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As an MVP for this library, we created Timer.Engine and Timer.Actor, which together enable the basic use case of a single timer per actor.
However, we eventually want to also support the use case of a single actor efficiently supporting multiple timers, the ability to add and remove timers from the set, etc.
We likely want to use a similar approach to the one used in Pony: a set of hierarchical timing wheels. However, we'll still be different in that we allow the user to define the actor implementation and just embed the engine inside it - as opposed to in Pony where the user-defined notifier object(s) are embedded inside the library-defined actor.
Also, we will continue to support the single-timer use case as a totally separate use case (via Timer.Engine and Timer.Actor) because it is a much simpler, more efficient, and more convenient way to approach that use case than forcing everything into the multi-timer use case as Pony does.
The text was updated successfully, but these errors were encountered:
As an MVP for this library, we created
Timer.Engine
andTimer.Actor
, which together enable the basic use case of a single timer per actor.However, we eventually want to also support the use case of a single actor efficiently supporting multiple timers, the ability to add and remove timers from the set, etc.
We likely want to use a similar approach to the one used in Pony: a set of hierarchical timing wheels. However, we'll still be different in that we allow the user to define the actor implementation and just embed the engine inside it - as opposed to in Pony where the user-defined notifier object(s) are embedded inside the library-defined actor.
Also, we will continue to support the single-timer use case as a totally separate use case (via
Timer.Engine
andTimer.Actor
) because it is a much simpler, more efficient, and more convenient way to approach that use case than forcing everything into the multi-timer use case as Pony does.The text was updated successfully, but these errors were encountered: