[−][src]Trait crdts::CmRDT
Operation based CRDT's replicate by transmitting each operation.
Associated Types
type Op: Debug
Op defines a mutation to the CRDT. As long as Op's from one actor are replayed in exactly the same order they were generated by that actor, the CRDT will converge. In other words, we must have a total ordering on each actors operations, while requiring only a partial order over all ops. E.g.
Actor A produces ops A1, A2 Actor B produces ops B1, B2
the only valid orderings are: A1 < A2 < B1 < B2 A1 < B1 < A2 < B2 B1 < A1 < A2 < B2 A1 < B1 < B2 < A2 B1 < A1 < B2 < A2 B1 < B2 < A1 < A2
Applying ops in any of the valid orders will converge to the same CRDT state
Op's must be idempotent, meaning any Op may be applied more than once.
Required methods
Loading content...Implementors
impl<A: Actor> CmRDT for GCounter<A>
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impl<A: Actor> CmRDT for PNCounter<A>
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impl<A: Actor> CmRDT for VClock<A>
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type Op = Dot<A>
fn apply(&mut self, dot: Self::Op)
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Monotonically adds the given actor version to this VClock.
Examples
use crdts::{VClock, Dot, CmRDT}; let mut v = VClock::new(); v.apply(Dot::new("A", 2)); // now all dots applied to `v` from actor `A` where // the counter is not bigger than 2 are nops. v.apply(Dot::new("A", 0)); assert_eq!(v.get(&"A"), 2);