directed
This crate is a Directed-Acyclic-Graph (DAG)-based evaluation system for Rust. It allows you to wrap functions in a way that converts them into stateful Nodes in a graph. These can then be executed in the shortest-path to be able to evaluate one or more output nodes. Inputs and outputs can be cached (memoization), and nodes can have internal state (or not, anything can be stateless as well). Graph connections can be rewired at runtime without the loss of node state.
Here is a visualization of a trivial program structure using this:
flowchart TB
subgraph Node_1_["Node 1 (TransparentStage)"]
1_in_input[/"input: i32"\]
1_out__[\"i32"/]
end
subgraph Node_0_["Node 0 (SourceStage)"]
0_out__[\"i32"/]
end
subgraph Node_3_["Node 3 (SinkStage)"]
3_in_o_input[/"o_input: & i32"\]
3_in_t_input[/"t_input: & i32"\]
end
style Node_3_ stroke:yellow,stroke-width:3;
subgraph Node_2_["Node 2 (OpaqueStage)"]
2_in_input[/"input: & i32"\]
2_out__[\"i32"/]
end
0_out__ --> 1_in_input
0_out__ --> 2_in_input
1_out__ --> 3_in_t_input
2_out__ --> 3_in_o_input
linkStyle 3 stroke:yellow,stroke-width:3;
When possible, the error types in this crate contain a trace of the graph and have the ability to generate a mermaid graph like the above, highlighting areas relevant to the error output. These can be placed into markdown or into an online viewer.
Current project status
- WIP: Things work but quite a few key features are yet to be implemented, and a lot of cleanup/refactoring is still ongoing.
Core API Concepts
Stage
A Stage is a wrapped function that can be used to create a Node. Think of a Stage as a definition and a Node as a stateful instantiation.
When a function is annotated with the #[stage] macro, it will be converted to a struct of the same name, and given an implementation of the Stage trait. For this reason, struct naming conventions should be followed rather than function naming conventions:
use *;
Multi-output
Stages can support multiple named outputs by making use of the NodeOutput type and the output macro. This can be used to make connections between specific outputs of one node to specific inputs of another:
use *;
// When multiple outputs exist, they must be specified within 'out'. Syntax is siumilar to typical input arguments.
Lazy
Stages can be annotated as lazy. This will indicate that it's node will never be evaluated until a child node needs its output to evaluate. Typical graphs will have multiple lazy nodes, and one or possibly a few non-lazy nodes. A graph with only lazy nodes will do nothing at all:
use *;
Cache Last
Stages can be annotated as cache_last. This will indicate that if reevaluated with identical inputs to the previous evaluation, it will just return cached outputs without rerunning the function:
use *;
// If this is run with 31 as an input twice, "to_string" will not be called the 2nd time.
Preconditions:
- All inputs must be
PartialEq(compile-time error if condition is not met) - All inputs must be
Clone(compile-time error if condition is not met) - Outputs must be
CloneUNLESS all connected child nodes take input only by reference (runtime error if neither of these conditions are met)
Cache All
Stages can be annotated with cache_all. This means that for any previously identical input, return the associated output without reevaluating.
Preconditions:
- All previous conditions for
cache_last - All inputs must be
Hash
State
Stages can be annotated with state. This will indicate a type that can be used to store internal state for the node. This could also be used to store some kind of configuration for the node that might be modified outside the graph's evaluation time. State is never accessed by other nodes or transferred throughout the graph in any way:
use *;
// Example state struct (any type can be used)
// Use `state(TypeOfState)` to indicate the usage of state
It is possible to access or mutate state outside of graph evaluation. See the Registry section for more details.
Registry
A Registry stores nodes and their state. It's distinctly seperate from Graph itself which just stores information on how nodes are connected. This come swith a few benefits:
- Any number of distinct
Graphs can be created for a singleRegistry. Node state can be reused to evaluate a single graph or among distinct graphs. - To evaluate a graph, an
&mut Registryis passed in. Graphs don't take exclusive ownership of the registry, and are thus stateless.
Here's an example of creating a registry and adding nodes to it:
use *;
Node State
As mentioned in the Stage section, nodes can have internal state. When creating a node, the following methods is provided:
let mut registry = new;
let node_1 = registry.register_with_state;
- Note: If
SomeStateimplementsDefault, the simpleregisterfunction can be used instead. If no state is explicitly stated, state will simple be set to().
State can also be accessed via one of these methods:
let mut registry = new;
let node_1 = registry.register;
// Get a reference to internal state
println!;
// Get a mutable reference to internal state
registry.state_mut.num_times_run = 10;
Graph
Putting it all together, the Graph struct stores node IDs and the connections between the outputs of nodes to the inputs of other nodes. Creating one is easy, and the graph macro exists to make the connections more visually intuitive. See the example below of putting a variety of concepts together and finally making a graph:
use *;
As stated before, multiple graphs can be created from that same registry, executed in any order.
Features
tokio
The tokio feature adds async evaluation. This simply means that a node will evaluate all of its parents nodes concurrently before evaluating itself. Enabling this kind of execution is simple:
- Enable the
tokiofeature - Wrap your graph in an
Arc:let graph = Arc::new(graph); - Instead of calling
execute, callexecute_asyncon theArc<Graph>.
Stages marked async will behave as expected - executing within the async context.
TODO: Add pallatable example. For now, Take a look at this test for an example.
WIP features/ideas/TODOs
- High priority: Accept inputs for top-level nodes, return outputs from leaf nodes (important because it finally makes this crate a drop-in replacement for... anywhere you want a graph that you didn't use to have a graph)
- Partially implemented, outputs from leaf nodes can be accessed. The API is a bit raw still, and input injection is still missing
- High priority: Handle when a node is unavailable from the registry in async execution (wait until it's available again)
- There is in general more testing and work needed around this bullet. The registry serves as a node library that hands out nodes to be evaluated - and expects them to be returned when evaluation is done. Right now it will just give up if it attempts to concurrently execute the same node at the same time. Waiting is easy - but there are likely some situations where it CAN be valid to execute the same node at the same time. This will take a bit of plumbing in the proc macro.
- Automatic validators to make sure correct input and output types are present if required (right now this would halt graph evaluation mid-way through and give an error, but there's no reason it can't do that before even starting evaluation)
- Outside of async some Send+Sync bounds can be relaxed, some Arc usage can be replaced with Rc
- Improve error system to be cleaner (it works but the different types of errors feel non-intuitive)
- A Graph + Registry could be combined to create a Node (with a baked stage). Right now we combine nodes with stages to make the registry, and registries with graphs. If we could instead combine STAGES with graphs, then output a valid registry full of nodes based on that combination, it would avoid the possibility of combining a registry with an invalid graph entirely. (or even, full graph sharding?)
- An attribute that makes it serialize the cache and store between runs (this may be out of scope, but if so at least make sure the design doesn't prohibit someone from doing this).
- A way to reset all registry state at once (probably only slightly harder to implement than it was to write this bullet point)
- Make a cool visual "rust playgraph" based on this crate
- Ability to create stages, and compile
- Ability to create nodes from stages, and attach them and execute (without recompiling!)