Simple tutorials for complex subjects
Ethan
gooberman at gmail.com
Sun Jun 3 16:25:29 UTC 2018
Hey dlang community.
I've already been thinking in advance for DConf next year. If
things keep going well for me, I may not have anything I can
publicly talk about. So I've been thinking about what kind of
capacity I can contribute to the conference.
The easy way would be to raise my hand for volunteering to be MC.
I get good feedback about my humour and energy levels during my
talks, and translating that to an entire event means I could
probably relax for a change and not worry about making mistakes
in my talk/actually getting everything ready in time.
Another thing that's becoming apparent though is that there needs
to be more widely-available, simple to understand tutorials for
the kind of work I do. There's Andrei's book, which is the first
stop shop. And then there's Adam's D Cookbook. But I can't think
of much else.
So. Being the kind of programming communist I am, I write
something cool and think "I need to talk about this." Hence the
posts I've made in here lately. But it also got me thinking.
Maybe these kind of posts would make a great DConf talk. Or a
website. Or whatever, I'm only coming in to this with the
mentality of DConf next year.
This is something I've emailed to friends/posted to Facebook (but
slightly sanitised so that the troll from Melbourne hiding behind
a Tor connection won't derail the thread with "sex talk"
complaints). It discusses stuff at a high level, with only a
handful of specific examples. And I can go in to details. But
keeping things understandable at a high level and using a bit of
humour at the same time goes a very long way in my experience.
So if stuff like the following, but presented for a proper
audience, seems like it'll be valuable, I'll add all these
examples I'm writing to a presentation as I go throughout the
year and submit that for my talk when the time comes.
===
I've been writing a client/server architecture. In D.
And I harp on about D, I know. But wow is it making things easy.
The kind of programming paradigms I'm using to get it down to
"simple as pie usability" aren't widely known outside of the D
community's best and brightest. But knowing what the language is
capable of, I can just go ahead and do it and it works.
So you're a client and a server. Which means you're going to want
to send and receive messages to each other. How would you do this
in C++? Maybe an enum for message type so you can switch on it?
Then some way of casting the data from the bytestream? And what
about variable length messages? So rather than cast you need a
proper deserialisation. Just send everything as JSON? Yeah,
goodbye network bandwidth, but at least you don't have to mess
around with binary.
The only method there that is low-maintenance for futureproofing
is the JSON method I mentioned. And many people will stop there
and be happy. But I'm not stopping there. I'm writing a gaming
middleware, which implicitly means there's going to be large
quantities of data I'll need to deal with.
So, how do you make maintenance a breeze when you write such a
system from scratch?
Step one: All your messages are structs. "Value types" for you
modern programmers.
Step two: Apply a user-defined attribute to your struct. I have
ClientMsg for messages sent by the client, and ServerMsg for
messages sent by the server. What if both client and server send
the message?
@ClientMsg @ServerMsg struct Ping { }
Done.
Step three: Collect all messages from the message modules and
stick them in a tuple. No need to register your message. It's
done for you.
Step four: Filter that tuple out in to separate client and server
message tuples.
Step five: Write a template that generates a size_t that hashes
together the names of all members of any given message. This has
the built-in benefit of loosely versioning your structures. And
thanks to CTFE and collecting all message types earlier, we can
check at compile time for hash collisions.
Step six: Serialisation of your structures starts out by sticking
that size_t in a buffer, and then parsing each member of your
struct and either copying in to the buffer directly or specifying
a length before copying N elements from the array you've
encountered. Deserialisation works in the exact opposite manner.
Step seven: In your receive function that takes a byte stream,
put in a switch statement that looks a little bit like the
following:
switch( msg.GetID )
{
static foreach( Message; ServerMessages )
{
case ObjectIDOf!Message:
Message deserialised = msg.FromBinary!Message;
this.receive( deserialised );
}
default:
break;
}
Yes, we basically generate at compile time an entire switch
statement from structures. This currently will generate a fairly
inefficient jump table, but you know, we can add an indexing
declarator to that foreach statement and let the compiler
optimise down to a proper jump table with a little bit more
effort.
Step eight: Anyone that wants to add a message to your system
will now immediately get a compile error if they don't implement
void receive( ref MessageType msg ) in their server or client.
Step nine: Oh, remember Binderoo? Yeah. It can generate a C#
representation from all this. So I can keep my server highly
performant and write a frontend that won't make people want to
send death threats to the company's Twitter account.
I'm writing this code for my start-up tech company, so being a
rock solid base that is maintainable will be a key feature for
reducing time and maintenance costs in the future. And honestly,
I'm an expert level C++ programmer these days and know a thing or
two about a few other languages, and none of the languages I'm
familiar with can make things as simple as "write a struct".
Getting anything like this out of C++, for example, requires you
jump language hoops and then give up and write an external
pre-processor.
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