Re: Core.async performance with many channels

2016-04-06 Thread JvJ
It seems to do rather well. On Wednesday, 6 April 2016 08:29:07 UTC-7, Francis Avila wrote: > > On Monday, April 4, 2016 at 6:30:07 PM UTC-5, Howard M. Lewis Ship wrote: >> >> David Nolen had an early ClojureScript core.async demo with thousands of >> channels, controlling individual pixels. >> >

Re: Core.async performance with many channels

2016-04-06 Thread Francis Avila
On Monday, April 4, 2016 at 6:30:07 PM UTC-5, Howard M. Lewis Ship wrote: > > David Nolen had an early ClojureScript core.async demo with thousands of > channels, controlling individual pixels. > This is the demo you are referring to: http://swannodette.github.io/2013/08/02/10-processes/

Re: Core.async performance with many channels

2016-04-04 Thread Howard Lewis Ship
You should perhaps look at github.com/walmartlabs/active-status if you want a way to figure out what all those processes are doing. I'd say the things we've worked on have had dozens of channels, and often common core.async primitives (such as into, pipe, etc.) create additional channels and CSPs

Re: Core.async performance with many channels

2016-04-03 Thread JvJ
This thing just an idea at this point. Basically, your typical game loop will consist of iterating over a collection of objects and calling some kind of update operation on each. I would like to replace this with asynchronous signaling. Signaling could include messages like "update this obje

Re: Core.async performance with many channels

2016-04-03 Thread Rangel Spasov
Without knowing too much about the internals, but having used core.async/channels a lot, I don't think "hundreds" of channels will be a problem ever. However, as always the devil is in the details. People might be able to give better feedback if you give more details about your use case. On S

Core.async performance with many channels

2016-04-02 Thread JvJ
Lately, I've been working on a game in Clojure, and I've been trying out various ways of modelling the game state and objects. One of these ideas is to give each object its own channel and make a fully asynchronous architecture. I would like to know if having potentially hundreds of channels o