Using a F# event and asynchronous in multi-threaded code - events

EDIT/Notice: Event is now thread-safe in current F# implementation.
I'm working a lot with asynchronous workflows and agents in F#. While I was going a little bit deeper into events I noticed that the Event<_>() type is not thread-safe.
Here I'm not talking about the common problem of raising an event. I'm actually talking about subscribing and removing/disposing from an event. For testing purposes, I have written this short program:
let event = Event<int>()
let sub = event.Publish
[<EntryPoint>]
let main argv =
let subscribe sub x = async {
let mutable disposables = []
for i=0 to x do
let dis = Observable.subscribe (fun x -> printf "%d" x) sub
disposables <- dis :: disposables
for dis in disposables do
dis.Dispose()
}
Async.RunSynchronously(async{
let! x = Async.StartChild (subscribe sub 1000)
let! y = Async.StartChild (subscribe sub 1000)
do! x
do! y
event.Trigger 1
do! Async.Sleep 2000
})
0
The program is simple. I create an event and a function that subscribes a specific amount of events to it, and after that dispose every handler. I use another asynchronous computation to spawn two instances of those function with Async.StartChild. After both functions finished I trigger the event to see if there are some handlers still left.
But when event.Trigger(1) is called the result is that there are still some handlers registered to the event. As some "1" will be printed to the console. That in general means that subscribing and/or Disposing is not thread-safe.
And that is what I didn't expected. If subscribing and disposing is not thread-safe, how can events in general safely be used?
Sure events also can be used outside of threads, and a trigger don't spawn any function in parallel or on different threads. But it is somehow normal to me that events are used in Async, agent-based code or in general with threads. They are often used as a communication to gather information of Backroundworker threads.
With Async.AwaitEvent it is possible to subscribe to an event. If subscribing and disposing is not thread-safe, how is it possible to use events in such an environment? And which purpose has Async.AwaitEvent? Considering that an asynchronous workflow does thread, hoping just using Async.AwaitEvent is basically "broken by design" if subscribing/disposing to an event is not thread-safe by default.
The general question I'm facing is: Is it correct that subscribing and disposing is not thread-safe? From my example it seems to look like it, but probably I missed some important detail. I currently use events a lot in my design, and I usually have MailboxProcessors and use events for notification. So the question is. If events are not thread-safe the whole design I'm currently using is not thread-safe at all. So what is an fix for this situation? Creating a whole new thread-safe event implementation? Do some implementations already exist that face this problem? Or are there other options to use events safely in a highly threaded environment?

FYI; the implementation for Event<int> can be found here.
The interesting bit seems to be:
member e.AddHandler(d) =
x.multicast <- (System.Delegate.Combine(x.multicast, d) :?> Handler<'T>)
member e.RemoveHandler(d) =
x.multicast <- (System.Delegate.Remove(x.multicast, d) :?> Handler<'T>)
Subscribing to an event combines the current event handler with the event handler passed into subscribe. This combined event handler replaces the current one.
The problem from a concurrency perspective is that here we have a race-condition in that concurrent subscribers might use the came current event handler to combine with and the "last" one that writes back the handler win (last is a difficult concept in concurrency these days but nvm).
What could be done here is to introduce a CAS loop using Interlocked.CompareAndExchange but that adds performance overhead that hurts non-concurrent users. It's something one could make a PR off though and see if it viewed favourably by the F# community.
WRT to your second question on what to do about it I can just say what I would do. I would go for the option of creating a version of FSharpEvent that supports protected subscribe/unsubscribe. Perhaps base it of FSharpEvent if your company FOSS policy allows it. If it turns out a success then it could form a future PR to F# core libary.
I don't know your requirements but it's also possible that if what you need is coroutines (ie Async) and not threads then it's possible to rewrite the program to use only 1 thread and thus you won't be affected by this race condition.

At first, thanks to FuleSnable for his answer. He pointed me in the right direction. Based on the information he provided I implemented a ConcurrentEvent type myself. This type uses Interlocked.CompareExchange for adding/removing its handlers so it is lock-free and hopefully the fastest way of doing it.
I started the implementation by copying the Event type from the F# Compiler. (I also leave the comment as-is.) The current implementation looks like this:
type ConcurrentEvent<'T> =
val mutable multicast : Handler<'T>
new() = { multicast = null }
member x.Trigger(arg:'T) =
match x.multicast with
| null -> ()
| d -> d.Invoke(null,arg) |> ignore
member x.Publish =
// Note, we implement each interface explicitly: this works around a bug in the CLR
// implementation on CompactFramework 3.7, used on Windows Phone 7
{ new obj() with
member x.ToString() = "<published event>"
interface IEvent<'T>
interface IDelegateEvent<Handler<'T>> with
member e.AddHandler(d) =
let mutable exchanged = false
while exchanged = false do
System.Threading.Thread.MemoryBarrier()
let dels = x.multicast
let newDels = System.Delegate.Combine(dels, d) :?> Handler<'T>
let result = System.Threading.Interlocked.CompareExchange(&x.multicast, newDels, dels)
if obj.ReferenceEquals(dels,result) then
exchanged <- true
member e.RemoveHandler(d) =
let mutable exchanged = false
while exchanged = false do
System.Threading.Thread.MemoryBarrier()
let dels = x.multicast
let newDels = System.Delegate.Remove(dels, d) :?> Handler<'T>
let result = System.Threading.Interlocked.CompareExchange(&x.multicast, newDels, dels)
if obj.ReferenceEquals(dels,result) then
exchanged <- true
interface System.IObservable<'T> with
member e.Subscribe(observer) =
let h = new Handler<_>(fun sender args -> observer.OnNext(args))
(e :?> IEvent<_,_>).AddHandler(h)
{ new System.IDisposable with
member x.Dispose() = (e :?> IEvent<_,_>).RemoveHandler(h) } }
Some notes on the design:
I started with a recursive loop. But doing that and looking at the compiled code it creates an anonymous class and calling AddHandler or RemoveHandler created an object of this. With direct implementation of the while loop it avoids instantiation of an object whenever a new handler is added/removed.
I explicitly used obj.ReferenceEquals to avoid a generic hash equality.
At least in my tests adding/removing a handler now seems to be thread-safe. ConcurrentEvent can just be swapped with the Event type as needed.
A benchmark if people are curious on how much slower the ConcurrentEvent will be compared to Event:
let stopWatch () = System.Diagnostics.Stopwatch.StartNew()
let event = Event<int>()
let sub = event.Publish
let cevent = ConcurrentEvent<int>()
let csub = cevent.Publish
let subscribe sub x = async {
let mutable disposables = []
for i=0 to x do
let dis = Observable.subscribe (fun x -> printf "%d" x) sub
disposables <- dis :: disposables
for dis in disposables do
dis.Dispose()
}
let sw = stopWatch()
Async.RunSynchronously(async{
// Amount of tries
let tries = 10000
// benchmarking Event subscribe/unsubscribing
let sw = stopWatch()
let! x = Async.StartChild (subscribe sub tries)
let! y = Async.StartChild (subscribe sub tries)
do! x
do! y
sw.Stop()
printfn "Event: %O" sw.Elapsed
do! Async.Sleep 1000
event.Trigger 1
do! Async.Sleep 2000
// Benchmarking ConcurrentEvent subscribe/unsubscribing
let sw = stopWatch()
let! x = Async.StartChild (subscribe csub tries)
let! y = Async.StartChild (subscribe csub tries)
do! x
do! y
sw.Stop()
printfn "\nConcurrentEvent: %O" sw.Elapsed
do! Async.Sleep 1000
cevent.Trigger 1
do! Async.Sleep 2000
})
On my system subscribing/unsubscribing 10,000 handlers with the non-thread-safe Event takes around 1.4 seconds to complete.
The thread-safe ConcurrentEvent takes around 1.8 seconds to complete. So I think the overhead is pretty low.

Related

How to `Trigger` in Reactive Extension in F#?

I did this in F# for FRP that works simply as expected:
let print = fun a -> printf "%A\n" a
let event = new Event<_>()
let stream = event.Publish
stream |> Observable.add (fun event -> event |> print)
event.Trigger 5
Although I don't like much about event.publish system, at least, event.Trigger is somewhat straight forward to understand.
Now, I try to get to used to https://reactivex.io/
I have recognized Rx for a long time since its beta release, and I also know this API is very complicated just to do FRP, like with many "rules" like observable / observer and subjectetc., in my view, this is against KISS principle, so haven't touched.
In fact, a weird thing is for an unknown reason, I can't figure out how to do event.Trigger in Rx.
Surely, I googled a lot, and found a little information for this:
RxJS: How would I "manually" update an Observable?
According to this QA, the code for RxJS is
var eventStream = new Rx.Subject();
var subscription = eventStream.subscribe(
function (x) {
console.log('Next: ' + x);
},
function (err) {
console.log('Error: ' + err);
},
function () {
console.log('Completed');
});
var my_function = function() {
eventStream.next('foo');
}
After many trials, I finally discovered that the code below works, with luck
let stream2 = 7 |> Subject.behavior
stream2
|> Observable.map id
|> Observable.subscribe print
|> ignore
stream2.OnNext 99
However, unfortunately, this is only my Guess simply because there's no such a documentation in https://reactivex.io/documentation/subject.html and there is an external documentation http://xgrommx.github.io/rx-book/content/subjects/subject/index.html
The all I know is this code works as intended.
So, my question here is
Is this the only way to "trigger the value" based on the Rx API design?
You seem to undestand Rx basic terms: IObservable and IObserver. These API:s aren't really that complicated. F# makes it even easier since Events implement IObservable out of the box.
It seems that by trigger you mean "make an Observable emit a value" ( OnNext):
If your Observable is created from certain events, triggering such an event will produce a value.
If you want to programatically produce a value using a Subject is fine. As stated in the documentation you pasted, it implements both IObservable and IObserver. E.g. you can call OnNext and Subscribe for the object.
I suggest you consider if and why you really need to programatically produce a value in the Observable. Usually you don't since Observables are created from event sources outside your code. Some cases justify using a Subject such as writing unit tests.

What are the performance implications of .await on a Ready future? [duplicate]

In a language like C#, giving this code (I am not using the await keyword on purpose):
async Task Foo()
{
var task = LongRunningOperationAsync();
// Some other non-related operation
AnotherOperation();
result = task.Result;
}
In the first line, the long operation is run in another thread, and a Task is returned (that is a future). You can then do another operation that will run in parallel of the first one, and at the end, you can wait for the operation to be finished. I think that it is also the behavior of async/await in Python, JavaScript, etc.
On the other hand, in Rust, I read in the RFC that:
A fundamental difference between Rust's futures and those from other languages is that Rust's futures do not do anything unless polled. The whole system is built around this: for example, cancellation is dropping the future for precisely this reason. In contrast, in other languages, calling an async fn spins up a future that starts executing immediately.
In this situation, what is the purpose of async/await in Rust? Seeing other languages, this notation is a convenient way to run parallel operations, but I cannot see how it works in Rust if the calling of an async function does not run anything.
You are conflating a few concepts.
Concurrency is not parallelism, and async and await are tools for concurrency, which may sometimes mean they are also tools for parallelism.
Additionally, whether a future is immediately polled or not is orthogonal to the syntax chosen.
async / await
The keywords async and await exist to make creating and interacting with asynchronous code easier to read and look more like "normal" synchronous code. This is true in all of the languages that have such keywords, as far as I am aware.
Simpler code
This is code that creates a future that adds two numbers when polled
before
fn long_running_operation(a: u8, b: u8) -> impl Future<Output = u8> {
struct Value(u8, u8);
impl Future for Value {
type Output = u8;
fn poll(self: Pin<&mut Self>, _ctx: &mut Context) -> Poll<Self::Output> {
Poll::Ready(self.0 + self.1)
}
}
Value(a, b)
}
after
async fn long_running_operation(a: u8, b: u8) -> u8 {
a + b
}
Note that the "before" code is basically the implementation of today's poll_fn function
See also Peter Hall's answer about how keeping track of many variables can be made nicer.
References
One of the potentially surprising things about async/await is that it enables a specific pattern that wasn't possible before: using references in futures. Here's some code that fills up a buffer with a value in an asynchronous manner:
before
use std::io;
fn fill_up<'a>(buf: &'a mut [u8]) -> impl Future<Output = io::Result<usize>> + 'a {
futures::future::lazy(move |_| {
for b in buf.iter_mut() { *b = 42 }
Ok(buf.len())
})
}
fn foo() -> impl Future<Output = Vec<u8>> {
let mut data = vec![0; 8];
fill_up(&mut data).map(|_| data)
}
This fails to compile:
error[E0597]: `data` does not live long enough
--> src/main.rs:33:17
|
33 | fill_up_old(&mut data).map(|_| data)
| ^^^^^^^^^ borrowed value does not live long enough
34 | }
| - `data` dropped here while still borrowed
|
= note: borrowed value must be valid for the static lifetime...
error[E0505]: cannot move out of `data` because it is borrowed
--> src/main.rs:33:32
|
33 | fill_up_old(&mut data).map(|_| data)
| --------- ^^^ ---- move occurs due to use in closure
| | |
| | move out of `data` occurs here
| borrow of `data` occurs here
|
= note: borrowed value must be valid for the static lifetime...
after
use std::io;
async fn fill_up(buf: &mut [u8]) -> io::Result<usize> {
for b in buf.iter_mut() { *b = 42 }
Ok(buf.len())
}
async fn foo() -> Vec<u8> {
let mut data = vec![0; 8];
fill_up(&mut data).await.expect("IO failed");
data
}
This works!
Calling an async function does not run anything
The implementation and design of a Future and the entire system around futures, on the other hand, is unrelated to the keywords async and await. Indeed, Rust has a thriving asynchronous ecosystem (such as with Tokio) before the async / await keywords ever existed. The same was true for JavaScript.
Why aren't Futures polled immediately on creation?
For the most authoritative answer, check out this comment from withoutboats on the RFC pull request:
A fundamental difference between Rust's futures and those from other
languages is that Rust's futures do not do anything unless polled. The
whole system is built around this: for example, cancellation is
dropping the future for precisely this reason. In contrast, in other
languages, calling an async fn spins up a future that starts executing
immediately.
A point about this is that async & await in Rust are not inherently
concurrent constructions. If you have a program that only uses async &
await and no concurrency primitives, the code in your program will
execute in a defined, statically known, linear order. Obviously, most
programs will use some kind of concurrency to schedule multiple,
concurrent tasks on the event loop, but they don't have to. What this
means is that you can - trivially - locally guarantee the ordering of
certain events, even if there is nonblocking IO performed in between
them that you want to be asynchronous with some larger set of nonlocal
events (e.g. you can strictly control ordering of events inside of a
request handler, while being concurrent with many other request
handlers, even on two sides of an await point).
This property gives Rust's async/await syntax the kind of local
reasoning & low-level control that makes Rust what it is. Running up
to the first await point would not inherently violate that - you'd
still know when the code executed, it would just execute in two
different places depending on whether it came before or after an
await. However, I think the decision made by other languages to start
executing immediately largely stems from their systems which
immediately schedule a task concurrently when you call an async fn
(for example, that's the impression of the underlying problem I got
from the Dart 2.0 document).
Some of the Dart 2.0 background is covered by this discussion from munificent:
Hi, I'm on the Dart team. Dart's async/await was designed mainly by
Erik Meijer, who also worked on async/await for C#. In C#, async/await
is synchronous to the first await. For Dart, Erik and others felt that
C#'s model was too confusing and instead specified that an async
function always yields once before executing any code.
At the time, I and another on my team were tasked with being the
guinea pigs to try out the new in-progress syntax and semantics in our
package manager. Based on that experience, we felt async functions
should run synchronously to the first await. Our arguments were
mostly:
Always yielding once incurs a performance penalty for no good reason. In most cases, this doesn't matter, but in some it really
does. Even in cases where you can live with it, it's a drag to bleed a
little perf everywhere.
Always yielding means certain patterns cannot be implemented using async/await. In particular, it's really common to have code like
(pseudo-code here):
getThingFromNetwork():
if (downloadAlreadyInProgress):
return cachedFuture
cachedFuture = startDownload()
return cachedFuture
In other words, you have an async operation that you can call multiple times before it completes. Later calls use the same
previously-created pending future. You want to ensure you don't start
the operation multiple times. That means you need to synchronously
check the cache before starting the operation.
If async functions are async from the start, the above function can't use async/await.
We pleaded our case, but ultimately the language designers stuck with
async-from-the-top. This was several years ago.
That turned out to be the wrong call. The performance cost is real
enough that many users developed a mindset that "async functions are
slow" and started avoiding using it even in cases where the perf hit
was affordable. Worse, we see nasty concurrency bugs where people
think they can do some synchronous work at the top of a function and
are dismayed to discover they've created race conditions. Overall, it
seems users do not naturally assume an async function yields before
executing any code.
So, for Dart 2, we are now taking the very painful breaking change to
change async functions to be synchronous to the first await and
migrating all of our existing code through that transition. I'm glad
we're making the change, but I really wish we'd done the right thing
on day one.
I don't know if Rust's ownership and performance model place different
constraints on you where being async from the top really is better,
but from our experience, sync-to-the-first-await is clearly the better
trade-off for Dart.
cramert replies (note that some of this syntax is outdated now):
If you need code to execute immediately when a function is called
rather than later on when the future is polled, you can write your
function like this:
fn foo() -> impl Future<Item=Thing> {
println!("prints immediately");
async_block! {
println!("prints when the future is first polled");
await!(bar());
await!(baz())
}
}
Code examples
These examples use the async support in Rust 1.39 and the futures crate 0.3.1.
Literal transcription of the C# code
use futures; // 0.3.1
async fn long_running_operation(a: u8, b: u8) -> u8 {
println!("long_running_operation");
a + b
}
fn another_operation(c: u8, d: u8) -> u8 {
println!("another_operation");
c * d
}
async fn foo() -> u8 {
println!("foo");
let sum = long_running_operation(1, 2);
another_operation(3, 4);
sum.await
}
fn main() {
let task = foo();
futures::executor::block_on(async {
let v = task.await;
println!("Result: {}", v);
});
}
If you called foo, the sequence of events in Rust would be:
Something implementing Future<Output = u8> is returned.
That's it. No "actual" work is done yet. If you take the result of foo and drive it towards completion (by polling it, in this case via futures::executor::block_on), then the next steps are:
Something implementing Future<Output = u8> is returned from calling long_running_operation (it does not start work yet).
another_operation does work as it is synchronous.
the .await syntax causes the code in long_running_operation to start. The foo future will continue to return "not ready" until the computation is done.
The output would be:
foo
another_operation
long_running_operation
Result: 3
Note that there are no thread pools here: this is all done on a single thread.
async blocks
You can also use async blocks:
use futures::{future, FutureExt}; // 0.3.1
fn long_running_operation(a: u8, b: u8) -> u8 {
println!("long_running_operation");
a + b
}
fn another_operation(c: u8, d: u8) -> u8 {
println!("another_operation");
c * d
}
async fn foo() -> u8 {
println!("foo");
let sum = async { long_running_operation(1, 2) };
let oth = async { another_operation(3, 4) };
let both = future::join(sum, oth).map(|(sum, _)| sum);
both.await
}
Here we wrap synchronous code in an async block and then wait for both actions to complete before this function will be complete.
Note that wrapping synchronous code like this is not a good idea for anything that will actually take a long time; see What is the best approach to encapsulate blocking I/O in future-rs? for more info.
With a threadpool
// Requires the `thread-pool` feature to be enabled
use futures::{executor::ThreadPool, future, task::SpawnExt, FutureExt};
async fn foo(pool: &mut ThreadPool) -> u8 {
println!("foo");
let sum = pool
.spawn_with_handle(async { long_running_operation(1, 2) })
.unwrap();
let oth = pool
.spawn_with_handle(async { another_operation(3, 4) })
.unwrap();
let both = future::join(sum, oth).map(|(sum, _)| sum);
both.await
}
The purpose of async/await in Rust is to provide a toolkit for concurrency—same as in C# and other languages.
In C# and JavaScript, async methods start running immediately, and they're scheduled whether you await the result or not. In Python and Rust, when you call an async method, nothing happens (it isn't even scheduled) until you await it. But it's largely the same programming style either way.
The ability to spawn another task (that runs concurrent with and independent of the current task) is provided by libraries: see async_std::task::spawn and tokio::task::spawn.
As for why Rust async is not exactly like C#, well, consider the differences between the two languages:
Rust discourages global mutable state. In C# and JS, every async method call is implicitly added to a global mutable queue. It's a side effect to some implicit context. For better or worse, that's not Rust's style.
Rust is not a framework. It makes sense that C# provides a default event loop. It also provides a great garbage collector! Lots of things that come standard in other languages are optional libraries in Rust.
Consider this simple pseudo-JavaScript code that fetches some data, processes it, fetches some more data based on the previous step, summarises it, and then prints a result:
getData(url)
.then(response -> parseObjects(response.data))
.then(data -> findAll(data, 'foo'))
.then(foos -> getWikipediaPagesFor(foos))
.then(sumPages)
.then(sum -> console.log("sum is: ", sum));
In async/await form, that's:
async {
let response = await getData(url);
let objects = parseObjects(response.data);
let foos = findAll(objects, 'foo');
let pages = await getWikipediaPagesFor(foos);
let sum = sumPages(pages);
console.log("sum is: ", sum);
}
It introduces a lot of single-use variables and is arguably worse than the original version with promises. So why bother?
Consider this change, where the variables response and objects are needed later on in the computation:
async {
let response = await getData(url);
let objects = parseObjects(response.data);
let foos = findAll(objects, 'foo');
let pages = await getWikipediaPagesFor(foos);
let sum = sumPages(pages, objects.length);
console.log("sum is: ", sum, " and status was: ", response.status);
}
And try to rewrite it in the original form with promises:
getData(url)
.then(response -> Promise.resolve(parseObjects(response.data))
.then(objects -> Promise.resolve(findAll(objects, 'foo'))
.then(foos -> getWikipediaPagesFor(foos))
.then(pages -> sumPages(pages, objects.length)))
.then(sum -> console.log("sum is: ", sum, " and status was: ", response.status)));
Each time you need to refer back to a previous result, you need to nest the entire structure one level deeper. This can quickly become very difficult to read and maintain, but the async/await version does not suffer from this problem.

How to weakly subscribe to events/observables

I have a static-like (publisher lifetime = application lifetime) event I need to subscribe to from views. I have no way of reliably determining when the view is navigated away from (navbar back button pressed in a Xamarin.Forms NavigationPage being one example), so I can't determine when the view should unsubscribe from the observable. (I know it's possible to subscribe/unsubscribe in OnAppearing/OnDisappearing, but that carries its own set of problems I won't go into detail about here.)
Thus, I find myself in need of having the view subscribe weakly to the event, i.e. allow the view to be garbage collected without having to unsubscribe from the event. Ideally I'd like something that can be used along the lines of myObj.myEvent |> Observable.AsWeak |> Observable.Subscribe ..., or myObj.myEvent |> Observable.SubscribeWeakly ..., or simply myObj.myEvent.SubscribeWeakly ....
Unfortunately I have no idea how to implement this. I have heard of the System.WeakReference class, but this is all very new to me and I have no idea how to properly use it - most examples I've seen seem overly complicated for what I'm trying to do, which means that either I want something different, or there's many more pitfalls beneath the surface than I suspect.
How can I subscribe to events/observables in F# while allowing the subscriber to be garbage collected without unsubscribing?
Similar but not duplicate questions:
Do F# observable events obviate, mediate, or are not related to the need for weak references? The question asks whether weak references are needed at all in F#, not how to implement the functionality as described above. The only answer to the question is also not helpful in this regard.
I have arrived at a relatively simple function that seems to work correctly, though I don't really know what I'm doing, so I've put this up at Code Review SE. It's based on information from Samuel Jack's Weak Events in .Net, the easy way as well as solution 4 in CodeProject's Weak Events in C#.
Implementation
module Observable =
open System
// ('a -> 'b -> unit) -> 'a -> IObservable<'b>
let subscribeWeakly callback target source =
let mutable sub:IDisposable = null
let mutable disposed = false
let wr = new WeakReference<_>(target)
let dispose() =
lock (sub) (fun () ->
if not disposed then sub.Dispose(); disposed <- true)
let callback' x =
let isAlive, target = wr.TryGetTarget()
if isAlive then callback target x else dispose()
sub <- Observable.subscribe callback' source
sub
Usage example
See the WeakSubscriber type below.
Important
You have to use the callback's me parameter to invoke the relevant method. If you use this inside the callback, you'll still end up with a strong reference for reasons described in the aforementioned articles. For the same reason (I guess?), you can't invoke a "plain" function in the class defined using let. (You can, however, define the method as private.)
Testing
Helper classes:
type Publisher() =
let myEvent = new Event<_>()
[<CLIEvent>] member this.MyEvent = myEvent.Publish
member this.Trigger(x) = myEvent.Trigger(x)
type StrongSubscriber() =
member this.MyMethod x =
printfn "Strong: method received %A" x
member this.Subscribe(publisher:Publisher) =
publisher.MyEvent |> Observable.subscribe this.MyMethod
publisher.MyEvent |> Observable.subscribe
(fun x -> printfn "Strong: lambda received %A" x)
type WeakSubscriber() =
member this.MyMethod x =
printfn "Weak: method received %A" x
member this.Subscribe(publisher:Publisher) =
publisher.MyEvent |> Observable.subscribeWeakly
(fun (me:WeakSubscriber) x -> me.MyMethod x) this
publisher.MyEvent |> Observable.subscribeWeakly
(fun _ x -> printfn "Weak: lambda received %A" x) this
The actual test:
[<EntryPoint>]
let main argv =
let pub = Publisher()
let doGc() =
System.GC.Collect()
System.GC.WaitForPendingFinalizers()
System.GC.Collect()
printfn "\nGC completed\n"
let someScope() =
let strong = StrongSubscriber()
let weak = WeakSubscriber()
strong.Subscribe(pub)
weak.Subscribe(pub)
doGc() // should not remove weak subscription since it's still in scope
printfn "All subscribers should still be triggered:"
pub.Trigger(1)
someScope()
doGc() // should remove weak subscriptions
printfn "Weak subscribers should not be triggered:"
pub.Trigger(2)
System.Console.ReadKey() |> ignore
0
Output:
GC completed
All subscribers should still be triggered:
Strong: method received 1
Strong: lambda received 1
Weak: method received 1
Weak: lambda received 1
GC completed
Weak subscribers should not be triggered:
Strong: method received 2
Strong: lambda received 2

Event.create in f#?

I'm trying to compile the source code from : Custom WPF Controls in F#
How ever this line :
let (handler, event) = Event.create<EventArgs>()
raises an error :
The value, constructor, namespace or type 'create' is not defined
The MSDN's Control.Event Module (F#) page does speak about such a function :
The additional functionality provided by the Event module is
illustrated here. The following code example illustrates the basic use
of Event.create to create an event and a trigger method, add two
event handlers in the form of lambda expressions, and then trigger the
event to execute both lambda expressions.
type MyType() =
let myEvent = new Event<_>()
member this.AddHandlers() =
Event.add (fun string1 -> printfn "%s" string1) myEvent.Publish
Event.add (fun string1 -> printfn "Given a value: %s" string1) myEvent.Publish
member this.Trigger(message) =
myEvent.Trigger(message)
let myMyType = MyType()
myMyType.AddHandlers()
myMyType.Trigger("Event occurred.")
However note that it's only mentionned in the description, not in the example.
Also, the Control.Event Module (F#) page has no reference to such a create function.
I guess it might be an old function or something, but I'm new to F# so I can't see what it should be replaced with..
Event.create is a fairly old API for events, from before F# 2.0 judging by what's on MSDN. It gave you a trigger function and a published event - both of which now live as Publish and Trigger members of Event class.
So if you wanted to implement create in the 'modern' terms, it might look somewhat like this:
module Event =
let create<'T> () =
let event = Event<'T>()
event.Trigger, event.Publish
I don't suggest you use it universally, but perhaps that's good enough to bring that old code back to life (the correct approach here being refactoring it to use Publish and Trigger instead of create).

F# constructor syntax - overiding and augmenting new

I have a non-disposable class with Open/Close syntax that I'd like to be able to use, so I'm trying to inherit from it, and work the Open into the new and the Close into Dispose.
The second part is ok, but I can't work out how to do the Open:
type DisposableOpenCloseClass(openargs) =
inherit OpenCloseClass()
//do this.Open(openargs) <-- compiler no like
interface IDisposable
with member this.Dispose() = this.Close()
(cf. this question which I asked a long time ago, but I can't join the dots to this one)
Key is as this:
type OpenCloseClass() =
member this.Open(x) = printfn "opened %d" x
member this.Close() = printfn "closed"
open System
type DisposableOpenCloseClass(openargs) as this =
inherit OpenCloseClass()
do this.Open(openargs)
interface IDisposable
with member this.Dispose() = this.Close()
let f() =
use docc = new DisposableOpenCloseClass(42)
printfn "inside"
f()
As Brian suggests, you can use the as this clause. However, in F#, it is usually recomended to use subclassing (inheritance) only when there is a really good reason for that (e.g. you need to implement some virtual class and pass it to a .NET library).
If I was implementing your example, I would probably prefer function returning IDisposable using a simple object expression:
let disposableOpenClose(openargs) =
let oc = new OpenCloseClass()
oc.Open(openargs)
{ new IDisposable with
member this.Dispose() = oc.Close() }
let f() =
use docc = disposableOpenClose(42)
printfn "inside"
To some point, this is just a personal preference, but I think it is a preferred option, because it is simpler than using inheritance (although I don't have any document to link here :-)). Also, the compiled code may be a bit simpler, because handling as this may require some runtime checks.

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