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Experimental reactive programming library for C++11

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kennethho/cpp.react

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Introduction

Cpp.React is an experimental Reactive Programming library for C++11.

It provides abstractions to simplify the implementation of reactive behaviour. As an alternative to raw callbacks, it offers the following benefits:

  • Less boilerplate code;
  • consistent updating without redundant calculations or glitches;
  • implicit parallelization.

Compiling

So far, the build has only been tested in Visual Studio 2013 as it's the development environment I'm using. The Intel C++ Compiler 14.0 with Visual Studio 2012/13 is theoretically supported as well, but last I checked, it did not compile anymore due to some bugs with C++11 support.

You are encouraged to try compiling it with other C++11 compilers and tell me why it doesn't work :)

Dependencies

Features by example

Signals

Signals self-updating reactive variables. They can be combined to expressions to create new signals, which are automatically recalculated whenever one of their data dependencies changes.

#include "react/Domain.h"
#include "react/Signal.h"
///...
using namespace react;

REACTIVE_DOMAIN(D);

// Two variable that can be manipulated imperatively
auto width  = D::MakeVar(1);
auto height = D::MakeVar(2);

auto area   = width * height;

cout << "area: " << area() << endl; // => area: 2

// Width changed, so area is re-calculated automatically
width <<= 10;

cout << "area: " << area() << endl; // => area: 20

Events

Event streams represent flows of discrete values. They are first-class objects and can be merged, filtered, transformed or composed to more complex types.

#include "react/Domain.h"
#include "react/Event.h"
#include "react/Observer.h"
//...
using namespace std;
using namespace react;

REACTIVE_DOMAIN(D);

// Two event sources
auto leftClicked  = D::MakeEventSource();
auto rightClicked = D::MakeEventSource();

// Merge both event streams and register an observer
auto clickObserver = (leftClicked | rightClicked)
    .Observe([] { cout << "button clicked!" << endl; });

Implicit parallelism

The change propagation is handled implicitly by a propagation engine. Depending on the selected engine, independent propagation paths are automatically parallelized.

#include "react/Domain.h"
#include "react/Signal.h"
#include "react/engine/ToposortEngine.h"
//...
using namespace react;


// Sequential
{
    REACTIVE_DOMAIN(D, ToposortEngine<sequential>);

    auto a = D::MakeVar(1);
    auto b = D::MakeVar(2);
    auto c = D::MakeVar(3);

    auto x = (a + b) * c;

    b <<= 20;
}

// Parallel
{
    REACTIVE_DOMAIN(D, ToposortEngine<parallel>);

    auto in = D::MakeVar(0);

    auto op1 = in ->* [] (int in)
    {
        int result = in /* Costly operation #1 */;
        return result;
    };

    auto op2 = in ->* [] (int in)
    {
        int result = in /* Costly operation #2 */;
        return result;
    };

    auto out = op1 + op2;

    // op1 and op2 can be re-calculated in parallel
    in <<= 123456789;
}

// Queued input
{
    REACTIVE_DOMAIN(D, ToposortEngine<sequential_queue>);

    auto a = D::MakeVar(1);
    auto b = D::MakeVar(2);
    auto c = D::MakeVar(3);

    auto x = (a + b) * c;

    // Thread-safe input (Note: unspecified order)
    std::thread t1{ [&] { a <<= 10; } };
    std::thread t2{ [&] { b <<= 100; } };
    std::thread t3{ [&] { a <<= 1000; } };
    std::thread t4{ [&] { b <<= 10000; } };

    t1.join(); t2.join(); t3.join(); t4.join();
}

Reactive loops

(Note: Experimental)

#include "react/Domain.h"
#include "react/Event.h"
#include "react/Reactor.h"
//...
using namespace std;
using namespace react;

REACTIVE_DOMAIN(D);

using PointT = pair<int,int>;
using PathT  = vector<PointT>;

vector<PathT> paths;

auto mouseDown = D::MakeEventSource<PointT>();
auto mouseUp   = D::MakeEventSource<PointT>();
auto mouseMove = D::MakeEventSource<PointT>();

D::ReactiveLoopT loop
{
    [&] (D::ReactiveLoopT::Context& ctx)
    {
        PathT points;

        points.emplace_back(ctx.Await(mouseDown));

        ctx.RepeatUntil(mouseUp, [&] {
            points.emplace_back(ctx.Await(mouseMove));
        });

        points.emplace_back(ctx.Await(mouseUp));

        paths.push_back(points);
    }
};

mouseDown << PointT(1,1);
mouseMove << PointT(2,2) << PointT(3,3) << PointT(4,4);
mouseUp   << PointT(5,5);

mouseMove << PointT(999,999);

mouseDown << PointT(10,10);
mouseMove << PointT(20,20);
mouseUp   << PointT(30,30);

// => paths[0]: (1,1) (2,2) (3,3) (4,4) (5,5)
// => paths[1]: (10,10) (20,20) (30,30)

Reactive objects and dynamic reactives

#include "react/Domain.h"
#include "react/Signal.h"
#include "react/ReactiveObject.h"
//...
using namespace std;
using namespace react;

REACTIVE_DOMAIN(D);

class Company : public ReactiveObject<D>
{
public:
    VarSignalT<string>    Name;

    Company(const char* name) :
        Name{ MakeVar(string(name)) }
    {}

    bool operator==(const Company&) const;
};

class Manager : public ReactiveObject<D>
{
public:
    VarSignalT<Company&>    CurrentCompany;
    ObserverT               NameObserver;

    Manager(initialCompany& company) :
        CurrentCompany{ MakeVar(ref(company)) },
        NameObserver
        {
            // Reactive reference to inner event stream of signal
            REACTIVE_REF(CurrentCompany, Name)
                .Observe([] (const string& name) {
                    cout << "Manager: Now managing " << name << endl;
                });
        }
    {}
};

Company company1{ "Cellnet" };
Company company2{ "Borland" };

Manager manager{ company1 };

company1.Name <<= string("BT Cellnet");
company2.Name <<= string("Inprise");

// Observer moves from company1.Name to company2.Name
manager.CurrentCompany <<= ref(company2);

company1.Name <<= string("O2");
company2.Name <<= string("Borland");

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