • tem­porar­ily dis­able if Sen­try is unavail­able (503)
  • Sup­port for tagging
    • com­mon tags can be pro­vided in the client constructor
    • addi­tional tags are sup­plied for each event
    • when com­mon and event-specific tags over­lap, both are sent as part of the event
  • Non-blocking event submission
    • events are sent to avail­able iso­lates in round-robin fash­ion, whom then process them asyn­chro­nously and concurrently
    • con­fig­urable level of con­cur­rency per core which deter­mines num­ber of iso­lates run­ning at the same time
  • Basic data sanitization/scrubbing
    • credit card number-like fields are scrubbed
    • Sen­try key and secrets are scrubbed
    • Val­ues that look like pass­words or secrets are scrubbed

 

Please give it a try and let me know what you think, if you find any bugs or have feed­backs in gen­eral, feel free to add them to the issues page.

 

Related Links

raven_dart home­page

raven_dart on pub.dartlang.org

Libraries for C# and F# for eas­ier inte­gra­tion with Sentry

Emu­lat­ing F#’s dis­crim­i­nated unions (aka alge­braic data types) in Dart

Emu­lat­ing enums in Dart

Take­aways from Hewitt, Mei­jer and Szyperski’s talk on the Actor model

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DISCLAIMER : as always, you should bench­mark against your pay­load and use case, the bench­mark num­bers I have pro­duced here is unlikely to be rep­re­sen­ta­tive of your use cases and nei­ther is any­body else’s bench­mark numbers.

You can use the sim­ple test har­ness I cre­ated and see these exam­ple code to bench­mark against your par­tic­u­lar payload.

 

Binary Seri­al­iz­ers

All seri­al­iz­ers are updated to the cur­rent lat­est version.

image

image

Ver­sions tested:

Protobuf-net 2.0.0.668
Mes­sagePack 0.1.0.2011042300
FsPick­ler 0.9.5-alpha
Fil­bert 0.2.0
Json.Net 6.0.3
Flu­o­rineFx 1.2.4

 

JSON Seri­al­iz­ers

FastJ­son­Parser (which only sup­ports dese­ri­al­iza­tion and comes under the System.Text.Json name­space) was added to the mix, all other seri­al­iz­ers are updated the cur­rent lat­est version.

image

image

Ver­sions tested:

Jil 1.5.0
ServiceStack.Text 4.0.22
Json.Net 6.0.3
fastJ­son 2.1.1.0
Mon­goDB Drive 1.9.1
System.Json 4.0.20126.16343
System.Text.Json 1.9.9.1
JsonFx 2.0.1209.2802
Jay­Rock 0.9.16530
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