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Hands-On Reactive Programming with Python

You're reading from   Hands-On Reactive Programming with Python Event-driven development unraveled with RxPY

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781789138726
Length 420 pages
Edition 1st Edition
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Author (1):
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Romain Picard Romain Picard
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Romain Picard
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Table of Contents (16) Chapters Close

Preface 1. An Introduction to Reactive Programming FREE CHAPTER 2. Asynchronous Programming in Python 3. Functional Programming with ReactiveX 4. Exploring Observables and Observers 5. Concurrency and Parallelism in RxPY 6. Implementation of an Audio Transcoding Server 7. Using Third-Party Services 8. Dynamic Reconfiguration and Error Management 9. Operators in RxPY 10. Testing and Debugging 11. Deploying and Scaling Your Application 12. Reactive Streams for Remote Communication 13. A Checklist of Best Practices 14. Assessments 15. Other Books You May Enjoy

What is reactive programming?

Reactive programming has gained a lot of popularity since 2010. Although its concepts and usage date from the early days of computing, this recent popularity is mainly due to the publication of the ReactiveX project. This might seem surprising for developers who had rarely used event-driven programming before. However, for people who faced tremendous state machines or callback hell, this seems more of an inevitable fact.

Before playing with ReactiveX and RxPY, this first part describes the principles being used in reactive programming and how they are used in asynchronous frameworks. This initial study of low-level features is not strictly necessary when using ReactiveX and asynchronous frameworks, but it helps a lot to understand how they work, which thus helps us to use them correctly.

Event-driven programming

What is the common connection between state machines, Petri net, Kahn Process Networks (KPN), the observer design pattern, callbacks, pipes, publish/subscribe, futures, promises and streams? Event-driven programming!

By definition, any program has to deal with external events through inputs/outputs (I/O). I/O and event management are the foundations of any computer system: reading or writing from storage, handling touch events, drawing on a screen, sending or receiving information on a network link, and so on. Nothing useful can be done without interacting with I/O, and I/O are almost always managed through events. However, 50 years after the creation of the first microprocessor, event-driven programming is still a very active topic with new technologies appearing almost every year.

The main purpose of this important activity is that, despite the fact that event-driven programming has existed since the beginning of computer science, it is still hard to use correctly. More than writing event-driven code, the real challenge lies in writing readable, maintainable, reusable, and testable code. Event-driven programming is more difficult to implement and read than sequential programming because it often means writing code that is not natural to read for human beings—instead of a sequence of actions that execute one after the other until the task to execute is completed, the beginning of an action starts when an event occurs, and then the actions that are triggered are often dispersed within the program. When such a code flow becomes complex—and this starts only after few indirect paths in a code—then it becomes more and more difficult to understand what is happening. This is what is often called the callback hell. One has to follow callbacks calling callbacks, which call further callbacks, and so on.

During the late nineties, event-driven programming became quite popular with the advent of graphical user interfaces (GUIs). At that time, developers had the following options to write GUI applications:

  • Objective-C on NextStep and macOS
  • C++ on Windows
  • C or eventually C++ on Unix (with X11)
  • Java, with the hope of writing the same application for all these systems

All these environments were based on callbacks and it stayed that way for a very long time, until programming languages included features to improve the readability of event-driven code.

So event-driven code is often more difficult to read than sequential code because the code logic can be difficult to follow, depending on the programming language and the frameworks being used. Reactive programming, and more specifically ReactiveX, aims at solving some of these challenges. Python and its relatively recent support of async/await syntax also aims to make event-driven programming easier.

It is important to understand that reactive programming and event-driven programming are not programming paradigms, such as imperative or object-oriented programming, but are orthogonal to them. Event-driven programming is implemented within an existing paradigm. So, one can use event-driven programming with an object-oriented language or a functional language. Reactive programming is a specific case of event-driven programming. This can be seen in the following figure:

Figure 1.1: Event-driven programming and programming paradigms

Reactive versus proactive

So what is reactive programming?

An easy way to get the idea behind it is to use an analogy with people's behavior: someone who is proactive is somebody who takes initiatives. A proactive person will propose ideas or test things before somebody asks him to do so. On the other hand, a reactive person is somebody who waits for information before doing something. So, a proactive person acts on his own while a reactive person reacts to external changes. There are pros and cons to each behavior: a proactive person proposing solutions ahead of time is great, but may have difficulties dealing with unexpected changes. On the other hand, a reactive person may be very efficient in dealing with very dynamic environments.

Reactive programming can be considered as implementing a behavior in a similar way to a reactive person. A reactive system reacts on external events and provides a result that depends only on the event it has received. So why would reactive programming be better than sequential programming? Better is always a matter of preferences and context, so reactive programming may not be the solution most adapted to all the problems you will encounter. However, as you will see through this book, reactive programming shines at implementing event-driven code.

Reactive programming is inherently asynchronous. So it makes it easier to deal efficiently with inputs and outputs than with synchronous paradigms. Reactive programming favors composition. Each component is completely independent from another and can be plugged in with other components. This also makes testing quite easy and, as a consequence, it also helps to refactor existing code. Moreover, it is quite engaging, and with experience you will see that almost everything is a flow of events.

Reactor and proactor

When looking for information on event-driven programming concepts, two other similar terms are often mentioned: the reactor and the proactor. These are notions that are not really important when using high-level libraries such as ReactiveX and AsyncIO. Still, it is interesting to know what they are so that you can better understand what is going on under the hood. They are two kinds of low-level APIs that allow us to implement an event-driven library. For example, AsyncIO, which is the Python asynchronous API which can use a reactor or a proactor to expose the same APIs. Using a reactor or a proactor as the foundation of a framework is driven by the support, or not, of the proactor on the operating system. All operating systems support a reactor via the POSIX select system call or one of its derivatives. Some operating systems such as Windows implement proactor system calls. The difference between these two design patterns is the way I/O are managed.

Figure 1.2 shows a sequence diagram of how a reactor works. The three main components involved in this pattern are as follows:

  • Reactor
  • Event handler
  • Event demultiplexer

When the Main Program needs to execute an asynchronous operation, it starts by telling it to the Reactor, with the identification of the Concrete Event Handler that will be notified when an event occurs. This is the call to the register_handler. Then the Reactor creates a new instance of this Concrete Event Handler and adds it to its handler list. After that, the Main Program calls handle_events, which is a function that blocks until an event is received. The Reactor then calls the Event Demultiplexer to wait until an event happens. The Event Demultiplexer is usually implemented through the select system call or one of its alternatives, such as poll, epoll, or kqueue. select is called with the list of handles to monitor. These handles are associated with the handlers that were registered before. When an event that corresponds to one of the handles occurs, the Event Demultiplexer returns the list of handles that correspond to the event that happened. The Reactor then calls the associated event handlers, and the event handlers implement the actual service logic. The following diagram demonstrates this:

Figure 1.2: The reactor design pattern principles

Figure 1.3 shows a sequence diagram of how a Proactor works. On a Proactor system, asynchronous operations can be executed by an Asynchronous Operation processor. This is an entity which is provided by the operating system, and not all operating systems have support for it. There are more components involved in a Proactor than in a reactor. First, an Initiator asks the Asynchronous Operation processor to execute and operate. With this request, the Initiator provides the information about the operation to execute, as well as the instance of the Completion Handler and Completion Event Queue associated to the operation. Then the Asynchronous Operation processor creates an operation object that corresponds to the request of the Initiator. After that, the Initiator asks the Proactor to execute all pending operations. When an event associated with one of the operations happens, the operation notifies the Asynchronous Operation processor about it. The Asynchronous Operation processor then pushes this result to a Completion Event Queue. At that point, the Completion Event Queue notifies the Proactor that something happens. The Proactor then pops the next event from the Completion Event Queue and notifies the Completion Handler about this result. The Completion Handler finally implements the actual service logic.

On a Proactor, the Initiator and the Completion Handler may be implemented in the same component. Moreover, this chain of actions can be repeated indefinitely. The implementation of the Completion Handler can be an Initiator that starts the execution of another Asynchronous Operation. This is used to chain the execution of asynchronous operations:

Figure 1.3: The proactor design pattern principles

As you can see, both patterns are somehow similar. They are both used to execute asynchronous operations. The main difference is in the way operations can be chained. On a reactor, asynchronous operations can be chained only by the main program once the blocking call to the event demultiplexer has been completed. On the other hand, a proactor allows the completion handlers to be initiators and so execute themselves new asynchronous operations.

Being aware of this is important because it allows us to understand what is going on behind the scenes. However, this is completely invisible with all the recent asynchronous frameworks. They all expose APIs whose behavior is similar to the proactor pattern because they allow us to easily chain asynchronous operations while others are still pending. However, they will still use a proactor depending on the operating system that you use. On some frameworks, when both the reactor and proactors are available, it is possible to select what pattern to use via configuration APIs.

Reactive systems

This book will cover many aspects on reactive programming. But an important thing to be aware of is that using reactive programming does not mean implementing a reactive system. A reactive system is much more than implementing a component with asynchronous and reactive programming. These are two notions that may be easily mingled due to the similarities in the way they are named, but they are completely different. As already explained, reactive programming is a way to code. On the other hand, a reactive system is an architecture pattern that allows us to write robust systems; that is, applications that are made of many components communicating via network channels, and with instances running on several (many?) servers, virtual machines, or containers. This architecture pattern is described in the reactive manifesto (https://www.reactivemanifesto.org/).

The four pillars of the reactive system are shown in the following figure:

Figure 1.4: A reactive system

These four pillars are interdependent. The value of a reactive system is being reactive thanks to an elastic and resilient design. A reactive system relies on a message-driven communication between the components of the system. More specifically:

  • A reactive system is responsive: It responds to events and user interactions rapidly and consistently. Responsiveness ensures that the application stays usable, and that, in case of a problem, these problems can be detected very quickly and thus handled correctly. Responsiveness is achieved thanks to the three other pillars of a reactive system.
  • A reactive system is resilient: The system stays responsive even in the event of failure. Resilience can be achieved in several ways, such as replication and isolation. Failures are handled and contained in each component. Other components are dedicated to recover the components that failed and replication allows it to provide high-availability.
  • A reactive system is elastic: The system stays responsive when the workload varies. The system can adapt to workloads that increase or decrease so that the allocated resources of the system are not oversized or undersized. In order to provide elasticity, the design must be vertically and horizontally scalable, with no performance bottleneck.
  • A reactive system is message-driven: The different components of the system communicate via asynchronous message channels. Communication via messages allows us to isolate components. Saturation is controlled via back-pressure.

As you can see, reactive programming does not provide these four pillars in itself. Reactive programming is one of the tools that can be used to implement a reactive system, but it is not sufficient. Many other tools, such as message brokers, containers, orchestrations, or monitoring tools are needed to build a reactive system.

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Hands-On Reactive Programming with Python
Published in: Oct 2018
Publisher: Packt
ISBN-13: 9781789138726
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