What is the use case of atomFamily in recoil? - recoiljs

I did my first experiment with recoil, building an editable table. Each cell has an atom which stores its row, column, and text value.
The way I built this was by
initializing each cell's atom into a dictionary (just a plain object), with keys in a format of [column]x[row]
I then iterate over these keys in the Table component, and pass only the key to each Cell component
The Cell component uses useRecoilState and find its specific Atom by accessing the main dictionary using the key it got passed as a prop.
Now, it seems to me that this use case (creating thousands of related atoms with the same shape) is what atomFamily is meant to make easier, but I don't understand how to use it in this way, where you initialize each atom with a specific value.
And, besides that, I don't understand what is the advantage of using atomFamily over storing a collection of atoms. I understand there is memoization involved, but I don't understand what is getting memoized other than, if I am reading correctly, the ability to recall a specific atom by calling the function again with the same id, which would get you pretty much the same behavior I'm getting with a dictionary.

There is very little difference: if you want to manually memoize and manage your own collection of atoms, then you certainly can. atomFamily is essentially just sugar for that: it handles the memoization for you, so all that you have to do is use a unique key to access each atom. Verbatim from the documentation for atomFamily:
An atom represents a piece of state with Recoil. An atom is created and registered per <RecoilRoot> by your app. But, what if your state isn’t global? What if your state is associated with a particular instance of a control, or with a particular element? For example, maybe your app is a UI prototyping tool where the user can dynamically add elements and each element has state, such as its position. Ideally, each element would get its own atom of state. You could implement this yourself via a memoization pattern. But, Recoil provides this pattern for you with the atomFamily() utility. An Atom Family represents a collection of atoms. When you call atomFamily() it will return a function which provides the RecoilState atom based on the parameters you pass in.
As far as examples for how to use atomFamily: beyond the documentation linked above, there are lots of existing questions and answers on Stack Overflow which already cover exactly that. Here are a couple which I have answered previously:
Dynamic atom keys in Recoil
Looking for a pattern to normalize state in Recoil without losing the benefit of Suspense

Related

Intercept array access using Bytebuddy

I have been using Bytebuddy to monitor application behaviours, and I would like to check whether an array field of one of application classes is updated before executing a particular method. I have read Bytebuddy documentation and stack overflow questions and have found some useful documentation of how to intercept field accesses using MemberSubstitution.
However, because the field I'm interested in is an array, onWrite and onRead events in MemberSubstitution seem irrelevant.
Is it possible to track updates on an array field using Bytebuddy?
No, unfortunately no. Arrays are read onto the stack. Then only afterwards elements are accessed by index. This can be preceded by arbitrary instructions and is not interceptable individually.

Does using setters still break one way data flow principle?

I'm building a data table component that nests subcomponents about five levels deep. e.g. (simplified) controller, table, thead/ tbody, tr, td.
The top component (controller) contains all the definitions and passes them down.
However, the last component in the chain (td) is performing some calculations on the data and those calculations are then passed to other subcomponents in the render stack.
I really hate to break the one-way data flow principle here, but we're talking tens of thousands of calculations, and hundreds of events bubbling up four levels. Bubbling up manually, of course.
I can do it using event bus pattern or a shared state pattern and I think that would comply with all the recommended practices.
However, I have found that simply declaring a setter on the affected prop attributes and placing deep watches on the props involved (in the few strategic places) results in much faster code.
What is the recommended way of solving a data-flow problem like this?
Edit: asked to provide an example. Hopefully this oversimplification will do:
controller is responsible for declaring table columns. It also contains a property called maxWidth containing the measured maximum td width for the column.
As a consequence components table, thead/ tbody, and tr all contain prop called columns while td contains column as in one column from the columns array.
Say td measures rendered width and reports that back to the controller so that it can decide which columns to hide.
Approach 1: (props down, events up)
td emits event, tr captures it and re-emits, etc. until it is captured by controller which then performs the necessary calculations and thus modifies the columns, triggering a re-render of the entire stack.
Approach 2: (vuex)
The columns array is in storage with action defined for adjusting column measurements?
Approach 3: (property setter)
The columns array declares a setter / method for adjusting maxWidth value.
Note how a method would essentially be the same as in vuex approach while a setter makes the assignment syntax somewhat less obvious that we're using an actual method for changing the state.
Also note how I myself fail to see the difference between vuex approach, column setter method or column property setter... Hence the question.
Edit 2: more clarification
If I'm using a setter, linter will immediately complain about vue/no-mutating-props whereas it won't do so when I'm using a method with basically the same code, except that it isn't a property setter, but a "separate" method.
Would that automatically mean that using a method is OK as it's semantically distinct from assigning a value?
For reference: I have forgone setters since they seemed too obvious and linter complained about property modification.
Instead I have created setter functions, e.g. setMaximumWidth on the object containing the property.
This solution seems like it conforms to best practices, at least as far as I understand them, and doesn't really change the approach.
I'm happy, but will probably get bashed some time for not using something more obvious, whatever that may be.

The process which Lucene tokenizes text

This can be considered as a general Java question but for better understanding I'm using Lucene as example.
You can use different Tokenizers in Lucene to tokenize text. There's the main abstract Tokenizer class and then many different classes that extend it. Same thing for TokenFilter.
Now, it seems that each time you want to index a document, a new Tokenizer is created. The question is, since Tokeinzer is just a utility class, why not make it static? for example, a Tokenizer that converts all letters to lower case can have a static method that does just that for every input it gets. What's the point of creating a new object for every piece of text we want to index?
One thing to mention - Tokeinzer has a private field that contains the input it receives to tokenize. I just don't see why we need to store it this way because the object is destroyed right after the tokenization process is over and the new tokenized text is returned. The only thing I can think of is multi-threaded access maybe?
Thank you!
Now, it seems that each time you want to index a document, a new Tokenizer is created
This is not true, the Analyzer.reusableTokenStream method is called, which re-uses
not just a Tokenizer, but also the entire chain (TokenFilters, etc).
See http://lucene.apache.org/java/3_0_0/api/core/org/apache/lucene/analysis/Analyzer.html#reusableTokenStream(java.lang.String, java.io.Reader)
One thing to mention - Tokeinzer has a private field that contains the input it receives to tokenize. I just don't see why we need to store it this way because the object is destroyed right after the tokenization process is over and the new tokenized text is returned. The only thing I can think of is multi-threaded access maybe?
As mentioned earlier, the entire Chain of tokenizers and tokenfilters is reused across documents. So all of their Attributes are reused, but also its important to note that attributes are shared across the chain (e.g. all Tokenizers and TokenFilters' Attribute references point to the same instances). This is why it is crucial to call clearAttributes() in your tokenizer to reset all attributes.
As an example, a Whitespace tokenizer adds a reference to a TermAttribute in its ctor, and its wrapped by a LowerCaseFilter which adds a reference to a TermAttribute in its ctor, too. Both these TermAttributes point to the same underlying char[]. When a new document is processed, Analyzer.reusableTokenStream is invoked, which returns the same TokenStream chain (in this case Whitespace wrapped with LowerCaseFilter) used in the previous document. The reset(Reader) method is called, resetting the tokenizer's input to the new document contents. Finally reset() is called on the entire stream, which resets any internal state from the previous document, and the contents are processed until incrementToken() returns false.
Dont worry about creating an instance here and there of a class when doing something complex like indexing a document w/ Lucene. There is probably going to be lots and lots of objects created inside the tokenizing and indexing process. One more tokeniser instance is literally nothing when one compares the left over garbage from thrown away objects when the process completes. If you dont believe me get a profile and watch object creation counts.

Communication in component-based game engine

For a 2D game I'm making (for Android) I'm using a component-based system where a GameObject holds several GameComponent objects. GameComponents can be things such as input components, rendering components, bullet emitting components, and so on. Currently, GameComponents have a reference to the object that owns them and can modify it, but the GameObject itself just has a list of components and it doesn't care what the components are as long as they can be updated when the object is updated.
Sometimes a component has some information which the GameObject needs to know. For example, for collision detection a GameObject registers itself with the collision detection subsystem to be notified when it collides with another object. The collision detection subsystem needs to know the object's bounding box. I store x and y in the object directly (because it is used by several components), but width and height are only known to the rendering component which holds the object's bitmap. I would like to have a method getBoundingBox or getWidth in the GameObject that gets that information. Or in general, I want to send some information from a component to the object. However, in my current design the GameObject doesn't know what specific components it has in the list.
I can think of several ways to solve this problem:
Instead of having a completely generic list of components, I can let the GameObject have specific field for some of the important components. For example, it can have a member variable called renderingComponent; whenever I need to get the width of the object I just use renderingComponent.getWidth(). This solution still allows for generic list of components but it treats some of them differently, and I'm afraid I'll end up having several exceptional fields as more components need to be queried. Some objects don't even have rendering components.
Have the required information as members of the GameObject but allow the components to update it. So an object has a width and a height which are 0 or -1 by default, but a rendering component can set them to the correct values in its update loop. This feels like a hack and I might end up pushing many things to the GameObject class for convenience even if not all objects need them.
Have components implement an interface that indicates what type of information they can be queried for. For example, a rendering component would implement the HasSize interface which includes methods such as getWidth and getHeight. When the GameObject needs the width, it loops over its components checking if they implement the HasSize interface (using the instanceof keyword in Java, or is in C#). This seems like a more generic solution, one disadvantage is that searching for the component might take some time (but then, most objects have 3 or 4 components only).
This question isn't about a specific problem. It comes up often in my design and I was wondering what's the best way to handle it. Performance is somewhat important since this is a game, but the number of components per object is generally small (the maximum is 8).
The short version
In a component based system for a game, what is the best way to pass information from the components to the object while keeping the design generic?
We get variations on this question three or four times a week on GameDev.net (where the gameobject is typically called an 'entity') and so far there's no consensus on the best approach. Several different approaches have been shown to be workable however so I wouldn't worry about it too much.
However, usually the problems regard communicating between components. Rarely do people worry about getting information from a component to the entity - if an entity knows what information it needs, then presumably it knows exactly what type of component it needs to access and which property or method it needs to call on that component to get the data. if you need to be reactive rather than active, then register callbacks or have an observer pattern set up with the components to let the entity know when something in the component has changed, and read the value at that point.
Completely generic components are largely useless: they need to provide some sort of known interface otherwise there's little point them existing. Otherwise you may as well just have a large associative array of untyped values and be done with it. In Java, Python, C#, and other slightly-higher-level languages than C++ you can use reflection to give you a more generic way of using specific subclasses without having to encode type and interface information into the components themselves.
As for communication:
Some people are making assumptions that an entity will always contain a known set of component types (where each instance is one of several possible subclasses) and therefore can just grab a direct reference to the other component and read/write via its public interface.
Some people are using publish/subscribe, signals/slots, etc., to create arbitrary connections between components. This seems a bit more flexible but ultimately you still need something with knowledge of these implicit dependencies. (And if this is known at compile time, why not just use the previous approach?)
Or, you can put all shared data in the entity itself and use that as a shared communication area (tenuously related to the blackboard system in AI) that each of the components can read and write to. This usually requires some robustness in the face of certain properties not existing when you expected them to. It also doesn't lend itself to parallelism, although I doubt that's a massive concern on a small embedded system...?
Finally, some people have systems where the entity doesn't exist at all. The components live within their subsystems and the only notion of an entity is an ID value in certain components - if a Rendering component (within the Rendering system) and a Player component (within the Players system) have the same ID, then you can assume the former handles the drawing of the latter. But there isn't any single object that aggregates either of those components.
Like others have said, there's no always right answer here. Different games will lend themselves towards different solutions. If you're building a big complex game with lots of different kinds of entities, a more decoupled generic architecture with some kind of abstract messaging between components may be worth the effort for the maintainability you get. For a simpler game with similar entities, it may make the most sense to just push all of that state up into GameObject.
For your specific scenario where you need to store the bounding box somewhere and only the collision component cares about it, I would:
Store it in the collision component itself.
Make the collision detection code work with the components directly.
So, instead of having the collision engine iterate through a collection of GameObjects to resolve the interaction, have it iterate directly through a collection of CollisionComponents. Once a collision has occurred, it will be up to the component to push that up to its parent GameObject.
This gives you a couple of benefits:
Leaves collision-specific state out of GameObject.
Spares you from iterating over GameObjects that don't have collision components. (If you have a lot of non-interactive objects like visual effects and decoration, this can save a decent number of cycles.)
Spares you from burning cycles walking between the object and its component. If you iterate through the objects then do getCollisionComponent() on each one, that pointer-following can cause a cache miss. Doing that for every frame for every object can burn a lot of CPU.
If you're interested I have more on this pattern here, although it looks like you already understand most of what's in that chapter.
Use an "event bus". (note that you probably can't use the code as is but it should give you the basic idea).
Basically, create a central resource where every object can register itself as a listener and say "If X happens, I want to know". When something happens in the game, the responsible object can simply send an event X to the event bus and all interesting parties will notice.
[EDIT] For a more detailed discussion, see message passing (thanks to snk_kid for pointing this out).
One approach is to initialize a container of components. Each component can provide a service and may also require services from other components. Depending on your programming language and environment you have to come up with a method for providing this information.
In its simplest form you have one-to-one connections between components, but you will also need one-to-many connections. E.g. the CollectionDetector will have a list of components implementing IBoundingBox.
During initialization the container will wire up connections between components, and during run-time there will be no additional cost.
This is close to you solution 3), expect the connections between components are wired only once and are not checked at every iteration of the game loop.
The Managed Extensibility Framework for .NET is a nice solution to this problem. I realize that you intend to develop on Android, but you may still get some inspiration from this framework.

Passing object references needlessly through a middleman

I often find myself needing reference to an object that is several objects away, or so it seems. The options I see are passing a reference through a middle-man or just making something available statically. I understand the danger of global scope, but passing a reference through an object that does nothing with it feels ridiculous. I'm okay with a little bit passing around, I suppose. I suspect there's a line to be drawn somewhere.
Does anyone have insight on where to draw this line?
Or a good way to deal with the problem of distributing references amongst dependent objects?
Use the Law of Demeter (with moderation and good taste, not dogmatically). If you're coding a.b.c.d.e, something IS wrong -- you've nailed forevermore the implementation of a to have a b which has a c which... EEP!-) One or at the most two dots is the maximum you should be using. But the alternative is NOT to plump things into globals (and ensure thread-unsafe, buggy, hard-to-maintain code!), it is to have each object "surface" those characteristics it is designed to maintain as part of its interface to clients going forward, instead of just letting poor clients go through such undending chains of nested refs!
This smells of an abstraction that may need some improvement. You seem to be violating the Law of Demeter.
In some cases a global isn't too bad.
Consider, you're probably programming against an operating system's API. That's full of globals, you can probably access a file or the registry, write to the console. Look up a window handle. You can do loads of stuff to access state that is global across the whole computer, or even across the internet... and you don't have to pass a single reference to your class to access it. All this stuff is global if you access the OS's API.
So, when you consider the number of global things that often exist, a global in your own program probably isn't as bad as many people try and make out and scream about.
However, if you want to have very nice OO code that is all unit testable, I suppose you should be writing wrapper classes around any access to globals whether they come from the OS, or are declared yourself to encapsulate them. This means you class that uses this global state can get references to the wrappers, and they could be replaced with fakes.
Hmm, anyway. I'm not quite sure what advice I'm trying to give here, other than say, structuring code is all a balance! And, how to do it for your particular problem depends on your preferences, preferences of people who will use the code, how you're feeling on the day on the academic to pragmatic scale, how big the code base is, how safety critical the system is and how far off the deadline for completion is.
I believe your question is revealing something about your classes. Maybe the responsibilities could be improved ? Maybe moving some code would solve problems ?
Tell, don't ask.
That's how it was explained to me. There is a natural tendency to call classes to obtain some data. Taken too far, asking too much, typically leads to heavy "getter sequences". But there is another way. I must admit it is not easy to find, but improves gradually in a specific code and in the coder's habits.
Class A wants to perform a calculation, and asks B's data. Sometimes, it is appropriate that A tells B to do the job, possibly passing some parameters. This could replace B's "getName()", used by A to check the validity of the name, by an "isValid()" method on B.
"Asking" has been replaced by "telling" (calling a method that executes the computation).
For me, this is the question I ask myself when I find too many getter calls. Gradually, the methods encounter their place in the correct object, and everything gets a bit simpler, I have less getters and less call to them. I have less code, and it provides more semantic, a better alignment with the functional requirement.
Move the data around
There are other cases where I move some data. For example, if a field moves two objects up, the length of the "getter chain" is reduced by two.
I believe nobody can find the correct model at first.
I first think about it (using hand-written diagrams is quick and a big help), then code it, then think again facing the real thing... Then I code the rest, and any smells I feel in the code, I think again...
Split and merge objects
If a method on A needs data from C, with B as a middle man, I can try if A and C would have some in common. Possibly, A or a part of A could become C (possible splitting of A, merging of A and C) ...
However, there are cases where I keep the getters of course.
But it's less likely a long chain will be created.
A long chain will probably get broken by one of the techniques above.
I have three patterns for this:
Pass the necessary reference to the object's constructor -- the reference can then be stored as a data member of the object, and doesn't need to be passed again; this implies that the object's factory has the necessary reference. For example, when I'm creating a DOM, I pass the element name to the DOM node when I construct the DOM node.
Let things remember their parent, and get references to properties via their parent; this implies that the parent or ancestor has the necessary property. For example, when I'm creating a DOM, there are various things which are stored as properties of the top-level DomDocument ancestor, and its child nodes can access those properties via the reference which each one has to its parent.
Put all the different things which are passed around as references into a single class, and then pass around just that one class instance as the only thing that's passed around. For example, there are many properties required to render a DOM (e.g. the GDI graphics handle, the viewport coordinates, callback events, etc.) ... I put all of these things into a single 'Context' instance which is passed as the only parameter to the methods of the DOM nodes to be rendered, and each method can get whichever properties it needs out of that context parameter.