Wrapping Up
What we’ve done in this chapter is really pretty remarkable. We started with game processes that could crash and lose all their state at any time. We’ve ended up with games that will recover from any crash and restore their state to the last good version, automatically.
Try that in any other language.
Along the way, we’ve explored linking processes and trapping exits. We’ve looked at ways to customize the way supervisors behave with restart strategies and child specifications. We’ve also seen how to start and stop supervised processes. As a bonus, we’ve gotten an introduction to ETS as well.
We’re headed into Part 3 of the book next. That’s where we’ll layer on a Phoenix interface and make Islands available on the web.
Footnotes ...
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