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When Functional Reactive Programming Meets Multiplayer

Suppose somebody asks you to build a calculator – well, you can’t build the calculator directly, but instead you give commands to a worker who does all the building for you. So once you get all the components, you might ask the worker:

Put the display on the top of the board.
And then put button '7' in the left-most place just under the display.
And then put button '8' in the right of button '7'.

And so forth, and so on. Everything works well. Now consider that you cannot find the necessary chip that processes the adding and multiplying. Instead, you need to ask the worker to do that for you. So you might ask the worker to first form a inner representation of the calculator. For example:

Now we have number A, and number B, which the user will input.
And we calculate number C by A plus B.

And then you need to ask the worker to connect this inner representation to what actually happens:

When somebody press button '7', assign 7 as number A.
And then when somebody press button '8', assign 8 as number B.
And then calculate number C by A plus B.
And don't forget to display C on the display.

This is how you would actually do it when you write the interface in a imperative programming way. But don’t you feel it is redundant? Why can’t I just say:

The first pressed number is number A.
The second pressed number is number B.
The result, which should be displayed, is number C.

This is called reactive programming. It consists of a flow, directing the data, to make sure it doesn’t get lost. And functional reactive programming uses the functional programming tool-chain to make the whole things easier. For example, in order to create a gravitational simulation, all you would need to say is:

There's position, which is the result of integration of velocity.
And there's velocity, which is the result of the integration of gravity.
And finally, there's gravity, which is defined by the Newton's law.
In the Newton's law, we use the position we get once before.

(Well, you actually need to use a trick called ArrowLoop, but the fundamental idea is the same.)

Programming is very easy once you understand how functional reactive programming actually works.

However, there’s one thing left unsolved. We have good tools if the program only runs on one computer – in the words of the calculator’s example, there’s only one worker. How are we going to deal with it if we want the program to run over the Internet. In other words, we want multiple workers with multiple calculators sharing the same inner representation. This is the problem “rect” attempts to solve.

Interested? Check out a previous talk about Rect.