This universe.rkt teachpack implements and provides the functionality for creating interactive, graphical programs that consist of plain mathematical functions. We refer to such programs as world programs. In addition, world programs can also become a part of a universe, a collection of worlds that can exchange messages.
The purpose of this documentation is to give experienced Schemers and HtDP teachers a concise overview for using the library. The first part of the documentation focuses on world programs. Section A First Sample World presents an illustration of how to design such programs for a simple domain; it is suited for a novice who knows how to design conditional functions for enumerations, intervals, and unions. The second half of the documentation focuses on "universe" programs: how it is managed via a server, how world programs register with the server, etc. The last two sections show how to design a simple universe of two communicating worlds.
Note: For a quick and educational introduction to just worlds, see How to Design Programs, Second Edition: Prologue. As of August 2008, we also have a series of projects available as a small booklet on How to Design Worlds.
htdp/image programs render their state as scenes, i.e., images that satisfy the scene? predicate.
While the operations of this teachpack work with both image teachpacks, we hope to eliminate htdp/image in the not-too-distant future. All example programs are already written using 2htdp/image operations. We urge programmers to use 2htdp/image when they design new “world” and “universe” programs and to rewrite their existing htdp/image programs to use 2htdp/image.
The simplest kind of animated world program is a time-based simulation, which is a series of images. The programmer’s task is to supply a function that creates an image for each natural number. Handing this function to the teachpack displays the simulation.
(define (create-UFO-scene height) (underlay/xy (rectangle 100 100 "solid" "white") 50 height UFO)) (define UFO (underlay/align "center" "center" (circle 10 "solid" "green") (rectangle 40 4 "solid" "green"))) (animate create-UFO-scene)
The step from simulations to interactive programs is relatively small. Roughly speaking, a simulation designates one function, create-image, as a handler for one kind of event: clock ticks. In addition to clock ticks, world programs can also deal with two other kinds of events: keyboard events and mouse events. A keyboard event is triggered when a computer user presses a key on the keyboard. Similarly, a mouse event is the movement of the mouse, a click on a mouse button, the crossing of a boundary by a mouse movement, etc.
Your program may deal with such events via the designation of handler functions. Specifically, the teachpack provides for the installation of four event handlers: on-tick, on-key, on-mouse, and on-pad. In addition, a world program must specify a draw function, which is called every time your program should visualize the current world, and a done predicate, which is used to determine when the world program should shut down.
The following picture provides an intuitive overview of the workings of a world program in the form of a state transition diagram.
The big-bang form installs World_0 as the initial WorldState.w The handlers tock, react, and click transform one world into another one; each time an event is handled, done is used to check whether the world is final, in which case the program is shut down; and finally, draw renders each world as an image, which is then displayed on an external canvas.
WorldState : any/c
The design of a world program demands that you come up with a data definition of all possible states. We use WorldState to refer to this collection of data, using a capital W to distinguish it from the program. In principle, there are no constraints on this data definition though it mustn’t be an instance of the Package structure (see below). You can even keep it implicit, even if this violates the Design Recipe.
(big-bang state-expr clause ...)
clause = (on-tick tick-expr) | (on-tick tick-expr rate-expr) | (on-tick tick-expr rate-expr limit-expr) | (on-key key-expr) | (on-pad pad-expr) | (on-release release-expr) | (on-mouse mouse-expr) | (to-draw draw-expr) | (to-draw draw-expr width-expr height-expr) | (stop-when stop-expr) | (stop-when stop-expr last-scene-expr) | (check-with world?-expr) | (record? r-expr) | (state boolean-expr) | (on-receive rec-expr) | (register IP-expr) | (name name-expr)
- See Background for scene?. tells DrRacket to call the function render-expr whenever the canvas must be drawn. The external canvas is usually re-drawn after DrRacket has dealt with an event. Its size is determined by the size of the first generated image.
(to-draw render-expr width-expr height-expr)
render-expr : (-> WorldState scene?) width-expr : natural-number/c height-expr : natural-number/cSee Background for scene?. tells DrRacket to use a width-expr by height-expr canvas instead of one determine by the first generated image.
HandlerResult : is a synonym for WorldState until The World is not Enough
- tells DrRacket to call the tick-expr function on the current world every time the clock ticks. The result of the call becomes the current world. The clock ticks at the rate of 28 times per second.
(on-tick tick-expr rate-expr)
tick-expr : (-> WorldState HandlerResult) rate-expr : (and/c real? positive?)tells DrRacket to call the tick-expr function on the current world every time the clock ticks. The result of the call becomes the current world. The clock ticks every rate-expr seconds.
(on-tick tick-expr rate-expr limit-expr)
tick-expr : (-> WorldState HandlerResult) rate-expr : (and/c real? positive?) limit-expr : (and/c integer? positive?)tells DrRacket to call the tick-expr function on the current world every time the clock ticks. The result of the call becomes the current world. The clock ticks every rate-expr seconds. The world ends when the clock has ticked more than limit-expr times.
A KeyEvent represents key board events.
KeyEvent : string?For simplicity, we represent key events with strings, but not all strings are key events. The representation of key events comes in distinct classes. First, a single-character string is used to signal that the user has hit a "regular" key, such as
Some of these one-character strings look somewhat unusual:
"q" stands for the q key;
"w" stands for the w key;
"e" stands for the e key;
"r" stands for the r key; and so on.
Here is "proof" that these strings really have length 1:
" " stands for the space bar (#\space);
"\r" stands for the return and enter key (#\return);
"\t" stands for the tab key (#\tab); and
"\b" stands for the backspace key (#\backspace).
> (string-length "\t")
1On rare occasions your programs may also encounter "\u007F", which is the string representing the delete key (aka rubout).Second, some keys have multiple-character string representations. Strings with more than one character denote arrow keys or other special events, starting with the four most important ones:
Here are some others that you may encounter:
"left" is the left arrow;
"right" is the right arrow;
"up" is the up arrow;
"down" is the down arrow;
The following four count as keyevents even though they are triggered by physical events on some form of mouse:
function keys: "f1", "f2", "f3", "f4", "f5", "f6", "f7", "f8", "f9", "f10", "f11", "f12", "f13", "f14", "f15", "f16", "f17", "f18", "f19", "f20", "f21", "f22", "f23", "f24"
The preceding enumeration is neither complete in covering all the events that this library deals with nor does it specify which events the library ignores. If you wish to design a program that relies on specific keys on your keyboard, you should first write a small test program to find out whether the chosen keystrokes are caught by the library and, if so, which string representations are used for these events.determines whether x is a KeyEventcompares two KeyEvent for equalitytells DrRacket to call the key-expr function on the current world and a KeyEvent for every keystroke the user of the computer makes. The result of the call becomes the current world.Here is a typical key-event handler:The omitted, auxiliary function world-go is supposed to consume a world and a number and produces a world.tells DrRacket to call the release-expr function on the current world and a KeyEvent for every release event on the keyboard. A release event occurs when a user presses the key and then releases it. The second argument indicates which key has been released. The result of the function call becomes the current world.
PadEvent : key-event?It is one of the following:
determines whether x is a PadEventcompares two PadEvent for equalitytells DrRacket to call the pad-expr function on the current world and the KeyEvent for every keystroke that is also a PadEvent. The result of the call becomes the current world.Here is a typical PadEvent handler:
"left" is the left arrow;
"right" is the right arrow;
"up" is the up arrow;
"down" is the down arrow;
"w" to be interpreted as up arrow;
"s" to be interpreted as down arrow;
"a" to be interpreted as left arrow;
"d" to be interpreted as right arrow;
" " is the space bar;
"shift" is the left shift key;
"rshift" is the right shift key;
When a big-bang expression specifies an on-pad clause, all PadEvents are sent to the on-pad handler. All other key events are discarded, unless an on-key and/or an on-release clause are specified, in which case all remaining KeyEvents are sent there.Creates a function that deals with PadEvents. Each (optional) clause contributes one function that consumes a World and produces a world. The name of the clause determines for which kind of PadEvent the function is called.
Using the form is entirely optional and not required to use on-pad. Indeed, pad-handler could be used to define a plain KeyEvent handler—
if we could guarantee that players never hit keys other than PadEvent keys.All clauses in a pad-handler form are optional:
If a clause is omitted, pad-handler installs a default function that maps the existing world to itself.
- Creates a handler for "up" and "w" events.
- Creates a handler for "down" and "s" events.
- Creates a handler for "left" and "a" events.
- Creates a handler for "right" and "d" events.
- Creates a handler for space-bar events (" ").
- Creates a handler for "shift" and "rshift" events.
; ComplexNumber -> ComplexNumber (define (i-sub1 x) (- x 0+1i)) ; ComplexNumber -> ComplexNumber (define (i-add1 x) (+ x 0+1i)) ; ComplexNumber -> ComplexNumber ; deal with all PadEvents (define handler (pad-handler (left sub1) (right add1) (up i-sub1) (down i-add1) (shift (lambda (w) 0)) (space stop-with))) ; some tests: (check-expect (handler 9 "left") 8) (check-expect (handler 8 "up") 8-1i)
A MouseEvent represents mouse events, e.g., mouse movements or mouse clicks, by the computer’s user.
MouseEvent : (one-of/c "button-down" "button-up" "drag" "move" "enter" "leave")All MouseEvents are represented via strings:
determines whether x is a MouseEventcompares two MouseEvents for equalitytells DrRacket to call mouse-expr on the current world, the current x and y coordinates of the mouse, and a MouseEvent for every (noticeable) action of the mouse by the computer user. The result of the call becomes the current world.
"button-down" signals that the computer user has pushed a mouse button down;
"button-up" signals that the computer user has let go of a mouse button;
"drag" signals that the computer user is dragging the mouse. A dragging event occurs when the mouse moves while a mouse button is pressed.
"move" signals that the computer user has moved the mouse;
"enter" signals that the computer user has moved the mouse into the canvas area; and
"leave" signals that the computer user has moved the mouse out of the canvas area.
For "leave" and "enter" events, the coordinates of the mouse click may be outside of the (implicit) rectangle. That is, the coordinates may be negative or larger than the (implicitly) specified width and height.
Note 1: the operating system doesn’t really notice every single movement of the mouse (across the mouse pad). Instead it samples the movements and signals most of them.
Note 2: while mouse events are usually reported in the expected manner, the operating system doesn’t necessarily report them in the expected order. For example, the Windows operating system insists on signaling a "move" event immediately after a "button-up" event is discovered. Programmers must design the on-mouse handler to handle any possible mouse event at any moment.
- tells DrRacket to call the last-world? function whenever the canvas is drawn. If this call produces true, the world program is shut down. Specifically, the clock is stopped; no more tick events, KeyEvents, or MouseEvents are forwarded to the respective handlers. The big-bang expression returns this last world.
(stop-when last-world? last-picture)
last-world? : (-> WorldState boolean?) last-picture : (-> WorldState scene?)See Background for scene?. tells DrRacket to call the last-world? function whenever the canvas is drawn. If this call produces true, the world program is shut down after displaying the world one last time, this time using the image rendered with last-picture. Specifically, the clock is stopped; no more tick events, KeyEvents, or MouseEvents are forwarded to the respective handlers. The big-bang expression returns this last world.
- tells DrRacket to call the world-expr? function on the result of every world handler call. If this call produces true, the result is considered a world; otherwise the world program signals an error.
- tells DrRacket to enable a visual replay of the interaction, unless #f. The replay action generates one png image per image and an animated gif for the entire sequence in the directory of the user’s choice. If r-expr evaluates to the name of an existing directory/folder (in the local directory/folder), the directory is used to deposit the images.
- tells DrRacket to display a separate window in which the current state is rendered each time it is updated. This is useful for beginners who wish to see how their world evolves—
without having to design a rendering function— plus for the debugging of world programs.
- provide a name (namer-expr) to this world, which is used as the title of the canvas.
The following example shows that (run-simulation create-UFO-scene) is a short-hand for three lines of code:
(define (create-UFO-scene height) (underlay/xy (rectangle 100 100 "solid" "white") 50 height UFO)) (define UFO (underlay/align "center" "center" (circle 10 "solid" "green") (rectangle 40 4 "solid" "green"))) (big-bang 0 (on-tick add1) (to-draw create-UFO-scene))
Exercise: Add a condition for stopping the flight of the UFO when it reaches the bottom.
This section uses a simple example to explain the design of worlds. The first subsection introduces the sample domain, a door that closes automatically. The second subsection is about the design of world programs in general, the remaining subsections implement a simulation of the door.
Say we wish to design a world program that simulates the working of a door with an automatic door closer. If this kind of door is locked, you can unlock it with a key. While this doesn’t open the door per se, it is now possible to do so. That is, an unlocked door is closed and pushing at the door opens it. Once you have passed through the door and you let go, the automatic door closer takes over and closes the door again. When a door is closed, you can lock it again.
Here is a diagram that translates our words into a graphical representation:
Like the picture of the general workings of a world program, this diagram displays a so-called “state machine.” The three circled words are the states that our informal description of the door identified: locked, closed (and unlocked), and open. The arrows specify how the door can go from one state into another. For example, when the door is open, the automatic door closer shuts the door as time passes. This transition is indicated by the arrow labeled “time.” The other arrows represent transitions in a similar manner:
“push” means a person pushes the door open (and let’s go);
“lock” refers to the act of inserting a key into the lock and turning it to the locked position; and
“unlock” is the opposite of “lock.”
Simulating any dynamic behavior via a world program demands two different activities. First, we must tease out those portions of our domain that change over time or in reaction to actions, and we must develop a data representation for this information. This is what we call WorldState. Keep in mind that a good data definition makes it easy for readers to map data to information in the real world and vice versa. For all others aspects of the world, we use global constants, including graphical or visual constants that are used in conjunction with the rendering operations.
Second, we must translate the actions in our domain—
; tick : WorldState -> HandlerResult ; deal with the passing of time (define (tick w) ...) ; click : WorldState Number Number MouseEvent -> HandlerResult ; deal with a mouse click at (x,y) of kind me ; in the current world w (define (click w x y me) ...) ; control : WorldState KeyEvent -> HandlerResult ; deal with a key event ke ; in the current world w (define (control w ke) ...)
That is, the contracts of the various handler designations dictate what the contracts of our functions are, once we have defined how to represent the domain with data in our chosen language.
A typical program does not use all three of these functions. Furthermore, the design of these functions provides only the top-level, initial design goal. It often demands the design of many auxiliary functions. The collection of all these functions is your world program.
An extended example is available in How to Design Programs/2e.
The library facilities covered so far are about designing individual programs with interactive graphical user interfaces (simulations, animations, games, etc.). In this section, we introduce capabilities for designing a distributed program, which is really a number of programs that coordinate their actions in some fashion. Each of the individual programs may run on any computer in the world (as in our planet and the spacecrafts that we sent out), as long as it is on the internet and as long as the computer allows the program to send and receive messages (via TCP). We call this arrangement a universe and the program that coordinates it all a universe server or just server.
After a world program has become a part of a universe, it may send messages and receive them. In terms of data, a message is just an S-expression.
a char, or
a list of S-expressions, or
a prefab struct of S-expressions.
Each world-producing callback in a world program—
Recall that event handlers return a HandlerResult, and we have just refined this data definition. Hence, each handler may return either a WorldState or a Package. If an event handler produces a Package, the content of the world field becomes the next world and the message field specifies what the world sends to the universe. This distinction also explains why the data definition for WorldState may not include a Package.
Messages are sent to the universe program, which runs on some computer in the world. The next section is about constructs for creating such a universe server. For now, we just need to know that it exists and that it is the recipient of messages.
Before a world program can send messages, it must register with the server. Registration must specify the internet address of the computer on which the server runs, also known as an IP address or a host. Here a IP address is a string of the right shape, e.g., "192.168.1.1" or "www.google.com".
When a world program registers with a universe program and the universe program stops working, the world program stops working, too.
Finally, the receipt of a message from the server is an event, just like tick events, keyboard events, and mouse events. Dealing with the receipt of a message works exactly like dealing with any other event. DrRacket applies the event handler that the world program specifies; if there is no clause, the message is discarded.
Because receive-expr is (or evaluates to) a world-transforming function, it too can produce a Package instead of just a WorldState. If the result is a Package, its message content is sent to the server.
The diagram below summarizes the extensions of this section in graphical form.
A registered world program may send a message to the universe server at any time by returning a Package from an event handler. The message is transmitted to the server, which may forward it to some other world program as given or in some massaged form. The arrival of a message is just another event that a world program must deal with. Like all other event handlers receive accepts a WorldState and some auxiliary arguments (a message in this case) and produces a WorldState or a Package.
When messages are sent from any of the worlds to the universe or vice versa, there is no need for the sender and receiver to synchronize. Indeed, a sender may dispatch as many messages as needed without regard to whether the receiver has processed them yet. The messages simply wait in queue until the receiving server or world program takes care of them.
A server is the central control program of a universe and deals with receiving and sending of messages between the world programs that participate in the universe. Like a world program, a server is a program that reacts to events, though to different events than worlds. The two primary kinds of events are the appearance of a new world program in the universe and the receipt of a message from a world program.
The teachpack provides a mechanism for designating event handlers for servers that is quite similar to the mechanism for describing world programs. Depending on the designated event handlers, the server takes on distinct roles:
A server may be a “pass through” channel between two worlds, in which case it has no other function than to communicate whatever message it receives from one world to the other, without any interference.
A server may enforce a “back and forth” protocol, i.e., it may force two (or more) worlds to engage in a civilized tit-for-tat exchange. Each world is given a chance to send a message and must then wait to get a reply before it sends anything again.
A server may play the role of a special-purpose arbiter, e.g., the referee or administrator of a game. It may check that each world “plays” by the rules, and it administrates the resources of the game.
Understanding the server’s event handling functions demands several data representations: that of (a connection to) a world program and that of a response of a handler to an event.
- determines whether x is an iworld. Because the universe server represents worlds via structures that collect essential information about the connections, the teachpack does not export any constructor or selector functions on worlds.compares two iworlds for equality.extracts the name from a iworld structure.an iworld for testing your programsanother iworld for testing your programsand a third one
The three sample iworlds are provided so that you can test your functions for universe programs. For example:
Each event handler produces a bundle, which is a structure that contains the server’s state, a list of mails to other worlds, and the list of iworlds that are to be disconnected.determines whether x is a bundle.creates a bundle from a piece of data that represents a server state, a list of mails, and a list of iworlds.
If disconnecting from these worlds results in an empty list of participants, the universe server is restarted in the initial state.
A mail represents a message from an event handler to a world. The teachpack provides only a predicate and a constructor for these structures:determines whether x is a mail.creates a mail from a iworld and an S-expression.
A server keeps track of information about the universe that it manages. One kind of tracked information is obviously the collection of participating world programs, but in general the kind of information that a server tracks and how the information is represented depends on the situation and the programmer, just as with world programs.
UniverseState any/c represents the server’s state. For running universes, the teachpack demands that you come up with a data definition for (your state of the) server. Any piece of data can represent the state. We just assume that you introduce a data definition for the possible states and that your event handlers are designed according to the design recipe for this data definition.
(universe state-expr clause ...)
clause = (on-new new-expr) | (on-msg msg-expr) | (on-tick tick-expr) | (on-tick tick-expr rate-expr) | (on-tick tick-expr rate-expr limit-expr) | (on-disconnect dis-expr) | (state boolean-expr) | (to-string render-expr) | (check-with universe?-expr)
Evaluating a universe expression starts a server. Visually it opens a console window on which you can see that worlds join, which messages are received from which world, and which messages are sent to which world. For convenience, the console also has two buttons: one for shutting down a universe and another one for re-starting it. The latter functionality is especially useful during the integration of the various pieces of a distributed program.
- tells DrRacket to call the function new-expr every time another world joins the universe. The event handler is called with the current state and the joining iworld, which isn’t on the list yet. In particular, the handler may reject a world program from participating in a universe, by simply including it in the resulting bundle structure (third field).
- tells DrRacket to apply msg-expr to the current state of the universe, the world w that sent the message, and the message itself.
The following picture provides a graphical overview of the server’s workings.
In addition to the mandatory handlers, a program may wish to add some optional handlers:
- tells DrRacket to apply tick-expr to the current state of the universe.tells DrRacket to apply tick-expr as above; the clock ticks every rate-expr seconds.tells DrRacket to apply tick-expr as above; the clock ticks every rate-expr seconds. The universe stops when the clock has ticked more than limit-expr times.
- tells DrRacket to invoke dis-expr every time a participating world drops its connection to the server. The first argument is the current state of the universe server, while the second argument is the (representation of the) world that got disconnected. The resulting bundle usually includes this second argument in the third field, telling drscheme not to wait for messages from this world anymore.
- tells DrRacket to render the state of the universe after each event and to display this string in the universe console.
- ensure that what the event handlers produce is really an element of UniverseState.
boolean-expr : boolean?tells DrRacket to display a separate window in which the current state is rendered each time it is updated. This is mostly useful for debugging server programs.
In order to explore the workings of a universe, it is necessary to launch a server and several world programs on one and the same computer. We recommend launching one server out of one DrRacket tab and as many worlds as necessary out of a second tab. For the latter, the teachpack provides a special form.
(launch-many-worlds expression ...)
For advanced programmers, the library also provides a programmatic interface for launching many worlds in parallel.
(launch-many-worlds/proc thunk-that-runs-a-world ...) →
any ... thunk-that-runs-a-world : (-> any/c)
> (apply launch-many-worlds/proc (build-list (random 10) (lambda (i) (lambda () (main (number->string i)))))) 0 9 1 2 3 6 5 4 8 7
This section uses a simple example to explain the design of a universe, especially its server and some participating worlds. The first subsection explains the example, the second introduces the general design plan for such universes. The remaining sections present the full-fledged solution.
Say we want to represent a universe that consists of a number of worlds and that gives each world a “turn” in a round-robin fashion. If a world is given its turn, it displays a ball that ascends from the bottom of a canvas to the top. It relinquishes its turn at that point and the server gives the next world a turn.
Here is an image that illustrates how this universe would work if two worlds participated:
The first step in designing a universe is to understand the coordination of the worlds from a global perspective. To some extent, it is all about knowledge and the distribution of knowledge throughout a system. We know that the universe doesn’t exist until the server starts and the worlds are joining. Because of the nature of computers and networks, however, we may assume little else. Our network connections ensure that if some world or the server sends two messages to the same place in some order, they arrive in the same order (if they arrive at all). In contrast, if two distinct world programs send one message each, the network does not guarantee the order of arrival at the server; similarly, if the server is asked to send some messages to several distinct world programs, they may arrive at those worlds in the order sent or in the some other order. In the same vein, it is impossible to ensure that one world joins before another. Worst, when someone removes the connection (cable, wireless) between a computer that runs a world program and the rest of the network or if some network cable is cut, messages don’t go anywhere. Due to this vagaries, it is therefore the designer’s task to establish a protocol that enforces a certain order onto a universe and this activity is called protocol design.
From the perspective of the universe, the design of a protocol is about the design of data representations for tracking universe information in the server and the participating worlds and the design of a data representation for messages. As for the latter, we know that they must be S-expressions, but usually world programs don’t send all kinds of S-expressions. The data definitions for messages must therefore select a subset of suitable S-expressions. As for the state of the server and the worlds, they must reflect how they currently relate to the universe. Later, when we design their “local” behavior, we may add more components to their state space.
In summary, the first step of a protocol design is to introduce:
a data definition for the information about the universe that the server tracks, call it UniverseState;
a data definition for the world(s) about their current relationship to the universe;
data definitions for the messages that are sent from the server to the worlds and vice versa. Let’s call them S2W for messages from the server to the worlds and W2S for the other direction; in the most general case you may need one pair per world.
If all the worlds exhibit the same behavior over time, a single data definition suffices for step 2. If they play different roles, we may need one data definition per world.
Of course, as you define these collections of data always keep in mind what the pieces of data mean, what they represent from the universe’s perspective.
The second step of a protocol design is to figure out which major
Server World1 World2
| | |
| 'go | |
| 'go | |
| | |
| | |
The design of the protocol, especially the data definitions, have direct implications for the design of event handling functions. For example, in the server we may wish to deal with two kinds of events: the joining of a new world and the receipt of a message from one of the worlds. This translates into the design of two functions with the following headers,
; Bundle is ; (make-bundle UniverseState [Listof mail?] [Listof iworld?]) ; UniverseState iworld? -> Bundle ; next list of worlds when world iw is joining ; the universe in state s (define (add-world s iw) ...) ; UniverseState iworld? W2U -> Bundle ; next list of worlds when world iw is sending message m to ; the universe in state s (define (process s iw m) ...)
Finally, we must also decide how the messages affect the states of the worlds; which of their callback may send messages and when; and what to do with the messages a world receives. Because this step is difficult to explain in the abstract, we move on to the protocol design for the universe of ball worlds.
Running the ball universe has a simple overall goal: to ensure that at any point in time, one world is active and all others are passive. The active world displays a moving ball, and the passive worlds should display something, anything that indicates that it is some other world’s turn.
As for the server’s state, it must obviously keep track of all worlds that joined the universe, and it must know which one is active and which ones are passive. Of course, initially the universe is empty, i.e., there are no worlds and, at that point, the server has nothing to track.
While there are many different useful ways of representing such a universe, we just use the list of iworlds that is handed to each handler and that handlers return via their bundles. The UniverseState itself is useless for this trivial example. We interpret non-empty lists as those where the first iworld is active and the remainder are the passive iworlds. As for the two possible events,
it is natural to add new iworlds to the end of the list; and
it is natural to move an active iworld that relinquishes its turn to the end of the list, too.
A GoMessage is 'it-is-your-turn.
A StopMessage is 'done.
| 'it-is-your-turn |
| | World2
| 'done | |
| 'it-is-your-turn | |
| | |
| | |
| 'done | |
| 'it-is-your-turn | |
| | |
| | |
Here the double-lines (horizontal) denote the registration step, the others are message exchanges. The diagram thus shows how the server decides to make the first registered world the active one and to enlist all others as they join.
The preceding subsection dictates that our server program starts like this:
; teachpack: universe.rkt ; UniverseState is '* ; StopMessage is 'done. ; GoMessage is 'it-is-your-turn.
The design of a protocol has immediate implications for the design of the event handling functions of the server. Here we wish to deal with two events: the appearance of a new world and the receipt of a message. Based on our data definitions and based on the general contracts of the event handling functions spelled out in this documentation, we get two functions for our wish list:
; Result is ; (make-bundle [Listof iworld?] ; (list (make-mail iworld? GoMessage)) ; '()) ; [Listof iworld?] iworld? -> Result ; add world iw to the universe, when server is in state u (define (add-world u iw) ...) ; [Listof iworld?] iworld? StopMessage -> Result ; world iw sent message m when server is in state u (define (switch u iw m) ...)
Although we could have re-used the generic contracts from this documentation, we also know from our protocol that our server sends a message to exactly one world. Note how these contracts are just refinements of the generic ones. (A type-oriented programmer would say that the contracts here are subtypes of the generic ones.)
The second step of the design recipe calls for functional examples:
; an obvious example for adding a world: (check-expect (add-world '() world1) (make-bundle (list world1) (list (make-mail world1 'it-is-your-turn)) '())) ; an example for receiving a message from the active world: (check-expect (switch (list world1 world2) world1 'done) (make-bundle (list world2 world1) (list (make-mail world2 'it-is-your-turn)) '()))
Note that our protocol analysis dictates this behavior for the two functions. Also note how we use world1, world2, and world3 because the teachpack applies these event handlers to real worlds.
Exercise: Create additional examples for the two functions based on our protocol.
The protocol tells us that add-world just adds the given
(define (add-world univ wrld) (local ((define univ* (append univ (list wrld)))) (make-bundle univ* (list (make-mail (first univ*) 'it-is-your-turn)) '())))
Because univ* contains at least wrld, it is acceptable to create a mail to (first univ*). Of course, this same reasoning also implies that if univ isn’t empty, its first element is an active world and is about to receive a second 'it-is-your-turn message.
Similarly, the protocol says that when switch is invoked because a world program sends a message, the data representation of the corresponding world is moved to the end of the list and the next world on the (resulting) list is sent a message:
(define (switch univ wrld m) (local ((define univ* (append (rest univ) (list (first univ))))) (make-bundle univ* (list (make-mail (first univ*) 'it-is-your-turn)) '())))
As before, appending the first world to the end of the list guarantees that there is at least this one world on this list. It is therefore acceptable to create a mail for this world.
Start the server now.
Exercise: The function definition simply assumes that wrld is world=? to (first univ) and that the received message m is 'done. Modify the function definition so that it checks these assumptions and raises an error signal if either of them is wrong. Start with functional examples. If stuck, re-read the section on checked functions from HtDP. (Note: in a universe it is quite possible that a program registers with a server but fails to stick to the agreed-upon protocol. How to deal with such situations properly depends on the context. For now, stop the universe at this point by returning an empty list of worlds. Consider alternative solutions, too.)
Exercise: An alternative state representation would equate UniverseState with world structures, keeping track of the active world. The list of world in the server would track the passive worlds only. Design appropriate add-world and switch functions.
The final step is to design the ball world. Recall that each world is in one of two possible states: active or passive. The second kind of world moves a ball upwards, decreasing the ball’s y coordinate; the first kind of world displays something that says it’s someone else’s turn. Assuming the ball always moves along a vertical line and that the vertical line is fixed, the state of the world is an enumeration of two cases:
; teachpack: universe.rkt ; WorldState is one of: ; – Number %% representing the y coordinate ; – 'resting (define WORLD0 'resting) ; A WorldResult is one of: ; – WorldState ; – (make-package WorldState StopMessage)
The communication protocol and the refined data definition of WorldState imply a number of contract and purpose statements:
; WorldState GoMessage -> WorldResult ; make sure the ball is moving (define (receive w n) ...) ; WorldState -> WorldResult ; move this ball upwards for each clock tick ; or stay 'resting (define (move w) ...) ; WorldState -> Image ; render the world as an image (define (render w) ...)
Let’s design one function at a time, starting with receive. Since the protocol doesn’t spell out what receive is to compute, let’s create a good set of functional examples, exploiting the structure of the data organization of WorldState:
(check-expect (receive 'resting 'it-is-your-turn) HEIGHT) (check-expect (receive (- HEIGHT 1) 'it-is-your-turn) ...)
Since there are two kinds of states, we make up at least two kinds of examples: one for a 'resting state and another one for a numeric state. The dots in the result part of the second unit test reveal the first ambiguity; specifically it isn’t clear what the result should be when an active world receives another message to activate itself. The second ambiguity shows up when we study additional examples, which are suggested by our approach to designing functions on numeric intervals (HtDP, section 3). That is we should consider the following three inputs to receive:
HEIGHT when the ball is at the bottom of the image;
(- HEIGHT 1) when the ball is properly inside the image; and
0 when the ball has hit the top of the image.
In the third case the function could produce three distinct results: 0, 'resting, or (make-package 'resting 'done). The first leaves things alone; the second turns the active world into a resting one; the third does so, too, and tells the universe about this switch.
We choose to design receive so that it ignores the message and returns the current state of an active world. This ensures that the ball moves in a continuous fashion and that the world remains active.
Exercise: One alternative design is to move the ball back to the bottom of the image every time 'it-is-your-turn is received. Design this function, too.
Our second function to design is move, the function that computes the ball movement. We have the contract and the second step in the design recipe calls for examples:
; WorldState -> WorldState or (make-package 'resting 'done) ; move the ball if it is flying (check-expect (move 'resting) 'resting) (check-expect (move HEIGHT) (- HEIGHT 1)) (check-expect (move (- HEIGHT 1)) (- HEIGHT 2)) (check-expect (move 0) (make-package 'resting 'done)) (define (move x) ...)
Following HtDP again, the examples cover four typical situations: 'resting, two end points of the specified numeric interval, and one interior point. They tell us that move leaves a passive world alone and that it otherwise moves the ball until the y coordinate becomes 0. In the latter case, the result is a package that renders the world passive and tells the server about it.
Turning these thoughts into a complete definition is straightforward now:
(define (move x) (cond [(symbol? x) x] [(number? x) (if (<= x 0) (make-package 'resting 'done) (sub1 x))]))
Exercise: what could happen if we had designed receive so that it produces 'resting when the state of the world is 0? Use your answer to explain why you think it is better to leave this kind of state change to the tick event handler instead of the message receipt handler?
Finally, here is the third function, which renders the state as an image:
; WorldState -> Image ; render the state of the world as an image (check-expect (render HEIGHT) (underlay/xy MT 50 HEIGHT BALL)) (check-expect (render 'resting) (underlay/xy MT 10 10 (text "resting" 11 "red"))) (define (render w) (underlay/xy (cond [(symbol? w) (underlay/xy MT 10 10 (text "resting" 11 "red"))] [(number? w) (underlay/xy MT 50 w BALL)]) 5 85 (text name 11 "black")))
Here is an improvement that adds a name to the image and abstracts over the name at the same time:
; String -> (WorldState -> Image) ; render the state of the world as an image (check-expect ((draw "Carl") 100) (underlay/xy (underlay/xy MT 50 100 BALL) 5 85 (text "Carl" 11 "black"))) (define (draw name) (lambda (w) (overlay/xy (cond [(symbol? w) (underlay/xy MT 10 10 (text "resting" 11 "red"))] [(number? w) (underlay/xy MT 50 w BALL)]) 5 85 (text name 11 'black))))
Now you can use (create-world 'carl) and (create-world 'sam), respectively, to run two different worlds, after launching a server first.
Exercise: Design a function that takes care of a world to which the universe has lost its connection. Is Result the proper contract for the result of this function?