how pickling data in python can be used to "detect changes in time-varying data."
Bundling data in an opaque format tells you absolutely nothing about time-varying data, except that it might have possibly changed (but you'd need to check that manually by unwrapping it). What the article is actually saying is...
To quote the actual relevant section (link to article at this moment in time):
Since both serializing and deserializing can be driven from common code, (for example, the Serialize function in Microsoft Foundation Classes) it is possible for the common code to do both at the same time, and thus 1) detect differences between the objects being serialized and their prior copies, and 2) provide the input for the next such detection. It is not necessary to actually build the prior copy, since differences can be detected "on the fly". This is a way to understand the technique called differential execution[a link which does not exist]. It is useful in the programming of user interfaces whose contents are time-varying — graphical objects can be created, removed, altered, or made to handle input events without necessarily having to write separate code to do those things.
The term "differential execution" seems to be a neologism coined by this person, where he described it in another StackOverflow answer: How does differential execution work?. Reading over that answer, I think I understand what he's trying to say. He seems to be using "differential execution" as a MVC-style concept, in the context where you have lots of view widgets (think a webpage) and you want to allow incremental changes to update just those elements, without forcing a global redraw of the screen. I would not call this "serialization" in the classic sense of the word (not by any stretch, in my humble opinion), but rather "keeping track of the past" or something like that. Because this basically has nothing to do with serialization, the rest of this answer (my interpretation of what he is describing) is probably not worth your time unless you are interested in the topic.
In general, avoiding a global redraw is impossible. Global redraws must sometimes happen: for example in HTML, if you increase the size of an element, you need to reflow lower elements, triggering a repaint. In 3D, you need to redraw everything behind what you update. However if you follow this technique, you can reduce (though not minimize) the number of redraws. This technique he claims will avoid the use of most events, avoid OOP, and use only imperative procedures and macros. My interpretation goes as follows:
- Your drawing functions must know, somehow, how to "erase" themselves and anything they do which may affect the display of unrelated functions.
- Write a sideffect-free
paintEverything()
script that imperatively displays everything (e.g. using functions like paintButton()
and paintLabel()
), using nothing but IF macros/functions. The IF macro works just like an if-statement, except...
- Whenever you encounter an IF branch, keep track of both which IF statement this was, and the branch you took. "Which IF statement this was" is sort of a vague concept. For example you might decide to implement a FOR loop by combining IFs with recursion, in which case I think you'd need to keep track of the IF statement as a tree (whose nodes are either function calls or IF statements). You ensure the structure of that tree corresponds to the precedence rule "child layout choices depend on this layout choice".
- Every time a user input event happens, rerun your
paintEverything()
script. However because we have kept track of which part of the code depends on which other parts, we can automatically skip anything which did not depend on what was updated. For example if paintLabel()
did not depend on the state of the button, we can avoid rerunning that part of the paintEverything()
script.
The "serialization" (not really serialization, more like naturally-serialized data structure) comes from the execution history of the if-branches. Except, serialization here is not necessary at all; all you needed was to keep track of which part of the display code depends on which others. It just so happens that if you use this technique with serially-executed "smart-if"-statements, it makes sense to use a lazily-evaluated diff of execution history to determine what you need to update.
However this technique does have useful takeaways. I'd say the main takeaway is: it is also a reasonable thing to keep track of dependencies not just in an OOP-style (e.g. not just widget A depends on widget B), but dependencies of the basic combinators in whatever DSL you are programming in. Also dependencies can be inferred from the structure of your program (e.g. like HTML does).