I would like to represent the timestamp coming from an HTMLMediaElement. Its defining characteristics are:
Its value is represented as a Double
It can be queried at any time using getCurrentTime :: IO Double (as partially applied on a given HTMLMediaElement)
It is potentially continuously changing (whenever the media player is playing)
My initial plan was to represent it as a Behavior t Double that re-runs the IO Double every time it is observed, but that hasn't worked out too well.
Things I've tried:
Using a Behavior that is prodded under the hood at a fixed frequency, as described in the workaround section of this question
Passing an Event t () representing the desired sampling frequency, and returning an Event t Double that holds the coinciding timestamps
I don't really like either -- the first one either couples the behaviour (sorry) too much to my specific use case (if I use the eventual sampling frequency I'll use in my app) or seems wasteful (if I use something like 1 kHz sampling when creating the Behavior just to then sample it at 60 Hz on the application end), and the second is quite inflexible if you want to do more than one thing with the timestamp at different sampling rates.
Right now, using an Event to explicitly sample the time (your second option) value is your best bet. We haven't yet created a way to write Behaviors that lazily poll outside resources, although that is something that I hope we'll be able to get done soon.
Keep in mind that, with your second option, you don't necessarily need to use a specific sampling rate; instead, you can sample on-demand, and even have multiple locations doing that sampling. It's not perfect, but I hope that'll let you get the job done!
Related
Behaviors are ubiquitously defined as “time-varying value”s1.
Why? time being the dependency/parameter for varying values is very uncommon.
My intuition for FRP would be to have behaviors as event-varying values instead; it is much more common, much more simple, I wage a much more of an efficient idea, and extensible enough to support time too (tick event).
For instance, if you write a counter, you don't care about time/associated timestamps, you just care about the "Increase-button clicked" and "Decrease-button clicked" events.
If you write a game and want a position/force behavior, you just care about the WASD/arrow keys held events, etc. (unless you ban your players for moving to the left in the afternoon; how iniquitous!).
So: Why time is a consideration at all? why timestamps? why are some libraries (e.g. reactive-banana, reactive) take it up to the extent of having Future, Moment values? Why work with event-streams instead of just responding to an event occurrence? All of this just seems to over-complicate a simple idea (event-varying/event-driven value); what's the gain? what problem are we solving here? (I'd love to also get a concrete example along with a wonderful explanation, if possible).
1 Behaviors have been defined so here, here, here... & pretty much everywhere I've encountered.
Behaviors differ from Events primarily in that a Behavior has a value right now while an Event only has a value whenever a new event comes in.
So what do we mean by "right now"? Technically all changes are implemented as push or pull semantics over event streams, so we can only possibly mean "the most recent value as of the last event of consequence for this Behavior". But that's a fairly hairy concept—in practice "now" is much simpler.
The reasoning for why "now" is simpler comes down to the API. Here are two examples from Reactive Banana.
Eventually an FRP system must always produce some kind of externally visible change. In Reactive Banana this is facilitated by the reactimate :: Event (IO ()) -> Moment () function which consumes event streams. There is no way to have a Behavior trigger external changes---you always have to do something like reactimate (someBehavior <# sampleTickEvent) to sample the behavior at concrete times.
Behaviors are Applicatives unlike Events. Why? Well, let's assume Event was an applicative and think about what happens when we have two event streams f and x and write f <*> x: since events occur all at different times the chances of f and x being defined simultaneously are (almost certainly) 0. So f <*> x would always mean the empty event stream which is useless.
What you really want is for f <*> x to cache the most current values for each and take their combined value "all of the time". That's really confusing concept to talk about in terms of an event stream, so instead lets consider f and x as taking values for all points in time. Now f <*> x is also defined as taking values for all points in time. We've just invented Behaviors.
Because it was the simplest way I could think of to give a precise denotation (implementation-independent meaning) to the notion of behaviors, including the sorts of operations I wanted, including differentiation and integration, as well as tracking one or more other behaviors (including but not limited to user-generated behavior).
Why? time being the dependency/parameter for varying values is very uncommon.
I suspect that you're confusing the construction (recipe) of a behavior with its meaning. For instance, a behavior might be constructed via a dependency on something like user input, possibly with additional synthetic transformation. So there's the recipe. The meaning, however, is simply a function of time, related to the time-function that is the user input. Note that by "function", I mean in the math sense of the word: a (deterministic) mapping from domain (time) to range (value), not in the sense that there's a purely programmatic description.
I've seen many questions asking why time matters and why continuous time. If you apply the simple discipline of giving a mathematical meaning in the style of denotational semantics (a simple and familiar style for functional programmers), the issues become much clearer.
If you really want to grok the essence of and thinking behind FRP, I recommend you read my answer to "Specification for a Functional Reactive Programming language" and follow pointers, including "What is Functional Reactive Programming".
Conal Elliott's Push-Pull FRP paper describes event-varying data, where the only points in time that are interesting are when events occcur. Reactive event-varying data is the current value and the next Event that will change it. An Event is a Future point in the event-varying Reactive data.
data Reactive a = a ‘Stepper ‘ Event a
newtype Event a = Ev (Future (Reactive a))
The Future doesn't need to have a time associated with it, it just need to represent the idea of a value that hasn't happened yet. In an impure language with events, for example, a future can be an event handle and a value. When the event occurs, you set the value and raise the handle.
Reactive a has a value for a at all points in time, so why would we need Behaviors? Let's make a simple game. In between when the user presses the WASD keys, the character, accelerated by the force applied, still moves on the screen. The character's position at different points in time is different, even though no event has occurred in the intervening time. This is what a Behavior describes - something that not only has a value at all points in time, but its value can be different at all points in time, even with no intervening events.
One way to describe Behaviors would be to repeat what we just stated. Behaviors are things that can change in-between events. In-between events they are time-varying values, or functions of time.
type Behavior a = Reactive (Time -> a)
We don't need Behavior, we could simply add events for clock ticks, and write all of the logic in our entire game in terms of these tick events. This is undesirable to some developers as the code declaring what our game is is now intermingled with the code providing how it is implemented. Behaviors allow the developer to separate this logic between the description of the game in terms of time-varying variables and the implementation of the engine that executes that description.
I have scoured the documentation of reactive-banana, and I can't find a way to specify explicit time delays. Say, for example, I would like to take an Event t a and shift all of its occurrences 1 second into the future; or get an event that fires 1 second from now (within Moment t); or anything like that. Are explicit delays representable in reactive-banana? If not, how do users implement, e.g., echoing input delayed by a second?
As Ben indicates, this is correct: reactive-banana is no built-in notion of time and delays.
The main reason is that it is hard to guarantee that logical time and real time agree. What happens when a mouse click happens in real time before the logical time of an event which could not yet be calculated, i.e. whose real time dallies behind its logical time?
However, it is still possible to deal with time by using external timer events. Have a look at the Wave.hs example.
I'm not an expert by any means, but I've used an older reactive-banana for a program with exactly this need (I don't have the code on hand at the moment, unfortunately).
I think that explicit delays don't fit super-naturally within the reactive-banana framework because you're always implicitly dealing with some sort of abstract time. Delaying by particular intervals requires dealing with the real world notion of time. I can see that it would be very hard to say what something like union event (delay 1.0 event) would mean in terms of the authoritative model where type Event a = [Maybe a]: should it be [a, b, a, b] or [a, a, b, b]? As I've been thinking of it, the problem is that which of those two should result is unspecified without considering operational runtime details.
But you can do it "around" the reactive-banana framework by wiring up an IO action to the event you want to delay that sleeps for a while (not in the main thread, obviously) and then fires a different event. I believe I was able to wrap all that logic up in a function I could call from the NetworkDescription monad (this was before the Moment monad existed) to get my new delayed event.
I'm trying out the random number generation from the new library in C++11 for a simple dice class. I'm not really grasping what actually happens but the reference shows an easy example:
std::default_random_engine generator;
std::uniform_int_distribution<int> distribution(1,6);
int dice_roll = distribution(generator);
I read somewhere that with the "old" way you should only seed once (e.g. in the main function) in your application ideally. However I'd like an easily reusable dice class. So would it be okay to use this code block in a dice::roll() method although multiple dice objects are instantiated and destroyed multiple times in an application?
Currently I made the generator as a class member and the last two lines are in the dice:roll() methods. It looks okay but before I compute statistics I thought I'd ask here...
Think of instantiating a pseudo-random number generator (PRNG) as digging a well - it's the overhead you have to go through to be able to get access to water. Generating instances of a pseudo-random number is like dipping into the well. Most people wouldn't dig a new well every time they want a drink of water, why invoke the unnecessary overhead of multiple instantiations to get additional pseudo-random numbers?
Beyond the unnecessary overhead, there's a statistical risk. The underlying implementations of PRNGs are deterministic functions that update some internally maintained state to generate the next value. The functions are very carefully crafted to give a sequence of uncorrelated (but not independent!) values. However, if the state of two or more PRNGs is initialized identically via seeding, they will produce the exact same sequences. If the seeding is based on the clock (a common default), PRNGs initialized within the same tick of the clock will produce identical results. If your statistical results have independence as a requirement then you're hosed.
Unless you really know what you're doing and are trying to use correlation induction strategies for variance reduction, best practice is to use a single instantiation of a PRNG and keep going back to it for additional values.
When toying around with implementing FRP one thing I've found that is confusing is what to
do with the past? Basically, my understanding was that I would be able to do this with a Behaviour at any point:
beh.at(x) // where time x < now
This seems like it could be problematic performance wise in a case such as this:
val beh = Stepper(0, event) // stepwise behaviour
Here we can see that to evaluate the Behaviour in the past we need to keep all the Events and we will end up performing (at worst) linear scans each time we sample.
Do we want this ability to be available or should Behaviours only be allowed to be evaluated at a time >= now? Do we even want to expose the at function to the programmer?
While a behaviour is considered to be a function of time, reliance on an arbitrary amount of past data in FRP is a Bad Thing, and is referred to as a time leak. That is, transformations on behaviours should generally be streaming/reactive in that they do not rely on more than a bounded amount of the past (and should accumulate this knowledge of the history explicitly).
So, no, at is not desirable in a real FRP system: it should not be possible to look at either the past or the future. (The latter is, of course, impossible, if the state of the future depends on anything external to the FRP system.)
Of course, this leads to the problem that only being able to look at the exact present severely restricts what you can do when writing a function to transform behaviours: Behaviour a -> Behaviour b becomes the same as a -> b, which makes many things we'd like to do impossible. But this is more an issue of finding a semantics, one of FRP's persistent problems, than anything else; as long as the primitive transformations on behaviours you provide are powerful enough without causing time leaks, everything should be fine. For more information on this, see Garbage collecting the semantics of FRP.
Pardon me, I'm just starting to look into reactive-banana and FRP.
The author of reactive-banana made this example per my suggestion, in which he creates a counter which can be increased and decreased. He uses accumE function which accumulates events. I think I was able to somewhat grok the Event type, and was able to test quite a few things with it, but then I remembered that there was also Behavior. I looked into it, but it seems like the behavior is meant to be used in similar situations; to modify an existing variable, just like accumE does with events.
What does Behavior mean, and what are the use cases for it?
I agree with Ankur rather than Chris: a text box is a value over time and so naturally wants to be a behavior rather than an event. The reasons Chris give for the less natural choice of event are implementation issues and so (if accurate) an unfortunate artifact of the reactive-banana implementation. I'd much rather see the implementation improved than the paradigm used unnaturally.
Besides the semantic fit, it's pragmatically very useful to choose Behavior over Event. You can then, for instance, use the Applicative operations (e.g., liftA2) to combine the time-varying text box value with other time-varying values (behaviors).
Semantically, you have
Behavior a = Time -> a
That is, a Behavior a is a value of type a that varies over time. In general, you know nothing at all about when a Behavior a would change, so it turns out to be a rather poor choice for updating a text field on the click of a button. That said, it would be easy to get a behavior that expresses the current value of the number in the counter example. Just use stepper on the event stream, or alternatively, build it from scratch the same way, except by using accumB instead of accumE.
Typically, things you hook up to input and output will always be Events, so Behavior is used internally for intermediate results.
Suppose that in the given example, you want to add a new button that remembers the current value, like the memory function on simple calculators. You would start out by adding a memory button and a text field for the remembered value:
bmem <- button f [text := "Remember"]
memory <- staticText f []
You need to be able to ask for the current value at any time, so in your network, you'd add a behavior to represent it.
let currentVal = stepper 0 counter
Then you can hook up events, and use apply to read the value of the behavior every time the Remember button is pressed, and produce an Event with that sequence of values.
emem <- event0 bmem command
let memoryE = apply (const <$> currentVal) emem
And finally, hook up this new event to the output
sink memory [text :== ("", show <$> memoryE)]
If you wanted to use memory internally, then again you'd want a Behavior for its current value too... but since we only ever use it to connect it to an output, we only need an event for now.
Does that help?
Library author speaking. :-)
Apparently, Chris Smith can read minds because he accurately describes what I am thinking. :-)
But Conal and Arthur have a point, too. Conceptually, the counter is a value that varies in time, not a sequence of event occurrences. Thus, thinking of it as a Behavior would be more appropriate.
Unfortunately, behaviors do not come with any information about when they will change, the are "poll-only". Now, I could try to implement various clever schemes that will minimize the polling and thus allow effient updates of GUI elements. (Conal does something similar in the original paper.) But I have adopted a "no magic" philosophy: the library user shall be responsible for managing updates via events himself.
The solution I currently envision is to provide a third type besides Event and Behavior, namely Reactive (name subject to change) which embodies qualities of both: conceptually, it's a value that varies in time, but it also comes with an event that notifies of changes. One possible implementation would be
type Reactive a = (a,Event a)
changes :: Reactive a -> Event a
changes (_, e) = e
value :: Reactive a -> Behavior a
value (x, e) = stepper x e
It is no surprise that this is precisely the type that sink expects. This will be included in a future version of the reactive-banana library.
EDIT: I have released reactive-banana version 0.4 which includes the new type, which is now called Discrete.
Generally, Behavior is a value that changes over a period of time. It is a continuous value, where as events are discrete values. In case of Behavior a value is always present.
For example: The text on a text box is a Behavior as the text can change over a period of time but there will be a current value, where as a keyboard stroke in a event as you cannot query a keyboard stroke for its "current" value.