Architecture
BERT implements a sophisticated Layer 4 System Language architecture that bridges systems science theory with modern software engineering practices.
Architecture Overview
BERT uses a component-based ECS (Entity-Component-System) architecture built on the Bevy game engine, with a reactive web UI layer powered by Leptos. This creates a powerful combination of real-time visualization and intuitive user interaction.
Technology Stack
Core Technologies
Rust: Systems programming language for performance and safety
Bevy: Entity-Component-System game engine for visualization
Leptos: Reactive web framework for UI components
Tauri: Desktop application framework for cross-platform deployment
JSON: Human-readable serialization format for data persistence
System Language Implementation
BERT implements the complete System Language framework through a five-layer architecture:
Layer 5: Application Framework
BERT Application
Tauri Desktop Integration
Cross-Platform Deployment
Layer 4: Implementation Languages
Visual Representation
Interactive UI Components
Event-Driven Coordination
Layer 3: Knowledge Representation
Data Model & Serialization
Persistence Layer
Version Management
Layer 2: Formal Specification
Component Definitions
Entity Relationships
System Constraints
Layer 1: Theoretical Framework
Systems Science Concepts
Mathematical Foundations
Conceptual Integrity
Core Subsystems
1. Interaction System
Purpose: Manages the complete lifecycle of connections between system entities
Key Features:
4-stage lifecycle: Created → Interface → Other End → Complete
Component-based state machine: Dynamic component addition/removal
Context-aware behavior: Different workflows for root vs. subsystem contexts
Automatic state recovery: Handles entity removal and state reversion
Components:
2. Visual System
Purpose: Provides sophisticated hierarchical rendering with infinite nesting support
Key Features:
Scene graph hierarchy: Parent-child entity relationships
Dynamic scaling: Zoom and nesting-level aware scaling
Z-coordinate system: Proper draw order for infinite nesting
Automatic curve generation: Cubic Bézier curves with computed control points
Context-aware rotation: Aesthetic entity positioning
Components:
3. Plugin Architecture
Purpose: Modular system integration with coordinated lifecycle management
Current Plugins:
Mouse Interaction: Selection, dragging, and interaction handling
Label System: Text labeling with entity composition
Lyon Selection: Advanced selection and highlighting
Plugin Structure:
4. Data Model and Persistence
Purpose: Comprehensive data representation and persistence with version management
Key Features:
Hierarchical data model: Reflects system nesting structure
JSON serialization: Human-readable and version-controllable
Backward compatibility: Handles format evolution
Comprehensive validation: Data integrity and constraint checking
Implementation:
5. Event System and Coordination
Purpose: Cross-system communication and state synchronization
Event Categories:
UI Events: User interactions from Leptos components
System Events: Entity creation, modification, removal
Lifecycle Events: Interaction state transitions
Focus Events: Entity selection and UI state changes
Integration Pattern:
Systems Science Mapping
The architecture directly implements core systems science concepts:
System
SystemComponent
with boundaries
components/system_elements.rs
Subsystem
Nested SubsystemComponent
components/system_elements.rs
Flow
FlowComponent
with lifecycle
components/connections.rs
Interface
InterfaceComponent
with positioning
components/connections.rs
External Entity
ExternalEntityComponent
components/system_elements.rs
Hierarchy
Scene graph with infinite nesting
Visual system architecture
Boundaries
Visual containers with permeability
Bundle spawn system
Integration Patterns
Leptos-Bevy Communication
Challenge: Integrate web-based UI with game engine visualization
Solution: Event-driven architecture with shared state management
Flow:
Leptos UI captures user interaction
Event System triggers appropriate events
Bevy Systems respond to events
Component State updates
Rendering reflects changes
UI receives state feedback
Component Lifecycle Management
Pattern: Dynamic component addition/removal based on entity state
Implementation: Specialized systems for each lifecycle stage
Benefits: Clean state management and automatic cleanup
Cross-System Data Flow
Principle: Unidirectional data flow with event-driven updates
Implementation: Events trigger system updates, systems modify components, rendering reflects changes
Benefits: Predictable state management and debugging
Performance Architecture
Rendering Performance
Target: 60+ FPS with complex system models
Strategies:
Efficient ECS queries: Optimized component access patterns
Batched updates: Minimize individual entity operations
LOD system: Level-of-detail for complex visualizations
Culling: Z-coordinate based rendering optimization
Memory Management
Approach: Rust's ownership system for memory safety
Optimization:
Component pooling: Reuse components when possible
Efficient data structures: Minimize allocation overhead
Lazy evaluation: Compute only when necessary
Scalability Considerations
Infinite Nesting: Hierarchical algorithms that scale with depth
Large Models: Efficient handling of complex system representations
Real-time Interaction: Responsive UI even with large datasets
Development Standards
Documentation Requirements
Requirement: 100% compliance with professional documentation templates
Implementation:
6 comprehensive templates for all code element types
Complete function documentation with Parameters, Returns, Errors, Panics
Systems science context for all architectural decisions
Code Quality Standards
Requirements:
No clippy warnings: All code passes strict linting
Comprehensive testing: Unit, integration, and systems tests
Performance targets: 60+ FPS maintained in visualization
Architecture compliance: Follows established patterns
Extension Points
Adding New System Elements
Process:
Component Definition: Add to
system_elements.rs
Visual Representation: Create spawn bundle
UI Integration: Add Leptos editing components
Serialization: Update data model
Documentation: Complete template compliance
Plugin Development
Framework: Bevy plugin system with coordinated lifecycle
Integration: Event system for cross-plugin communication
Standards: Follow established plugin patterns
Visual System Extensions
Rendering: Custom shaders and visual effects
Interaction: New interaction patterns and behaviors
Scaling: Enhanced scaling and visibility algorithms
Current Implementation Status
Fully Implemented Systems
✅ Core Architecture: Complete ECS foundation with Bevy ✅ Interaction Lifecycle: 4-stage state machine fully implemented ✅ Visual System: Infinite nesting with automatic scaling ✅ Data Model: Comprehensive persistence with version management ✅ Plugin System: Mouse interaction, labeling, selection ✅ Documentation: Professional standards with template compliance
Areas for Enhancement
🔄 Bundle System: Needs comprehensive documentation 🔄 Event System: Requires detailed architectural documentation 🔄 Resource Management: Global state patterns need documentation 🔄 Performance Optimization: Systematic optimization documentation
Future Architecture Evolution
Planned Enhancements
Complete SysXML Support: Generate XML representations of systems
Transformation Rules: Add computational capabilities for system simulation
Memory/History: Track system state changes over time
Time Interval Handling: Support multi-scale modeling
Knowledge Base Integration: Connect with external systems databases
Architectural Principles for Evolution
Maintain Conceptual Integrity: All changes align with systems science theory
Preserve Performance: 60+ FPS target maintained
Extend Documentation: 100% compliance for all new code
Follow Established Patterns: Use proven architectural approaches
For detailed technical specifications, see the comprehensive architecture documentation in the project repository at docs/architecture/comprehensive-architecture-overview.md
.
Last updated