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Component

The Component Library makes it easy to create simple servers. It is an attempt to make it so easy to write trivial standalone servers that people will just naturally split their applications up that way.

A component is a simple module, containing what look like function definitions. This library generates from it an API module, a GenServer module, and an implementation module.

⚠ Developer Health Warning ⚠

The component library is a work in progress. It seems to work, but it is not yet battle tested. As people play with it, we'll end up making changes to fix problems and add cool facilities. Please experiment with it. But don't bet your business on it.

Component Types

We support a number of component types:

Global Components

A global component runs as a singleton process, accessed by name. All calls to it are resolved to this single process, and the state is persisted across calls. A logging facility might be implemented as a global component.

Here's a global component that stores a list of words in its state, exporting a function that returns a random word.

defmodule Dictionary do
use Component.Strategy.Global,
state_name: :word_list,
initial_state: read_word_list()
two_way random_word() do # <- this is the externally accessible interface
word_list |> Enum.random()
end
# helper
defp read_word_list() do
"../assets/words.txt"
|> Path.expand(__DIR__)
|> File.read!
|> String.split("\n", trim: true)
end
end

To get it running, you call

Dictionary.create()

Then, anywhere in the application, you can get a random word using

word = Dictionary.random_word()

Dynamic Components

A dynamic component is a factory that creates worker processes on demand. The workers run the code declared in the component's module. Each worker maintains its own state. When you're done with a worker, you destroy it. You could create dynamic components when someone first connects to your web app, and use it to maintain that person's state for the lifetime of their session.

Here's a dynamic component that implements a set of counters:

defmodule Counter do
use Component.Strategy.Dynamic,
state_name: :count,
initial_state: 0
one_way increment(by \\ 1) do
count + by
end
two_way value() do
count
end
end

Because the dynamic component has multiple workers, you must first initialize the overall component. This is a one-time thing:

Counter.initialize()

Whenever you need a new counter, you first create it. You then call its functions:

acc1 = Counter.create
acc2 = Counter.create
Counter.increment(acc1, 2)
Counter.value(acc1) #=> 2
Counter.value(acc2) #=> 0

Pooled Components

A pooled component represents a pool of worker processes. When you call a pooled worker, it handles your request using its existing state, and any updates to that state are retained: the worker is a resource that is shared on a call-by-call basis. Workers may be automatically created and destroyed as demand dictates. You might use pooled workers to manage access to limited resources (database connections are a common example).

defmodule StockQuoteConnection do
use Component.Strategy.Pooled,
state_name: :quote_connection,
initial_state: Quotes.connect_to_service()
two_way get_quote(symnbol) do
Quotes.get_quote(quote_connection, symbol)
end
end

Pooled resources are always called transactionally, so there's no need to create a worker. You still have to initialize the component, though.

StockQuoteConnection.initialize()
values = pmap(symbols, &StockQuoteConnection.get_quote(&1))

Hungry Components

A hungry component defines a way to process a collection, where the processing of items in the collection is automatically parallelized.

defmodule FaceRecognizer do
use Component.Strategy.Hungry
def process(%JPeg{ image: image }) do
image |> jpeg_to_bitmap |> Vision.recognize_face()
end
def process(%PNG{ image: image }) do
image |> png_to_bitmap |> Vision.recognize_face()
end
end

Unlike the other components, you define the action to be taken on a member of the collection by writing a function called process. This can use pattern matching and guard clauses to vary the behaviour depending on the vale passed in.

You invoke the hungry component using

people = FaceRecognizer.consume(collection_of_images)

By default, the results are returned as a list, where each entry is the value of appling the processing to the corresponding value in the input collection. You can override this by providing an into: parameter.

contacts = ContactCollection.new
people = FaceRecognizer.consume(collection_of_images, into: contacts)

A hungry consumer will normally run a worker process for each of the process schedulers available on the current node (which is normally the number of available CPUs). You can override this globally for a particular consumer with the default_concurrency option:

defmodule FaceRecognizer do
use Component.Strategy.Hungry,
default_concurrency: 10
. . .

You can also override it on a particular call to consume using the concurrency: option.

people = FaceRecognizer.consume(collection_of_images, concurrency: 5)

One and Two Way Functions

A component defines its external interface using the one_way and two_way declarations. These look and behave precisely like functions defined using def, except they do not support guard clauses.

As its name implies, a one way function does not send a response to its caller. It is also asynchronous. (Internally, it is implemented using GenServer.cast. The return value of a one_way function is the updated state.

A two way function returns a result to its caller, and so is synchronous (yup, it uses GenServer.call).

By default, the value returned by a two way function is the value returned to the caller. In this case, the state is not changed.

You update the state using one of the set_state functions. The first form takes the new state and a block as parameters. It sets the state from the first parameter, and the value returned by the block becomes the value returned by the function. For example:

# return the current value, and increment the state
two_way return_current_and_update(n) do
set_state(tally + n) do
tally
end
end

The second variant is set_state_and_return. This takes a single value and sets both the state and return value from it:

# increment the current state and return the new value
two_way update_and_return(n) do
set_state_and_return(tally + n)
end

State

With the exception of hungry consumers, all component types run one or more worker processes, and those workers maintain state.

The Component library handles state a little differently (some would say controversially). Rather than declare the state as a parameter in all the component's functions, you give it a name at the top of your module in the using clause. The state is then available inside your component's functions using that name:

defmodule Dictionary do
use Component.Strategy.Global,
state_name: :word_list, # <- our state is called `word_list`
initial_state: read_word_list()
two_way random_word() do
word_list |> Enum.random() # <- and we can refer to it by name
end
defp read_word_list() do
"../assets/words.txt"
|> Path.expand(__DIR__)
|> File.read!
|> String.split("\n", trim: true)
end
end

Initial State

The initial state of a component is set by a combination of things.

First, when you write a component, you can specify an initial state as an option. For example, the following code sets the initial state of the component to the result of reading the word list:

use Component.Strategy.Global,
state_name: :word_list,
initial_state: read_word_list() # <- run this each time a worker is created

You can override this initial state when you create a component by passing a value to create().

Second, you can specify the default initial state using a function or arity one.

When you call create for such a component, the override value you give will be passed to this function, and the function's value becomes the initial state. If you don't pass an override to create, the function will receive nil.

The following component has a two element map as a state. The initial_state function allows these elements to be individually overwritten by create:

use Component.Strategy.Dynamic,
initial_state: fn overrides ->
Map.merge(
%{ one: :default_one, two: :default_two },
overrides || %{})
end

The code associated with the initial_state option is invoked to set the state each time a new worker process is created. This evaluation is lazy. In this example the read_word_list function is not called when the module is defined. Instead, the code is saved and run when each worker gets started.

The second way to set the state is when you create a worker.

defmodule Counter do
use Component.Strategy.Dynamic,
state_name: :count,
initial_state: 0
one_way increment(by \\ 1) do
count + by
end
two_way value() do
count
end
end

Here, it you call Counter.create(), the initial state will be set to 0, the value in the using clause. If instead you pass a value, such as Counter.create(99), that value will be used to set the state.

Component Lifecycle

A global component must be created before use. Once created, it may be accessed by simply calling the functions it contains. There is no need to identify a particular worker, as there is only one per component. A global component may be destroyed, in which case it must be recreated before being used again.

Dynamic and pooled components must be initialized. This process does not necessarily create any worker processes; it simply prepares the component for use.

With dynamic components you gain access to a worker by telling the component to create it. This returns an identifier for that worker process, which you must pass to subsequent calls to functions in the component. You should eventually destroy workers that you create.

Pooled components are automatically created when needed, so there's no need to call their create function.

TypeInitializeCreate/destroyCall
Global
Dynamic
Pooled
Hungryconsume()

Hungry components have no state, and do not need to be created or destroyed—this is handled automatically.

Components as Top-Level Applications

Part of the impetus for creating this was to encourage folks to write single-responsibility components, one per mix project. To make this even easier, if you have a single component in a mix project, you no longer need an application.ex. Instead

  1. Add the option top_level: true to your component definition, and

  2. Point the mod option in your mix.exs directly at your component's module.

Here's a runnable example that implements a simple event counter:

MISSING: event counter