Please consider the code below. Why is the output of this is "BABABA" and not "AAABAA" / "AABAAAB"? Shouldn't the two supplies run in parallel and the whenever fire immedeatly when there is an event in any of them?
my $i = 0;
my $supply1 = supply { loop { await Promise.in(3); done if $i++> 5; emit("B"); } };
my $supply2 = supply { loop { await Promise.in(1); done if $i++> 5; emit("A"); } };
react
{
#whenever Supply.merge($supply1, $supply2) -> $x { $x.print }
whenever $supply1 -> $x { $x.print };
whenever $supply2 -> $x { $x.print };
}
When we subscribe to a supply block, the body of that supply block is run immediately in order to set up subscriptions. There's no concurrency introduced as part of this; if we want that, we need to ask for it.
The best solution depends on how close the example is to what you're doing. If it's very close - and you want to emit values every time interval - then the solution is to use Supply.interval instead:
my $i = 0;
my $supply1 = supply { whenever Supply.interval(3, 3) { done if $i++ > 5; emit("B"); } };
my $supply2 = supply { whenever Supply.interval(1, 1) { done if $i++> 5; emit("A"); } };
react {
whenever $supply1 -> $x { $x.print };
whenever $supply2 -> $x { $x.print };
}
Which simply sets up a subscription and gets out of the setup, and so gives the output you want, however you do have a data race on the $i.
The more general pattern is to just do anything that gets the loop happening out of the setup step. For example, we could use an a kept Promise to just "thunk" it:
my constant READY = Promise.kept;
my $i = 0;
my $supply1 = supply whenever READY {
loop { await Promise.in(3); done if $i++> 5; emit("B"); }
}
my $supply2 = supply whenever READY {
loop { await Promise.in(1); done if $i++> 5; emit("A"); }
}
react {
whenever $supply1 -> $x { $x.print };
whenever $supply2 -> $x { $x.print };
}
Which helps because the result of a Promise will be delivered to the supply block via the thread pool scheduler, thus forcing the execution of the content of the whenever - containing the loop - into its own scheduled task.
This isn't especially pretty, but if we define a function to do it:
sub asynchronize(Supply $s) {
supply whenever Promise.kept {
whenever $s { .emit }
}
}
Then the original program only needs the addition of two calls to it:
my $i = 0;
my $supply1 = supply { loop { await Promise.in(3); done if $i++> 5; emit("B") } }
my $supply2 = supply { loop { await Promise.in(1); done if $i++> 5; emit("A") } }
react {
whenever asynchronize $supply1 -> $x { $x.print }
whenever asynchronize $supply2 -> $x { $x.print }
}
To make it work as desired. Arguably, something like this should be provided as a built-in.
It is possible to use a Channel as well, as the other solution proposes, and depending on the problem at hand that may be suitable; the question is a bit too abstracted from a real problem for me to say. This solution stays within the Supply paradigm, and is neater in that sense.
Thanks to jjmerelo here, I managed to get it working. The channel was the right track, but you actually have to consume the channels supply.
use v6;
my Channel $c .= new;
my $supply1 = start { loop { await Promise.in(1); $c.send("B"); } };
my $supply2 = start { loop { await Promise.in(0.5); $c.send("A"); } };
react
{
whenever $c.Supply -> $x { $x.print };
}
$c.close;
Additional question: How good does that scale? Can you have several thousand supplies sending to the channel?
Supplies are asynchronous, not concurrent. You will need to use channels instead of supplies to feed them concurrently.
use v6;
my $i = 0;
my Channel $c .= new;
my $supply1 = start { for ^5 { await Promise.in(1); $c.send("B"); } };
my $supply2 = start { for ^5 { await Promise.in(0.5); $c.send("A"); } };
await $supply2;
await $supply1;
$c.close;
.say for $c.list;
In this case, the two threads start at the same time, and instead of using .emit, then .send to the channel. In your example, they are effectively blocked while they wait, since they are both running in the same thread. They only give control to the other supply after the promise is kept, so that they run apparently "in parallel" and as slow as the slower of them.
Ok, so here is my real code. It seems to work, but I think there is a race condition somewhere. Here's some typical (albeit short) output.
A monster hatched.
A monster hatched.
A hero was born.
The Monster is at 2,3
The Monster is at 3,2
The Player is at 0,0
The Monster (2) attacks the Player (3)
The Monster rolls 14
The Player rolls 4
The Monster inflicts 4 damage
The Player (3) attacks the Monster (2)
The Player rolls 11
The Monster rolls 8
The Player inflicts 45 damage
The Monster is dead
The Monster is at -3,-3
The Player is at 4,-3
The Monster (1) attacks the Player (3)
The Monster rolls 8
The Player rolls 5
The Monster inflicts 11 damage
The Player has 32 hitpoints left
The Monster is at -4,1
The Player is at -1,4
The Player (3) attacks the Monster (1)
The Player rolls 12
The Monster rolls 11
The Player inflicts 46 damage
The Monster is dead
Stopping
Game over. The Player has won
Now the strange thing is, sometimes, in maybe 20% of the runs, the last line of the output is
Game over. The GameObject has won
as if the object got caught while it already is partially deconstructed? Or something? Anyway here's the code.
class GameObject
{
has Int $.id;
has Int $.x is rw;
has Int $.y is rw;
has $.game;
has Int $.speed; #the higher the faster
has Bool $.stopped is rw;
multi method start( &action )
{
start {
loop {
&action();
last if self.stopped;
await Promise.in( 1 / self.speed );
}
$.game.remove-object( self );
}
}
method speed {
$!speed +
# 33% variation from the base speed in either direction
( -($!speed / 3).Int .. ($!speed / 3).Int ).pick
;
}
}
role UnnecessaryViolence
{
has $.damage;
has $.hitpoints is rw;
has $.offense;
has $.defense;
method attack ( GameObject $target )
{
say "The {self.WHAT.perl} ({self.id}) attacks the {$target.WHAT.perl} ({$target.id})";
my $attacker = roll( $.offense, 1 .. 6 ).sum;
say "The {self.WHAT.perl} rolls $attacker";
my $defender = roll( $target.defense, 1 .. 6 ).sum;
say "The {$target.WHAT.perl} rolls $defender";
if $attacker > $defender
{
my $damage = ( 1 .. $.damage ).pick;
say "The {self.WHAT.perl} inflicts {$damage} damage";
$target.hitpoints -= $damage ;
}
if $target.hitpoints < 0
{
say "The {$target.WHAT.perl} is dead";
$target.stopped = True;
}
else
{
say "The {$target.WHAT.perl} has { $target.hitpoints } hitpoints left";
}
}
}
class Player is GameObject does UnnecessaryViolence
{
has $.name;
multi method start
{
say "A hero was born.";
self.start({
# say "The hero is moving";
# keyboard logic here, in the meantime random movement
$.game.channel.send( { object => self, x => (-1 .. 1).pick, y => (-1 .. 1).pick } );
});
}
}
class Monster is GameObject does UnnecessaryViolence
{
has $.species;
multi method start
{
say "A monster hatched.";
self.start({
# say "The monster {self.id} is moving";
# AI logic here, in the meantime random movement
$.game.channel.send( { object => self, x => (-1 .. 1).pick, y => (-1 .. 1).pick } );
});
}
}
class Game
{
my $idc = 0;
has GameObject #.objects is rw;
has Channel $.channel = .new;
method run{
self.setup;
self.mainloop;
}
method setup
{
self.add-object( Monster.new( :id(++$idc), :species("Troll"), :hitpoints(20), :damage(14), :offense(3), :speed(300), :defense(3), :x(3), :y(2), :game(self) ) );
self.add-object( Monster.new( :id(++$idc), :species("Troll"), :hitpoints(10), :damage(16), :offense(3), :speed(400), :defense(3), :x(3), :y(2), :game(self) ) );
self.add-object( Player.new( :id(++$idc), :name("Holli"), :hitpoints(50), :damage(60), :offense(3), :speed(200) :defense(2), :x(0), :y(0), :game(self) ) );
}
method add-object( GameObject $object )
{
#!objects.push( $object );
$object.start;
}
method remove-object( GameObject $object )
{
#!objects = #!objects.grep({ !($_ === $object) });
}
method mainloop
{
react {
whenever $.channel.Supply -> $event
{
self.stop-game
if self.all-objects-stopped;
self.process-movement( $event );
self.stop-objects
if self.game-is-over;
};
whenever Supply.interval(1) {
self.render;
}
}
}
method process-movement( $event )
{
#say "The {$event<object>.WHAT.perl} moves.";
given $event<object>
{
my $to-x = .x + $event<x>;
my $to-y = .y + $event<y>;
for #!objects -> $object
{
# we don't care abour ourselves
next
if $_ === $object;
# see if anything is where we want to be
if ( $to-x == $object.x && $to-y == $object.y )
{
# can't move, blocked by friendly
return
if $object.WHAT eqv .WHAT;
# we found a monster
.attack( $object );
last;
}
}
# -5 -1 5
# we won the fight or the place is empty
# so let's move
.x = $to-x == 5 ?? -4 !!
$to-x == -5 ?? 4 !!
$to-x;
.y = $to-y == 5 ?? -4 !!
$to-y == -5 ?? 4 !!
$to-y;
}
}
method render
{
for #!objects -> $object {
"The {$object.WHAT.perl} is at {$object.x},{$object.y}".say;
}
}
method stop-objects
{
say "Stopping";
for #!objects -> $object {
$object.stopped = True;
}
}
method stop-game {
"Game over. The {#!objects[0].WHAT.perl} has won".say;
$.channel.close;
done;
}
method game-is-over {
return (#!objects.map({.WHAT})).unique.elems == 1;
}
method all-objects-stopped {
(#!objects.grep({!.stopped})).elems == 0;
}
}
Game.new.run;
Related
I have some tests which have some variables that hold some important data and I'd like to print their data when an assertion fails. Getting the data I need consumes the variables, so the printing code must own the variables. In this example, I'd want to call dump_foo_data once an assertion fails:
struct Foo();
fn dump_foo_data(f: Foo) {
eprintln!("Behold, Foo data: ");
}
#[test]
fn my_test() {
let f = Foo();
eprintln!("begin");
// do a test
&f;
let success = true;
assert!(success);
// do another test
&f;
let success = false;
assert!(success);
}
I can make a very bad solution by making dump_foo_data non-returning and panic:
fn dump_foo_data(f: Foo) -> ! {
eprintln!("Behold, Foo data: ");
panic!();
}
Then instead of using assert!, I check the failure with an if and maybe call dump_foo_data:
let success = true;
if !success {
dump_foo_data(f);
}
This is too many lines of code, and I need to specify f. In reality, I have more than one variable like f that I need to dump data from, so it's not very nice to list out single relevant local variable in every check.
I couldn't figure out how to write a macro to make this better because I'd still need to pass every relevant local variable to the macro.
I couldn't think of a way to use std::panic either. update_hook would need to take ownership of f, then I couldn't use it in tests.
Is there any good way to do this in Rust?
Edit: I've thought of another approach: put each relevant local in an Rc then pass each of those to std::panic::update_hook. I've not confirmed whether this'll work yet.
Edit 2: Maybe I could abuse break to do what I explained with goto in a comment.
One way that doesn't use any macro or shared-interior-mutability-reference magic might be to repossess f:
fn check_or_dump(success: bool, f: Foo) -> Foo {
match success {
true => f,
false => panic!("Behold foo data: {:?}", dump_foo_data(f)),
}
}
You use it like this:
let f = Foo();
let success = true;
let f = check_or_dump(success, f);
let success = false;
let f = check_or_dump(success, f);
// and so on.
Here's a solution without macro or interior mutability and that doesn't require you to list all the variables on each check. It is inspired by this answer:
struct Foo();
fn dump_foo_data(_f: Foo) {
eprintln!("Behold, Foo data: ");
}
#[test]
fn my_test() {
let f = Foo();
let doit = || -> Option<()> {
eprintln!("begin");
// do a test
&f;
let success = true;
success.then_some(())?;
// do another test
&f;
let success = false;
success.then_some(())?;
Some(())
};
if let None = doit() {
dump_foo_data (f);
panic!("Test failure");
}
}
Playground
I've worked out a solution using the panic handler:
use std::rc::Rc;
use std::cell::{Cell, RefCell};
use std::panic::PanicInfo;
thread_local! {
static TL_PANIC_TARGETS: RefCell<Vec<Rc<dyn PanicTrigger>>> = RefCell::new(vec![]);
}
pub trait PanicTrigger {
fn panic_trigger(self: Rc<Self>);
}
pub fn register_panic_trigger<P: PanicTrigger + 'static>(p: Rc<P>) {
TL_PANIC_TARGETS.with(|v: _| {
v.borrow_mut().push(p.clone());
});
}
#[ctor::ctor]
fn set_panic_hook() {
let old_hook = std::panic::take_hook();
std::panic::set_hook(Box::new(move |pi: &PanicInfo| {
run_panic_triggers(pi);
old_hook(pi);
}));
}
fn run_panic_triggers(_: &PanicInfo) {
TL_PANIC_TARGETS.with(|v: _| {
for pt in v.take() {
pt.panic_trigger();
}
});
}
struct Foo();
fn dump_foo_data(_f: Foo) {
eprintln!("Behold, Foo data: ");
}
impl PanicTrigger for Cell<Option<Foo>> {
fn panic_trigger(self: Rc<Self>) {
if let Some(f) = self.take() {
dump_foo_data(f);
}
}
}
#[test]
fn my_test() {
let f = Rc::new(Cell::new(Some(Foo())));
register_panic_trigger(f.clone());
let success = true;
assert!(success);
let success = false;
assert!(success);
}
fn main() { }
Basically, you put the relevant data in an Rc and keep a local reference and put one in TLS for the panic handler. You need to put it in an Option in a Cell so that you can move out of it.
Types that don't need to be owned to print relevant data can be registered too, and you don't need to implement PanicTrigger on a Cell<Option<T>>, just T.
This is thread-safe.
Because the data is so wrapped up, it's harder to manipulate in the test body. But now you can use normal assert!. It's a trade-off.
I am making a chess game and I'm looking to return a mutable null character from an array of pieces when the index of the array (a Vec2 is out of bounds), the reason I need to do this is that my function for moving the piece needs a mutable reference to the Indexed piece, long story short I ended up needing to create a static NULL_PIECE that I could reference within the function but this is potentially quite dangerous as you'll see from my code
impl Index<IVec2> for Board {
type Output = Piece;
fn index(&self, index : IVec2) -> &Self::Output{
if (index.abs() != index) || (index.max_element() > WIDTH-1) {
&Piece('\0') // this works
} else {
let i : usize = (index.x + WIDTH* index.y).try_into().unwrap();
&self.pieces[i]
}
}
}
impl IndexMut<IVec2> for Board {
fn index_mut(&mut self, index: IVec2) -> &mut Self::Output{
if (index.abs() != index) || (index.max_element() > WIDTH-1) {
// &mut Piece('\0') // this does not work
unsafe {&mut NULL_PIECE} // this works but I don't like it
} else {
let i : usize = (index.x + WIDTH * index.y).try_into().unwrap();
&mut self.pieces[i]
}
}
}
There is a lot of potential for this to cause an error in the event that this mutates to be a piece because of the recursion I've implemented on the piece movement.
You can find the GitHub link here:
https://github.com/LyndonAlcock/chess_test/tree/main/src
Instead of implementing Index you could write it as:
impl Board {
fn get(&self, index: IVec2) -> Option<&Piece> {
if (index.abs() != index) || (index.max_element() > WIDTH-1) {
None
} else {
let i = (index.x + WIDTH* index.y).try_into().ok()?;
Some(&self.pieces[i])
}
}
fn get_mut(&mut self, index: IVec2) -> Option<&mut Piece> {
if (index.abs() != index) || (index.max_element() > WIDTH-1) {
None
} else {
let i = (index.x + WIDTH * index.y).try_into().ok()?;
Some(&mut self.pieces[i])
}
}
}
Index implementations should panic when the index is out of bounds.
Need to create a function that implements the attached algorithm, to which all words are passed in the function arguments.
For example:
f ("dfd" dd "ddd");
My code:
fun main() {
var s = readLine();
var w = Array(128){0} //To mark characters from a word 1
var g = Array(128){0}//When we encounter a space, we add units from the first array to the corresponding elements of the second, zeroing them in the first.
if(s!=null)
{
for(c in s)
{
if(c.toInt() > 127 || c.toInt()<0) {
println("Input error, try again");
return;
}
//Checking for space.
if(c.toInt() != 32) w[c.toInt()] = 1;
else
for(k in 0..127)
{
if(w[k] == 1)
{
g[k] += 1;
w[k] = 0;
}
}
}
//For the last word, if there was no space after it.
for(k in 0..127)
{
if(w[k] == 1)
{
g[k] += 1;
w[k] = 0;
}
}
}
//Displaying matched characters to the screen
for(k in 0..127)
{
if(g[k]>1)
{
println(k.toChar());
}
}
}
This program searches for characters that match at least two words in a string
Example
input: hello world
output: lo
There's already utilities for these in Kotlin, I highly recommend you to read the docs before asking these type of questions.
The groupingBy should do what you want:
readLine()?.let { input ->
input.groupingBy { it }.eachCount()
.forEach { if (it.value > 1 && it.key != ' ') println(it.key) }
}
I'm attempting to implement a class that 'does' Positional that also allows me to update its values by assigning to the result returned by the AT-POS method. Eventually, I was able to concoct the following class that works as intended:
class Test does Positional
{
has $.slot_1 is rw = 12;
has $.slot_2 is rw = 24;
method AT-POS(\position)
{
my $t = self;
return-rw Proxy.new:
FETCH => method ()
{
position % 2 ?? $t.slot_1 !! $t.slot_2
},
STORE => method ($v)
{
if position % 2
{
$t.slot_1 = $v
}
else
{
$t.slot_2 = $v
}
}
}
}
my $test = Test.new;
die unless $test[2] == 24;
die unless $test[5] == 12;
$test[7] = 120;
die unless $test[2] == 24;
die unless $test[5] == 120;
$test[10] = 240;
die unless $test[2] == 240;
die unless $test[5] == 120;
Would it be possible to somehow (and: simply) return the container bound to $!slot_1 (or $!slot_2) inside the Test class implementation?
Before I discovered the use of Proxy instances I attempted to return (and return-rw) the result of expression position % 2 ?? $!slot_1.VAR !! $!slot_2.VAR, because I'm under the impression that the VAR method gives me access to the underlying container, in the hope that I can simply return it. That didn't really work, and I do not understand why yet: I suspect it somehow gets coerced back to a value somehow?
So in other words: is it possible to simplify my AT-POS implementation in this particular situation?
Thanks,
Regards,
Raymond.
Assuming you do not want accessors for "slot_1" and "slot_2", and if I understand the question correctly, this would be my implementation. I wouldn't call it a Test class, as that would interfere with the Test class that is used for testing.
class Foo {
has #elements = 24, 12;
method AT-POS(Int:D $pos) is raw {
#elements[$pos % 2]
}
}
my $f = Foo.new;
say $f[2]; # 24
say $f[5]; # 12
$f[2] = 666;
say $f[4]; # 666
Note that the defaults in the array have changed order, that's to keep the arithmetic in AT-POS simple.
Also note the is raw in the definition of the AT-POS method: it will ensure that no de-containerization will take place when returning a value. This allows you to just assign to whatever $f[2] returns.
Hope this made sense!
Also: the Array::Agnostic module may be of interest for you, to use directly, or to use as a source of inspiration.
First off if you aren't going to use an attribute outside of the object, there isn't a reason to declare them as public, and especially not rw.
class Foo {
has $!odd = 12;
has $!even = 24;
…
}
You can also directly return a Scalar container from a method. You should declare the method as rw or raw. (raw doesn't guarantee that it is writable.)
class Foo {
has $!odd = 12;
has $!even = 24;
method AT-POS(\position) is rw {
position % 2 ?? $!odd !! $!even
}
}
# we actually get the Scalar container given to us
say Foo.new[10].VAR.name; # $!even
Note that even if you declare the attributes as public they still have a private name. The private attribute is always rw even if it isn't publicly declared as rw.
class Foo {
has $.odd = 12;
has $.even = 24;
method AT-POS(\position) is rw {
position % 2 ?? $!odd !! $!even
}
}
If you are going to use a Proxy, I would consider moving the common code outside of it.
class Foo {
has $.odd = 12;
has $.even = 24;
method AT-POS(\position) is rw {
# no need to write this twice
my $alias := (position % 2 ?? $!odd !! $!even);
Proxy.new:
FETCH => method () { $alias },
STORE => method ($new-value) { $alias = $new-value }
}
}
Of course the ?? !! code is a core feature of this module, so it would make sense to put it into a single method so that you don't end up with duplicate code all over your class. In this case I made it a private method.
class Foo {
has $.odd = 12;
has $.even = 24;
# has to be either `raw` or `rw`
# it is debatable of which is better here
method !attr(\position) is raw {
position % 2 ?? $!odd !! $!even
}
method AT-POS(\position) is rw {
my $alias := self!attr(position);
Proxy.new:
FETCH => -> $ { $alias },
STORE => -> $, $new-value { $alias = $new-value }
}
}
Again, not much reason to use a Proxy.
class Foo {
has $.odd = 12;
has $.even = 24;
method !attr(\position) is raw {
position % 2 ?? $!odd !! $!even
}
method AT-POS(\position) is rw {
self!attr(position);
}
}
Instead of ?? !! you could use an indexing operation.
method !attr(\position) is raw {
($!even,$!odd)[position % 2]
}
Which would allow for a ternary data structure.
method !attr(\position) is raw {
($!mod0,$!mod1,$!mod2)[position % 3]
}
There was no need to write the if statement that you did as Raku usually passes Scalar containers around instead of the value.
(position % 2 ?? $t.slot_1 !! $t.slot_2) = $v;
I want to know how to write code which receives specific string.for example, this one OK , in this I only need "OK" string.
Another string is also like OK
I have written code in keil c51 for at89s52 microcontroller which works but I need more reliable code.
I'm using interrupt for rx data from rs232 serial.
void _esp8266_getch() interrupt 4 //UART Rx.{
if(TI){
TI=0;
xmit_bit=0;
return ;
}
else
{
count=0;
do
{
while(RI==0);
rx_buff=SBUF;
if(rx_buff==rx_data1) //rx_data1 = 0X0D /CR
{
RI=0;
while(RI==0);
rx_buff=SBUF;
if(rx_buff==rx_data2) // rx_data2 = 0x0A /LF
{
RI=0;
data_in_buffer=1;
if(loop_conti==1)
{
if(rec_bit_flag==1)
{
data_in_buffer=0;
loop_conti=0;
}
}
}
}
else
{
if(data_in_buffer==1)
{
received[count]=rx_buff; //my buffer in which storing string
rec_bit_flag=1;
count++;
loop_conti=1;
RI=0;
}
else
{
loop_conti=0;
rec_bit_flag=0;
RI=0;
}
}
}
while(loop_conti==1);
}
rx_buff=0;
}
This is one is just for reference, you need develop the logic further to your needs. Moreover, design is depends on what value is received, is there any specific pattern and many more parameter. And this is not a tested code, I tried to give my idea on design, with this disclaimer here is the sample..
//Assuming you get - "OK<CR><LF>" in which <CR><LF> indicates the end of string steam
int nCount =0;
int received[2][BUF_SIZE]; //used only 2 buffers, you can use more than 2, depending on how speed
//you receive and how fast you process it
int pingpong =0;
bool bRecFlag = FALSE;
int nNofbytes = 0;
void _esp8266_getch() interrupt 4 //UART Rx.
{
if(TI){
TI=0;
xmit_bit=0;
return ;
}
if(RI) // Rx interrupt
{
received[pingpong][nCount]=SBUF;
RI =0;
if(nCount > 0)
{
// check if you receive end of stream value
if(received[pingpong][nCount-1] == 0x0D) && (received[pingpong][nCount] == 0x0A))
{
bRecFlag = TRUE;
pingpong = (pingpong == 0);
nNofbytes = nCount;
nCount = 0;
return;
}
}
nCount++;
}
return;
}
int main()
{
// other stuff
while(1)
{
// other stuff
if(bRecFlag) //String is completely received
{
buftouse = pingpong ? 0 : 1; // when pingpong is 1, buff 0 will have last complete string
// when pingpong is 0, buff 1 will have last complete string
// copy to other buffer or do action on received[buftouse][]
bRecFlag = false;
}
// other stuff
}
}