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Re: Signals / Messages / Events / ...?
From: |
Matt Wette |
Subject: |
Re: Signals / Messages / Events / ...? |
Date: |
Wed, 3 Jan 2018 17:16:54 -0800 |
> On Jan 2, 2018, at 9:09 PM, Christopher Howard <address@hidden> wrote:
>
> Hi list, forgive me if this is a somewhat vague question... but is
> there some kind of framework/system/approach for Guile where you could
> have different parts of your code register callback functions to react
> to a certain signal or message raised by any other part of the code?
> I'm thinking like dbus where I guess you can sort of send off a message
> but not really care who receives it. In chickadee you can register
> callbacks for the various input events, and i think that basic idea
> could be extended so long as (1) you could have any kind of
> event/signal you wanted; (2) call backs added could be specified as
> either persistent or one-time call-backs.
>
> It seems like it wouldn't be too hard to code something like that with
> just lists of callback functions tied to names/data in a tree. But
> maybe somebody has already thought of that or would suggest a better
> approach.
>
> Just running into this challenge in development where a function like
> "new-game" has to do 8 different things to 6 different data structures,
> but why not instead just have the code dealing with the 6 different
> objects register callbacks to receive the 'new-game signal? I think
> message passing is the wrong term because in message passing you
> specify the message connections between the different objects, right?
> Signal bus maybe?
>
> --
> http://upgradefromwindows.com
If you are on Linux you can look at fibers:
https://github.com/wingo/fibers <https://github.com/wingo/fibers>
it is lightweight processes with message passing.