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10-5-push-model.rkt
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#lang racket
;; 10-6-push-model
;; Instead of every ball pulling information from the wall at every
;; tick, the wall notifies each ball, but only when the wall moves.
;; To do this, each ball will have to have a stable identity, so the
;; wall can send it messages.
(require rackunit)
(require 2htdp/universe)
(require 2htdp/image)
(require "extras.rkt")
;; start with (run framerate). Typically: (run 0.25)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; CONSTANTS
(define CANVAS-WIDTH 400)
(define CANVAS-HEIGHT 300)
(define EMPTY-CANVAS (empty-scene CANVAS-WIDTH CANVAS-HEIGHT))
(define INIT-BALL-X (/ CANVAS-HEIGHT 2))
(define INIT-BALL-Y (/ CANVAS-WIDTH 3))
(define INIT-BALL-SPEED 30)
(define INITIAL-WALL-POSITION 300)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Data Definitions
;; A Widget is an object whose class implements Widget<%>
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; INTERFACES
;; The World implements the StatefulWorld<%> interface
(define StatefulWorld<%>
(interface ()
; -> Void
; GIVEN: no arguments
; EFFECT: updates this world to its state after a tick
after-tick
; Integer Integer MouseEvent-> Void
; GIVEN: a location
; EFFECT: updates this world to the state that should follow the
; given mouse event at the given location.
after-mouse-event
; KeyEvent : KeyEvent -> Void
; GIVEN: a key event
; EFFECT: updates this world to the state that should follow the
; given key event
after-key-event
; -> Scene
; GIVEN: a scene
; RETURNS: a scene that depicts this World
to-scene
; Widget -> Void
; GIVEN: A widget
; EFFECT: add the given widget to the world
add-widget
; SWidget -> Void
; GIVEN: A stateful widget
; EFFECT: add the given widget to the world
add-stateful-widget
))
;; Every functional object that lives in the world must implement the
;; Widget<%> interface.
(define Widget<%>
(interface ()
; -> Widget
; GIVEN: no arguments
; RETURNS: the state of this object that should follow at time t+1.
after-tick
; Integer Integer -> Widget
; GIVEN: a location
; RETURNS: the state of this object that should follow the
; specified mouse event at the given location.
after-button-down
after-button-up
after-drag
; KeyEvent : KeyEvent -> Widget
; GIVEN: a key event and a time
; RETURNS: the state of this object that should follow the
; given key event
after-key-event
; Scene -> Scene
; GIVEN: a scene
; RETURNS: a scene like the given one, but with this object
; painted on it.
add-to-scene
))
;; Every stable (stateful) object that lives in the world must implement the
;; SWidget<%> interface.
(define SWidget<%>
(interface ()
; -> Void
; GIVEN: no arguments
; EFFECT: updates this widget to the state it should have
; following a tick.
after-tick
; Integer Integer -> Void
; GIVEN: a location
; EFFECT: updates this widget to the state it should have
; following the specified mouse event at the given location.
after-button-down
after-button-up
after-drag
; KeyEvent : KeyEvent -> Void
; GIVEN: a key event
; EFFECT: updates this widget to the state it should have
; following the given key event
after-key-event
; Scene -> Scene
; GIVEN: a scene
; RETURNS: a scene like the given one, but with this object
; painted on it.
add-to-scene
))
;; Additional method for Ball:
(define SBall<%>
(interface (SWidget<%>)
; Int -> Void
; EFFECT: updates the ball's cached value of the wall's position
update-wall-pos
))
;; Additional method for Wall:
(define SWall<%>
(interface (SWidget<%>)
; SBall<%> -> Int
; GIVEN: An SBall<%>
; EFFECT: registers the ball to receive position updates from this wall.
; RETURNS: the x-position of the wall
register
))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; initial-world : -> WorldState
;; RETURNS: a world with a wall, a ball, and a factory
(define (initial-world)
(local
((define the-wall (new Wall%))
(define the-ball (new Ball% [w the-wall]))
(define the-world
(make-world-state
empty
(list the-ball the-wall)))
(define the-factory
(new BallFactory% [wall the-wall][world the-world])))
(begin
;; put the factory in the world
(send the-world add-stateful-widget the-factory)
the-world)))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; run : PosReal -> World
; GIVEN: a frame rate, in secs/tick
; EFFECT: runs an initial world at the given frame rate
; RETURNS: the world in its final state of the world
; Note: the (begin (send w ...) w) idiom
(define (run rate)
(big-bang (initial-world)
(on-tick
(lambda (w) (begin (send w after-tick) w))
rate)
(on-draw
(lambda (w) (send w to-scene)))
(on-key
(lambda (w kev)
(begin
(send w after-key-event kev)
w)))
(on-mouse
(lambda (w mx my mev)
(begin
(send w after-mouse-event mx my mev)
w)))))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; The World% class
; ListOfWidget -> WorldState
(define (make-world-state objs sobjs)
(new WorldState% [objs objs][sobjs sobjs]))
(define WorldState%
(class* object% (StatefulWorld<%>)
(init-field objs) ; ListOfWidget
(init-field sobjs) ; ListOfSWidget
(super-new)
(define/public (add-widget w)
(set! objs (cons w objs)))
(define/public (add-stateful-widget w)
(set! sobjs (cons w sobjs)))
;; (Widget or SWidget -> Void) -> Void
(define (process-widgets fn)
(begin
(set! objs (map fn objs))
(for-each fn sobjs)))
;; after-tick : -> Void
;; Use map on the Widgets in this World; use for-each on the
;; stateful widgets
(define/public (after-tick)
(process-widgets
(lambda (obj) (send obj after-tick))))
;; to-scene : -> Scene
;; Use HOFC foldr on the Widgets and SWidgets in this World
;; Note: the append is inefficient, but clear..
(define/public (to-scene)
(foldr
(lambda (obj scene)
(send obj add-to-scene scene))
EMPTY-CANVAS
(append objs sobjs)))
;; after-key-event : KeyEvent -> WorldState
;; STRATEGY: Pass the KeyEvents on to the objects in the world.
(define/public (after-key-event kev)
(process-widgets
(lambda (obj) (send obj after-key-event kev))))
;; world-after-mouse-event : Nat Nat MouseEvent -> WorldState
;; STRATGY: Cases on mev
(define/public (after-mouse-event mx my mev)
(cond
[(mouse=? mev "button-down")
(world-after-button-down mx my)]
[(mouse=? mev "drag")
(world-after-drag mx my)]
[(mouse=? mev "button-up")
(world-after-button-up mx my)]
[else this]))
;; the next few functions are local functions, not in the interface.
(define (world-after-button-down mx my)
(process-widgets
(lambda (obj) (send obj after-button-down mx my))))
(define (world-after-button-up mx my)
(process-widgets
(lambda (obj) (send obj after-button-up mx my))))
(define (world-after-drag mx my)
(process-widgets
(lambda (obj) (send obj after-drag mx my))))
))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; The BallFactory% class
;; accepts "b" key events and adds them to the world.
;; gets the world as an init-field
;; 10-6: in the push model, the ball is a stateful widget
(define BallFactory%
(class* object% (SWidget<%>)
(init-field world) ; the world to which the factory adds balls
(init-field wall) ; the wall that the new balls should bounce
; off of.
(super-new)
(define/public (after-key-event kev)
(cond
[(key=? kev "b")
(send world add-stateful-widget (new Ball% [w wall]))]))
;; the Ball Factory has no other behavior
(define/public (after-tick) this)
(define/public (after-button-down mx my) this)
(define/public (after-button-up mx my) this)
(define/public (after-drag mx my) this)
(define/public (add-to-scene s) s)
))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; The Ball% class
;; A Ball is a (new Ball%
;; [x Int][y Int][speed Int]
;; [saved-mx Integer][saved-my Integer][selected? Boolean]
;; [w Wall])
;; the Ball is now a stateful widget
(define Ball%
(class* object% (SWidget<%>)
(init-field w) ;; the Wall that the ball should bounce off of
;; initial values of x, y (center of ball)
(init-field [x INIT-BALL-X])
(init-field [y INIT-BALL-Y])
(init-field [speed INIT-BALL-SPEED])
; is this selected? Default is false.
(init-field [selected? false])
;; if this is selected, the position of
;; the last button-down event inside this, relative to the
;; ball's center. Else any value.
(init-field [saved-mx 0] [saved-my 0])
(field [radius 20])
;; register this ball with the wall, and use the result as the
;; initial value of wall-pos
(field [wall-pos (send w register this)])
(super-new)
;; Int -> Void
;; EFFECT: updates the ball's idea of the wall's position to the
;; given integer.
(define/public (update-wall-pos n)
(set! wall-pos n))
;; after-tick : -> Void
;; state of this ball after a tick. A selected ball doesn't move.
(define/public (after-tick)
(if selected?
this
;; (new Ball%
;; [x (next-x-pos)]
;; [y y]
;; [speed (next-speed)]
;; [selected? selected?]
;; [saved-mx saved-mx]
;; [saved-my saved-my]
;; [w w])
(begin
(set! x (next-x-pos))
(set! speed (next-speed)))))
;; -> Integer
;; position of the ball at the next tick
;; STRATEGY: use the square's cached copy of the wall position to
;; set the upper limit of motion
(define (next-x-pos)
(limit-value
radius
(+ x speed)
(- wall-pos ; (send w get-pos)
radius)))
;; Number^3 -> Number
;; WHERE: lo <= hi
;; RETURNS: val, but limited to the range [lo,hi]
(define (limit-value lo val hi)
(max lo (min val hi)))
;; -> Integer
;; RETURNS: the velocity of the ball at the next tick
;; STRATEGY: if the ball will be at its limit, negate the
;; velocity, otherwise return it unchanged
(define (next-speed)
(if (or
(= (next-x-pos) radius)
(= (next-x-pos) (- wall-pos ; (send w get-pos)
radius)))
(- speed)
speed))
(define/public (add-to-scene s)
(place-image
(circle radius
"outline"
"red")
x y s))
; after-button-down : Integer Integer -> Void
; GIVEN: the location of a button-down event
; STRATEGY: Cases on whether the event is in this
(define/public (after-button-down mx my)
(if (in-this? mx my)
;; (new Ball%
;; [x x][y y][speed speed]
;; [selected? true]
;; [saved-mx (- mx x)]
;; [saved-my (- my y)]
;; [w w])
(begin
(set! selected? true)
(set! saved-mx (- mx x))
(set! saved-my (- my y)))
this))
;; in-this? : Integer Integer -> Boolean
;; GIVEN: a location on the canvas
;; RETURNS: true iff the location is inside this.
(define (in-this? other-x other-y)
(<= (+ (sqr (- x other-x)) (sqr (- y other-y)))
(sqr radius)))
; after-button-up : Integer Integer -> Void
; GIVEN: the location of a button-up event
; STRATEGY: Cases on whether the event is in this
; If this is selected, then unselect it.
(define/public (after-button-up mx my)
(if (in-this? mx my)
;; (new Ball%
;; [x x][y y][speed speed]
;; [selected? false]
;; [saved-mx 127]
;; [saved-my 98] ; the invariant says that if selected? is
;; ; false, you can put anything here.
;; [w w])
(set! selected? false)
this))
; after-drag : Integer Integer -> Void
; GIVEN: the location of a drag event
; STRATEGY: Cases on whether the ball is selected.
; If it is selected, move it so that the vector from the center to
; the drag event is equal to (mx, my)
(define/public (after-drag mx my)
(if selected?
;; (new Ball%
;; [x (- mx saved-mx)]
;; [y (- my saved-my)]
;; [speed speed]
;; [selected? true]
;; [saved-mx saved-mx]
;; [saved-my saved-my]
;; [w w])
(begin
(set! x (- mx saved-mx))
(set! y (- my saved-my)))
this))
;; the ball ignores key events
(define/public (after-key-event kev) this)
(define/public (for-test:x) x)
(define/public (for-test:speed) speed)
(define/public (for-test:wall-pos) wall-pos)
(define/public (for-test:next-speed) (next-speed))
(define/public (for-test:next-x) (next-x-pos))
))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; The Wall% class
;; A Wall is (new Wall% [pos Integer]
;; [saved-mx Integer]
;; [selected? Boolean])
;; all these fields have default values.
(define Wall%
(class* object% (SWall<%>)
(init-field [pos INITIAL-WALL-POSITION]) ; the x position of the wall
; is the wall selected? Default is false.
(init-field [selected? false])
;; if the wall is selected, the x position of
;; the last button-down event near the wall
(init-field [saved-mx 0])
(field [balls empty]) ;; the list of registered balls
(super-new)
;; the extra behavior for Wall<%>
;; (define/public (get-pos) pos)
;; SBall<%> -> Int
;; EFFECT: registers the given ball
;; RETURNS: the current position of the wall
(define/public (register b)
(begin
(set! balls (cons b balls))
pos))
; after-button-down : Integer Integer -> Void
; GIVEN: the location of a button-down event
; EFFECT: makes the wall selected
; STRATEGY: Cases on whether the event is near the wall
(define/public (after-button-down mx my)
(if (near-wall? mx)
;; (new Wall%
;; [pos pos]
;; [selected? true]
;; [saved-mx (- mx pos)])
(begin
(set! selected? true)
(set! saved-mx (- mx pos)))
;; don't need to worry about returning this
this)) ;; but an if needs an else clause :-(
; after-button-up : Integer Integer -> Void
; GIVEN: the (x,y) location of a button-up event
; EFFECT: makes the Wall unselected
(define/public (after-button-up mx my)
;; (new Wall%
;; [pos pos]
;; [selected? false]
;; [saved-mx saved-mx])
(set! selected? false))
; after-drag : Integer Integer -> Void
; GIVEN: the location of a drag event
; STRATEGY: Cases on whether the wall is selected.
; If it is selected, move it so that the vector from its position to
; the drag event is equal to saved-mx. Report the new position to
; the registered balls.
(define/public (after-drag mx my)
(if selected?
;; (new Wall%
;; [pos (- mx saved-mx)]
;; [selected? true]
;; [saved-mx saved-mx])
(begin
(set! pos (- mx saved-mx))
;; NEW in push-model:
(for-each
(lambda (b) (send b update-wall-pos pos))
balls))
this))
;; add-to-scene : Scene -> Scene
;; RETURNS: a scene like the given one, but with this wall painted
;; on it.
(define/public (add-to-scene scene)
(scene+line scene pos 0 pos CANVAS-HEIGHT "black"))
;; is mx near the wall? We arbitrarily say it's near if its
;; within 5 pixels.
(define (near-wall? mx)
(< (abs (- mx pos)) 5))
;; the wall has no other behaviors
(define/public (after-tick) this)
(define/public (after-key-event kev) this)
;; test methods
;; don't need deliverables for these.
(define/public (for-test:get-pos) pos)
))
;; (new Wall% [pos Integer]
;; [saved-mx Integer]
;; [selected? Boolean])
;; in the push model, the wall doesn't have a get-pos method, so we
;; need to add one for testing.
;; select wall, then drag
(begin-for-test
(local
;; create a wall
((define wall1 (new Wall% [pos 200])))
;; check to see that it's in the right place
(check-equal? (send wall1 for-test:get-pos) 200)
;; now select it, then drag it 40 pixels
(send wall1 after-button-down 202 100)
(send wall1 after-drag 242 180)
;; is the wall in the right place?
(check-equal? (send wall1 for-test:get-pos) 240)))
;; don't select wall, then drag
(begin-for-test
(local
;; create a wall
((define wall1 (new Wall% [pos 200])))
;; check to see that it's in the right place
(check-equal? (send wall1 for-test:get-pos) 200)
;; button-down, but not close enough
(send wall1 after-button-down 208 100)
(send wall1 after-drag 242 180)
;; wall shouldn't move
(check-equal? (send wall1 for-test:get-pos) 200)))
;; test bouncing ball
(begin-for-test
(local
((define wall1 (new Wall% [pos 200]))
(define ball1 (new Ball% [x 170][speed 50][w wall1])))
;; ball created ok?
(check-equal? (send ball1 for-test:speed) 50)
(check-equal? (send ball1 for-test:wall-pos) 200)
(send ball1 after-tick)
(check-equal? (send ball1 for-test:x) 180)
(check-equal? (send ball1 for-test:speed) -50)
))
;; we tried this at different starting positions. Here's the first
;; one that failed.
(begin-for-test
(local
((define wall1 (new Wall% [pos 200]))
(define ball1 (new Ball% [x 110][speed 50][w wall1])))
(check-equal? (send ball1 for-test:speed) 50)
(check-equal? (send ball1 for-test:wall-pos) 200)
; (check-equal? (send ball1 for-test:next-x) 160)
; (check-equal? (send ball1 for-test:next-speed) 50)
(send ball1 after-tick)
(check-equal? (send ball1 for-test:x) 160)
(check-equal? (send ball1 for-test:speed) 50)
))
;; position is right, but speed is wrong! Our calculation for speed
;; looks right, but let's check it. We'll add some test methods that
;; just call next-x and next-speed:
(begin-for-test
(local
((define wall1 (new Wall% [pos 200]))
(define ball1 (new Ball% [x 110][speed 50][w wall1])))
(check-equal? (send ball1 for-test:speed) 50)
(check-equal? (send ball1 for-test:wall-pos) 200)
(check-equal? (send ball1 for-test:next-x) 160)
(check-equal? (send ball1 for-test:next-speed) 50)
(send ball1 after-tick)
(check-equal? (send ball1 for-test:x) 160)
(check-equal? (send ball1 for-test:speed) 50)
))
;; Hmm, next-speed returns 50, but when we do after-tick, the speed of
;; the resulting ball is -50. What happened?
;; Oh no! we did a set! between (next-x) and (next-speed). next-speed
;; depends on x, so when we did the (set! x ...) we changed the value
;; of x, so when we actually computed (next-speed) it was looking at
;; the new value of x, not the old value.
;; Reversing the order of the set!'s doesn't help, because (next-x)
;; also depends on speed. So we need to compute both values _before_
;; we do the set!'s. See GP 10.1 for more examples like this.
;; See 10-6-push-model-fixed for the repaired code.