World: r3wp
[!Liquid] any questions about liquid dataflow core.
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Maxim 17-Sep-2009 [1112] | some commercial stuff using liquid will be released publicly in a short while (within a few weeks maybe sooner). |
amacleod 17-Sep-2009 [1113] | what do you mean commercial...stuff you have doen for clients or apps you are selling? |
Maxim 17-Sep-2009 [1114] | client work which will be released as open source. |
amacleod 17-Sep-2009 [1115] | sounds cool...eager to check out... |
Maxim 17-Sep-2009 [1116] | I'm really excited... this is probably the furthest I've pushed liquid outside of elixir and so far, its the most stable part of my development cycle. View being at the other end of that spectrum. |
jocko 18-Sep-2009 [1117] | coming back to your reflexions on a liquid based processing network, it recalls me a distributed code programming language : "wave system", developed in the 90's, and allowing to spread a code in a large and unstructured network for neighbour to neighbour, wher each node executes a part of the code, and provides a part of the information requested, and transmits. It is unfortunately difficult to find info on this system, which was developed by Peter Sapaty. It seems that it was recently used in a light version for network problems studies : "wiseman" http://www.ece.ubc.ca/~vleung/IWCMC2008Keynote VLeung.pdf , and http://www.ece.ubc.ca/~sergiog/wiseman/WisemanManual.pdf |
Maxim 18-Sep-2009 [1118] | very interesting talk I'll read it to the end its close to my idea for sure :-) |
Maxim 24-Jan-2010 [1119] | just thought I'd share that I've successfully optimized liquid by a huge margin, just by removing all the verbose print statements in the code. 10 minutes of deleting code... equals to an order of magnitude more responsiveness in some items of a graphic application I'm working on ! if only all of life where this simple ;-D |
Robert 24-Jan-2010 [1120] | Max, I will bite the bullet and will see if I get a graph engine done in C and attched to R3 via an extension. |
Maxim 24-Jan-2010 [1121x2] | I'm sure you can :-) |
note that I already have access to a fully functional and highly optimised C-based graph engine which allows me to create billions of nodes, and much more. Integrating that system into REBOL is part of my current contract work. | |
Robert 24-Jan-2010 [1123] | Will you tell us what engine it is? |
Pekr 24-Jan-2010 [1124] | I expect it being Max own implementation ... Liquid, globs, and all his stuff ... |
Robert 24-Jan-2010 [1125] | In C? I doubt that... |
BrianH 24-Jan-2010 [1126] | Nope, it's C (or maybe C++, I forget). He prototyped it in REBOL then went native for speed/scale. |
Maxim 24-Jan-2010 [1127] | its not my engine, and am not at liberty for now... it will become public at some point though, its not my code, so I'm under NDA. |
BrianH 24-Jan-2010 [1128] | Ah, too bad. Still, sounds fun :) |
Maxim 24-Jan-2010 [1129:last] | The engine will use liquid's flexible interpreted messaging overlayed on the other graph engine which I will use for scalability in sheer volume of connections and nodes I can allocate. just a portion of the tree usually needs to be in RAM at any given time, and in fact, parts of processing tree can now reside on different computers since the graph engine is refered to... it should be quite fun to use. this will be tied in to the OpenGL and scream core scene-description engine as one cohesive toolset. in this system, the binary nodes will actually be optional and should be invisible when used from the rebol application's point of view. |
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