# multi Version: 1.4.1 My multitasking library for lua
To install copy the multi folder into your enviroment and you are good to go
It is a pure lua binding if you ingore the intergrations (WIP)
If you find any bugs or have any issues please let me know :) # Discord For real-time assistance with my libraries! A place where you can ask questions and get help with any of my libraries
https://discord.gg/U8UspuA
Usage:
```lua --Basic usage require("multi.all") -- gets the entire library alarm=multi:newAlarm(3) -- in seconds can go to .001 uses the built in os.clock() alarm:OnRing(function(a) print("3 Seconds have passed!") a:Reset(n) -- if n were nil it will reset back to 3, or it would reset to n seconds end) multi:mainloop() -- the main loop of the program, multi:umanager() exists as well to allow intergration in other loops Ex: love2d love.update function. More on this binding in the wiki! ``` The library is modular so you only need to require what you need to. Because of this, the global enviroment is altered
There are many useful objects that you can use
Check out the wiki for detailed usage, but here are the objects:
- Process#
- Queuer#
- Alarm
- Loop
- Event
- Step
- Range
- TStep
- TLoop
- Condition
- Connection
- Timer
- Updater
- Thread*
- Trigger**
- Task
- Job
- Function
- Watcher***
#Both a process and queue act like the multi namespace, but allows for some cool things. Because they use the other objects an example on them will be done last
*Uses the built in coroutine features of lua, these have an interesting interaction with the other means of multi-tasking
**Triggers are kind of useless after the creation of the Connection
***Watchers have no real purpose as well I made it just because.
# Examples of each object being used
We already showed alarms in action so lets move on to a Loop object Throughout these examples I am going to do some strange things in order to show other features of the library! # LOOPS ```lua -- Loops require("multi.all") -- gets the entire library count=0 loop=multi:newLoop(function(dt,self) -- dt is delta time and self is a reference to itself count=count+1 if count > 10 then self:Break() -- All methods on the multi objects are Proper case, where as methods on the multi or process/queuer namespace are camel case -- self:Break() will stop the loop and trigger the OnBreak(func) method -- Stopping is the act of Pausing and deactivating the object! All objects can have the multiobj:Break() command on it! else print("Loop #"..count.."!") end end) loop:OnBreak(function(self) print("You broke me :(") end) multi:mainloop() ``` # Output Loop #1!
Loop #2!
Loop #3!
Loop #4!
Loop #5!
Loop #6!
Loop #7!
Loop #8!
Loop #9!
Loop #10!
You broke me :(
With loops out of the way lets go down the line This library aims to be Async like. In reality everything is still on one thread *unless you are using the lanes intergration module WIP* (More on that later) # EVENTS ```lua -- Events, these were the first objects introduced into the library. I seldomly use them in their pure form though, but later on you'll see their advance uses! -- Events on there own don't really do much... We are going to need 2 objects at least to get something going require("multi.all") -- gets the entire library count=0 -- lets use the loop again to add to count! loop=multi:newLoop(function(dt,self) count=count+1 end) event=multi:newEvent(function() return count==100 end) -- set the event event:OnEvent(function(self) -- connect to the event object loop:Pause() -- pauses the loop from running! print("Stopped that loop!") end) -- events like alarms need to be reset the Reset() command works here as well multi:mainloop() ``` # Output Stopped that loop! # STEPS ```lua require("multi.all") -- Steps, are like for loops but non blocking... You can run a loop to infintity and everything will still run I will combine Steps with Ranges in this example. step1=multi:newStep(1,10,1,0) -- Some explaining is due. Argument 1 is the Start # Argument 2 is the ResetAt # (inclusive) Argument 3 is the count # (in our case we are counting by +1, this can be -1 but you need to adjust your start and resetAt numbers) -- The 4th Argument is for skipping. This is useful for timing and for basic priority management. A priority management system is included! step2=multi:newStep(10,1,-1,1) -- a second step, notice the slight changes! step1:OnStart(function(self) print("Step Started!") end) step1:OnStep(function(pos,self) if pos<=10 then -- what what is this? the step only goes to 10!!! print("Stepping... "..pos) else print("How did I get here?") end end) step1:OnEnd(function(self) print("Done!") -- We finished here, but I feel like we could have reused this step in some way... Yeah I soule Reset() it, but what if i wanted to change it... if self.endAt==10 then -- lets only loop once self:Update(1,11,1,0) -- oh now we can reach that else condition! end -- Note Update() will restart the step! end) -- step2 is bored lets give it some love :P step2.range=step2:newRange() -- Set up a range object to have a nested step in a sense! Each nest requires a new range -- it is in your interest not to share ranges between objects! You can however do it if it suits your needs though step2:OnStep(function(pos,self) -- for 1=1,math.huge do -- print("Haha I am holding the code up because I can!!!") --end -- We dont want to hold things up, but we want to nest. -- Note a range is not nessary if the nested for loop has a small range, if however the range is rather large you may want to allow other objects to do some work for i in self.range(1,100) do print(pos,i) -- Now our nested for loop is using a range object which allows for other objects to get some cpu time while this one is running end end) -- TSteps are just like alarms and steps mixed together, the only difference in construction is the 4th Argument. On a TStep that argument controls time. The defualt is 1 -- The Reset(n) works just like you would figure! step3=multi:newTStep(1,10,.5,2) -- lets go from 1 to 10 counting by .5 every 2 seconds step3:OnStep(function(pos,self) print("Ok "..pos.."!") end) multi:mainloop() ``` # Output Note: the output on this one is huge!!! So I had to ... some parts! You need to run this for your self to see what is going on!
Step Started!
Stepping... 1
10 1
Stepping... 2
10 2
Stepping... 3
10 3
...
Ok 9.5!
Ok 10!
# TLOOPS ```lua require("multi.all") -- TLoops are loops that run ever n second. We will also look at condition objects as well -- Here we are going to modify the old loop to be a little different count=0 loop=multi:newTLoop(function(self) -- We are only going to coult with this loop, but doing so using a condition! while self:condition(self.cond) do count=count+1 end print("Count is "..count.."!") self:Destroy() -- Lets destroy this object, casting it to the dark abyss MUHAHAHA!!! -- the reference to this object will be a phantom object that does nothing! end,1) -- Notice the ',1' after the function! This is where you put your time value! loop.cond=multi:newCondition(function() return count<=100 end) -- conditions need a bit of work before i am happy with them multi:mainloop() ``` # Output Count is 101! # Connections These are my favorite objects and you'll see why. They are very useful objects for ASync connections! ```lua require("multi.all") -- Lets create the events yawn={} -- ill just leave that there OnCustomSafeEvent=multi:newConnection(true) -- lets pcall the calls incase something goes wrong defualt OnCustomEvent=multi:newConnection(false) -- lets pcall the calls incase something goes wrong OnCustomEvent:Bind(yawn) -- create the connection lookup data in yawn -- Lets connect to them, a recent update adds a nice syntax to connect to these cd1=OnCustomSafeEvent:Connect(function(arg1,arg2,...) print("CSE1",arg1,arg2,...) end,"bob") -- lets give this connection a name cd2=OnCustomSafeEvent:Connect(function(arg1,arg2,...) print("CSE2",arg1,arg2,...) end,"joe") -- lets give this connection a name cd3=OnCustomSafeEvent:Connect(function(arg1,arg2,...) print("CSE3",arg1,arg2,...) end) -- lets not give this connection a name -- no need for connect, but I kept that function because of backwards compatibility OnCustomEvent(function(arg1,arg2,...) print(arg1,arg2,...) end) -- Now within some loop/other object you trigger the connection like OnCustomEvent:Fire(1,2,"Hello!!!") -- fire all conections -- You may have noticed that some events have names! See the following example! OnCustomSafeEvent:getConnection("bob"):Fire(1,100,"Bye!") -- fire only bob! OnCustomSafeEvent:getConnection("joe"):Fire(1,100,"Hello!") -- fire only joe!! OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all!!! -- Connections have more to them than that though! -- As seen above cd1-cd3 these are hooks to the connection object. This allows you to remove a connection -- For Example: cd1:Remove() -- remove this connection from the master connection object print("------") OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all again!!! -- To remove all connections use: OnCustomSafeEvent:Remove() print("------") OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all again!!! ``` # Output 1 2 Hello!!!
CSE1 1 100 Bye!
CSE2 1 100 Hello!
CSE1 1 100 Hi Ya Folks!!!
CSE2 1 100 Hi Ya Folks!!!
CSE3 1 100 Hi Ya Folks!!!
------
CSE2 1 100 Hi Ya Folks!!!
CSE3 1 100 Hi Ya Folks!!!
------
You may think timers should be bundled with alarms, but they are a bit different and have cool features
# TIMERS ```lua -- You see the thing is that all time based objects use timers eg. Alarms, TSteps, and Loops. Timers are more low level! require("multi.all") local clock = os.clock function sleep(n) -- seconds local t0 = clock() while clock() - t0 <= n do end end -- we will use this later! timer=multi:newTimer() timer:Start() -- lets do a mock alarm set=3 -- 3 seconds a=0 while timer:Get()<=set do -- waiting... a=a+1 end print(set.." second(s) have passed!") -- Timers can do one more thing that is interesting and that is pausing them! timer:Pause() print(timer:Get()) -- should be really close to 'set' sleep(3) print(timer:Get()) -- should be really close to 'set' timer:Resume() sleep(1) print(timer:Get()) -- should be really close to the value of set + 1 timer:Pause() print(timer:Get()) -- should be really close to 'set' sleep(3) print(timer:Get()) -- should be really close to 'set' timer:Resume() sleep(1) print(timer:Get()) -- should be really close to the value of set + 2 ``` # Output Note: This will make more sense when you run it for your self
3 second(s) have passed!
3.001
3.001
4.002
4.002
4.002
5.003
# UPDATER ```lua require("multi.all") updater=multi:newUpdater(5) -- really simple, think of a look with the skip feature of a step updater:OnUpdate(function(self) --print("updating...") end) -- Here every 5 steps the updater will do stuff! -- But I feel it is now time to touch into priority management, so lets get into basic priority stuff and get into a more advance version of it --[[ multi.Priority_Core -- Highest form of priority multi.Priority_High multi.Priority_Above_Normal multi.Priority_Normal -- The defualt form of priority multi.Priority_Below_Normal multi.Priority_Low multi.Priority_Idle -- Lowest form of priority Note: These only take effect when you enable priority, otherwise everything is at a core like level! We aren't going to use regular objects to test priority, but rather benchmarks! to set priority on an object though you would do multiobj:setPriority(one of the above) ]] -- lets bench for 3 seconds using the 3 forms of priority! First no Priority multi:benchMark(3,nil,"Regular Bench: "):OnBench(function() -- the onbench() allows us to do each bench after each other! print("P1\n---------------") multi:enablePriority() multi:benchMark(3,multi.Priority_Core,"Core:") multi:benchMark(3,multi.Priority_High,"High:") multi:benchMark(3,multi.Priority_Above_Normal,"Above_Normal:") multi:benchMark(3,multi.Priority_Normal,"Normal:") multi:benchMark(3,multi.Priority_Below_Normal,"Below_Normal:") multi:benchMark(3,multi.Priority_Low,"Low:") multi:benchMark(3,multi.Priority_Idle,"Idle:"):OnBench(function() print("P2\n---------------") -- Finally the 3rd form multi:enablePriority2() multi:benchMark(3,multi.Priority_Core,"Core:") multi:benchMark(3,multi.Priority_High,"High:") multi:benchMark(3,multi.Priority_Above_Normal,"Above_Normal:") multi:benchMark(3,multi.Priority_Normal,"Normal:") multi:benchMark(3,multi.Priority_Below_Normal,"Below_Normal:") multi:benchMark(3,multi.Priority_Low,"Low:") multi:benchMark(3,multi.Priority_Idle,"Idle:") os.exit() end) end) multi:mainloop() -- Notice how the past few examples did not need this, well only actors need to be in a loop! More on this in the wiki. ``` # Output Note: These numbers will vary drastically depending on your compiler and cpu power
Regular Bench: 2094137 Steps in 3 second(s)!
P1
---------------
Below_Normal: 236022 Steps in 3 second(s)!
Normal: 314697 Steps in 3 second(s)!
Above_Normal: 393372 Steps in 3 second(s)!
High: 472047 Steps in 3 second(s)!
Core: 550722 Steps in 3 second(s)!
Low: 157348 Steps in 3 second(s)!
Idle: 78674 Steps in 3 second(s)!
P2
---------------
Core: 994664 Steps in 3 second(s)!
High: 248666 Steps in 3 second(s)!
Above_Normal: 62166 Steps in 3 second(s)!
Normal: 15541 Steps in 3 second(s)!
Below_Normal: 3885 Steps in 3 second(s)!
Idle: 242 Steps in 3 second(s)!
Low: 971 Steps in 3 second(s)!
Notice: Even though I started each bench at the same time the order that they finished differed the order is likely to vary on your machine as well!
# Processes A process allows you to group the Actor objects within a controlable interface ```lua require("multi.all") proc=multi:newProcess() -- takes an optional file as an argument, but for this example we aren't going to use that -- a process works just like the multi object! b=0 loop=proc:newTLoop(function(self) a=a+1 proc:Pause() -- pauses the cpu cycler for this processor! Individual objects are not paused, however because they aren't getting cpu time they act as if they were paused end,.1) updater=proc:newUpdater(multi.Priority_Idle) -- priority can be used in skip arguments as well to manage priority without enabling it! updater:OnUpdate(function(self) b=b+1 end) a=0 -- a counter loop2=proc:newLoop(function(dt,self) print("Lets Go!") self:hold(3) -- this will keep this object from doing anything! Note: You can only have one hold active at a time! Multiple are possible, but results may not be as they seem see * for how hold works -- Within a process using hold will keep it alive until the hold is satisified! print("Done being held for 1 second") self:hold(function() return a>10 end) print("A is now: "..a.." b is also: "..b) self:Destroy() self.Parent:Pause() -- lets say you don't have the reference to the process! os.exit() end) -- Notice this is now being created on the multi namespace event=multi:newEvent(function() return os.clock()>=1 end) event:OnEvent(function(self) proc:Resume() self:Destroy() end) proc:Start() multi:mainloop() ``` # Output Lets Go!
Done being held for 1 second
A is now: 29 b is also: 479
**Hold: This method works as follows** ```lua function multi:hold(task) self:Pause() -- pause the current object self.held=true -- set held if type(task)=='number' then -- a sleep cmd local timer=multi:newTimer() timer:Start() while timer:Get() Ring ring!!!
1
2
3
4
5
6
7
8
9
10
Done
# Actual Output Done
1
2
3
4
5
6
7
8
9
10
Ring ring!!!
# Threads These fix the hold problem that you get with regular objects, and they work exactly the same! They even have some extra features that make them really useful.
```lua _require=require -- lets play with the require method a bit function require(path) path=path:gsub("%*","all") _require(path) end require("multi.*") -- now I can use that lovely * symbol to require everything test=multi:newThreadedProcess("main") -- you can thread processors and all Actors see note for a list of actors you can thread! test2=multi:newThreadedProcess("main2") count=0 test:newLoop(function(dt,self) count=count+1 thread.sleep(.01) end) test2:newLoop(function(dt,self) print("Hello!") thread.sleep(1) -- sleep for some time end) -- threads take a name object then the rest as normal step=multi:newThreadedTStep("step",1,10) step:OnStep(function(p,self) print("step",p) thread.skip(21) -- skip n cycles end) step:OnEnd(function() print("Killing thread!") thread.kill() -- kill the thread end) loop=multi:newThreadedLoop("loop",function(dt,self) print(dt) thread.sleep(1.1) end) loop2=multi:newThreadedLoop("loop",function(dt,self) print(dt) thread.hold(function() return count>=100 end) print("Count is "..count) os.exit() end) alarm=multi:newThreadedAlarm("alarm",1) alarm:OnRing(function(self) print("Ring") self:Reset() end) multi:mainloop() ``` # Output Ring
0.992
0.992
Hello!
step 1
step 2
Hello!
Ring
2.092
step 3
Hello!
Ring
Count is 100
# Threadable Actors - Alarms - Events - Loop/TLoop - Process - Step/TStep # Functions If you ever wanted to pause a function then great now you can The uses of the Function object allows one to have a method that can run free in a sense ```lua require("multi.all") func=multi:newFunction(function(self,arg1,arg2,...) self:Pause() return arg1 end) print(func("Hello")) print(func("Hello2")) -- returns PAUSED allows for the calling of functions that should only be called once. returns PAUSED instantly if paused func:Resume() print(func("Hello3")) ``` # Output Hello
PAUSED
Hello3
# ThreadedUpdater ```lua -- Works the same as a regular updater! require("multi.all") multi:newThreadedUpdater("Test",10000):OnUpdate(function(self) print(self.pos) end) multi:mainloop() ``` # Output 1
2
...
.inf
# Triggers Triggers were what I used before connections became a thing
They are simple to use, but in most cases you are better off using a connection
```lua require("multi.trigger") -- They work like connections but can only have one event binded to them trig=multi:newTrigger(function(self,a,b,c,...) print(a,b,c,...) end) trig:Fire(1,2,3) trig:Fire(1,2,3,"Hello",true) ``` # Output 1 2 3
1 2 3 Hello true
# Tasks Tasks allow you to run a block of code before the multi mainloops does it thing. Tasks still have a use, but depending on how you program they aren't needed.
```lua require("multi.loop") require("multi.task") multi:newTask(function() print("Hi!") end) multi:newLoop(function(dt,self) print("Which came first the task or the loop?") self:Break() end) multi:newTask(function() print("Hello there!") end) multi:mainloop() ``` # Output Hi!
Hello there!
Which came first the task or the loop?
As seen in the example above the tasks were done before anything else in the mainloop! This is useful when making libraries around the multitasking features and you need things to happen in a certain order!
# Jobs Jobs were a strange feature that was created for throttling connections! When I was building a irc bot around this library I couldn't have messages posting too fast due to restrictions. Jobs allowed functions to be added to a queue that were executed after a certain amount of time has passed ```lua require("multi.alarm") -- jobs use alarms I am pondering if alarms should be added to the core or if jobs should use timers instead... -- jobs are built into the core of the library so no need to require them print(multi:hasJobs()) multi:setJobSpeed(1) -- set job speed to 1 second multi:newJob(function() print("A job!") end,"test") multi:newJob(function() print("Another job!") multi:removeJob("test") -- removes all jobs with name "test" end,"test") multi:newJob(function() print("Almost done!") end,"test") multi:newJob(function() print("Final job!") end,"test") print(multi:hasJobs()) print("There are "..multi:getJobs().." jobs in the queue!") multi:mainloop() ``` # Output false 0
true 4
There are 4 jobs in the queue!
A job!

Another job!
# Watchers Watchers allow you to monitor a variable and trigger an event when the variable has changed! ```lua require("multi.watcher") require("multi.tloop") a=0 watcher=multi:newWatcher(_G,"a") -- watch a in the global enviroment watcher:OnValueChanged(function(self,old,new) print(old,new) end) tloop=multi:newTLoop(function(self) a=a+1 end,1) multi:mainloop() ``` # Output 0 1
1 2
2 3
...
.inf-1 inf
# TODO (In order of importance) - Write the wiki stuff
- Test for unknown bugs