Re: sparse components

Warrick Buchanan <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
I wouldn't call it any specific language as the concepts can apply to all but certainly Erlang is worth a look as I and others have mentioned before me.

> Date: Fri, 28 May 2010 11:40:22 -0700
> From: [email protected]
> To: [email protected]
> Subject: Re: [Sweng-Gamedev] sparse components
> 
> On Fri, May 28, 2010 at 11:07 AM, Warrick Buchanan
> <[email protected]> wrote:
> > Perhaps this summary may aid yours and others thinking:
> > 1) Never forget the CPU loads data from memory transforms it (in
> > Acton-speak) and writes the modified data out
> > 2) It doesn't transform just one input and produce one output - it processes
> > streams of data whether or not you choose to see it that way
> > 3) The natural unit of program composition is not a conceptional 'OO' object
> > but functions that transform an input stream to an output stream (stream or
> > list)
> > 4) It sounds simple and obvious and it is - but decades of 'OO' teaching
> > have obscured this fact in many peoples minds
> > 5) Functional decomposition leads to extremely reusable code without the
> > awkwardness OO constructs can introduce
> > 6) By functional decomposition I mean your function only reads its input and
> > writes its output and touches no hidden shared state inside
> > 7) If you view the input and output parameters that are connecting your
> > functions as asynchronous streams rather than instant value parameters I
> > would suggest writing concurrent code becomes much easier
> > 8) Such parameter streams can be implemented as message passing lockless
> > queues (Forget STM) and functions can be invoked when they have parameters
> > to process by kicking them to a pool of worker threads
> 
> That's called Erlang.
> 
> Emil Dotchevski
> Reverge Studios, Inc.
> http://www.revergestudios.com/reblog/index.php?n=ReCode
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