Add feedback and a hasklet.
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Hasklet4.hs
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Hasklet4.hs
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{-# LANGUAGE TupleSections #-}
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module Hasklet4 where
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import Control.Monad
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import Data.Bifunctor
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import Data.Bool
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-- * Stack language syntax
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-- | Stack programs.
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type Prog = [Cmd]
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-- | Commands for working with stacks of integers. 0 is treated as 'false',
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-- all other values as 'true'. The examples below help illustrate the
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-- behavior of some of the less obvious commands.
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data Cmd
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= Push Int -- ^ push an integer onto the stack
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| Drop -- ^ drop the top element on the stack
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| Dig -- ^ moves the ith element down to the top of the stack
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| Dup -- ^ duplicate the top element on the stack
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| Neg -- ^ negate the number on top of the stack
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| Add -- ^ add the top two numbers on the stack
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| Mul -- ^ multiply the top two numbers on the stack
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| LEq -- ^ check whether the top element is less-than-or-equal to the second
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| If Prog Prog -- ^ if the value on top is true, run the first program, else the second (consumes the test element)
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| While Prog -- ^ loop as long as the top element is true (does not consume the test element)
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deriving (Eq,Show)
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-- ** Example programs and expected results
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-- Note that the expected results are written with the top element of the
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-- stack on the *right*, which is the convention for stack-based languages.
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-- However, since we're encoding stacks with Haskell lists, the resulting
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-- Haskell values will be in the reverse order.
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-- | Result: 4 5 5
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p1 = [Push 4, Push 5, Push 6, Drop, Dup]
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-- | Result: 10 11 13 14 12
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p2 = [Push 10, Push 11, Push 12, Push 13, Push 14, Push 3, Dig]
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-- | Result: 27 -5
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p3 = [Push 3, Push 4, Push 5, Add, Mul, Push 5, Neg]
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-- | Result: 0 1
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p4 = [Push 3, Push 4, LEq, Push 4, Push 3, LEq]
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-- | Result: 22
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p5 = [Push 2, Push 3, Push 4, LEq, If [Push 10, Add] [Push 20, Add]]
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-- | Compute the factorial of the top element of the stack.
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fac = [
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Push 1, -- acc = 1
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Push 2, Dig, -- move i to top
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While [ -- while i /= 0
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Dup, -- duplicate i
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Push 3, Dig, -- move accumulator to top
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Mul, -- acc * i
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Push 2, Dig, -- move i back to top
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Push 1, Neg, Add -- decrement i
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],
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Drop -- drop i to leave only acc
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]
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-- | Several programs that cause errors if run on an empty stack.
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bads = [
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-- stack underflow errors
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[Neg],
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[Push 2, Add],
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[Push 3, Mul],
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[Push 4, Drop, Drop],
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[Dup],
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[Push 5, Neg, Dig],
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[If [] []],
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[While []],
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-- digging too deep and too greedily, or trying to dig up
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[Push 6, Push 2, Dig],
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[Push 7, Push 8, Push 2, Neg, Dig]
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]
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-- * Stack language semantics
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-- ** Stack-tracking monad
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-- | A stack of integers.
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type Stack = [Int]
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-- | A monad that maintains a stack as state and may also fail.
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-- (A combination of the State and Maybe monads.)
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data StackM a = SM (Stack -> Maybe (a, Stack))
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-- | Run a computation with the given initial stack.
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runWith :: Stack -> StackM a -> Maybe (a, Stack)
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runWith s (SM f) = f s
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instance Functor StackM where
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fmap = liftM
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instance Applicative StackM where
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pure = return
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(<*>) = ap
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instance Monad StackM where
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return a = SM $ \s -> Just (a, s)
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(SM f) >>= g = SM $ \s -> f s >>= \(a, s') -> runWith s' $ g a
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modify :: (Stack -> Stack) -> StackM ()
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modify f = SM $ Just . ((),) . f
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gets :: (Stack -> a) -> StackM a
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gets f = SM $ \s -> Just (f s, s)
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fail_ :: StackM a
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fail_ = SM $ const Nothing
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-- ** Primitive operations
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-- | Push a value onto the stack.
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push :: Int -> StackM ()
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push i = modify (i:)
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-- | Pop a value off the stack and return it.
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pop :: StackM Int
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pop = peek <* modify tail
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popBool :: StackM Bool
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popBool = (/= 0) <$> pop
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-- | Peek at the value on top of the stack without popping it.
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peek :: StackM Int
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peek = gets safeHead >>= maybe fail_ return
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where
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safeHead [] = Nothing
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safeHead (x:xs) = Just x
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peekBool :: StackM Bool
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peekBool = (/= 0) <$> peek
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fromBool :: Bool -> Int
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fromBool = bool 0 1
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-- | Move the ith element from the top of the stack to the top.
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dig :: Int -> StackM ()
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dig i = SM $ \s -> if i > 0 && i <= length s
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then let (xs, y:ys) = splitAt (i-1) s
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in Just ((), y : xs ++ ys)
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else Nothing
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-- ** Stack language semantics
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binop :: (Int -> Int -> Int) -> StackM ()
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binop f = liftM2 f pop pop >>= push
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-- | Monadic semantics of commands.
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cmd :: Cmd -> StackM ()
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cmd (Push i) = push i
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cmd Drop = void pop
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cmd Dig = pop >>= dig
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cmd Dup = peek >>= push
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cmd Neg = pop >>= (push . negate)
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cmd Add = binop (+)
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cmd Mul = binop (*)
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cmd LEq = binop ((fromBool.) . (<=))
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cmd (If t e) = popBool >>= bool (prog e) (prog t)
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cmd (While b) = peekBool >>= bool (return ()) (prog $ b ++ [While b])
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-- | Monadic semantics of programs.
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prog :: Prog -> StackM ()
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prog = mapM_ cmd
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-- | Run a stack program with an initially empty stack, returning the
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-- resulting stack or an error.
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--
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-- >>> runProg p1
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-- Just [5,5,4]
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--
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-- >>> runProg p2
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-- Just [12,14,13,11,10]
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--
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-- >>> runProg p3
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-- Just [-5,27]
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--
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-- >>> runProg p4
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-- Just [1,0]
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--
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-- >>> runProg p5
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-- Just [22]
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--
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-- >>> runProg (Push 10 : fac)
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-- Just [3628800]
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--
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-- >>> all (== Nothing) (map runProg bads)
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-- True
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--
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runProg :: Prog -> Maybe Stack
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runProg = fmap snd . runWith [] . prog
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milestone_1_ashish.md
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milestone_1_ashish.md
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Hey, thank you for taking a look! I'll try answer your questions:
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__Q__: I had a question about why MonadReader was preferred over ReaderT?
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__A__: `ReaderT` is actually an instance of `MonadReader`! The difference, though, is that the types are kind of simplified. Instead of having to write `ReaderT [Term] ... a`, we just write `m a`. This also allows us to add additional effects to the monad without changing the type signature. For instance, none of the code would change if we wanted to add a state effect via `StateT s`, because the signatures only require constraints on the types, rather than specifying what the types are.
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__Q__: I had a question about how instances for this monad were created.
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__A__: Check out [`LoadingImpl`](https://web.engr.oregonstate.edu/~fedorind/CS583/modules/loadingimpl/), which contains a `PathT` monad transformer which implements `MonadModulePath`. I defined it as a `newtype`
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around a `ReaderT` because you can't have two of the same tranformer in the same monad transformer
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stack, and I didn't want `PathT` to interfere with other `ReaderT`s in the API.
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__Q__: As you rightly mentioned bundling an environment for all operations is a viable option, please let me know if the operations are then stored in a stack format?
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__A__: Our functions would be kept in a `Map String Definition` or something of that sort. The lookups
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would not be linear time, but probably logarithmic, if that's what you're wondering about.
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__Q__: Kindly let me know if you are referring to type equality?
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__A__: Well, we are referring to type equality, but within our _object language_ (Maypop), and nor
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our metalanguage (_Haskell_). Although the library you linked would help with equality of _Haskell_
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types, it wouldn't help us with _Maypop_.
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__Q__: I think using some kind of plugin for haskell might help in doing tactics.
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__A__: It would if we were trying to add tactics to Haskell, but we're trying to add tactics to
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Maypop. We have full control of the language; the real question is, what will our design be like?
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milestone_1_feedback.md
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milestone_1_feedback.md
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# Jack Attack
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* Your comments are very thorough! Have you, however, consider the special
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"haddock" syntax for your documentation? For instance, in your `Object` record,
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you clearly describe what each field does. If you used the "haddock" syntax
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(maybe something like `--^ comment goes here`), you'd be able to generate
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static documentation pages much like those you see on hackage or stackage.
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Those are useful because they allow the user to browse the documentation
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for your package from the web before deciding to install and use it. And,
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of course, I think it's nicer to look at a web page than comments!
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* There's a lot of duplicate functionality in your `doTimedTransform`
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function compared to your `doTransform` function. It seems almost
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as though there should be _one_ function that takes care of both
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the interpolation and the transformation; perhaps `doTransform`
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can take an argument `0.0..1.0` of "progress", and go from there.
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This will save you the trouble of unpacking and repacking your
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`Transformation` objects. Even if you don't go for that approach,
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however, there's still an improvement you can make. Rather than making
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your `doTimedTransform` function do _everything_, you may want to define
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a function
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```Haskell
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tween :: Object -> Float -> Transformation -> Transformation
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```
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This function would do _kind of_ like what your `doTimeTransform` does:
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it would interpolate the transformation given the current object and
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the "progress" within the transformation. The difference, though,
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is that it will not actually _apply_ the transformation, but create
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a new one (much like you're already doing in `doTimedTransform` anyway).
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You would then be able to feed this transformation into `doTransform`,
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and it would work as expected. The advantage here is that you won't have
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to be writing duplicate code for stuff like:
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```
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doTransform (Combine xs) $ doTransform x obj
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doTimedTransform (seconds, x) (doTimedTransform (seconds, Combine xs) obj elapsed) elapsed
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```
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There's a fairly clear similarity (and consequently duplication) here, and
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that's what I think my approach would suggest.
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And there's one more thing: does `tween` _really_ need access to the object
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being animated? It sure seems to if your transformations are "absolute",
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like "move to (1,2)". This "absoluteness" of transformations forces you to
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use `obj` in `doTimedTransform`, and would also force you to use it in
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`tween`. But if your transformations were _delta based_ ("move left 1, up t2"), your `tween` could be only a function of the current "progress" `Float`:
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```
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tween :: Float -> Transformation -> Transformation
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```
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This may help clean up some of the code, and it also allows for an
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interesting experiment: what if you compose `tween` with various
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functions `Float -> Float`? For instance, you could compose it with
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`\x -> x * x`, which I think would make your animation start out slow
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and speed up at the end. You may be able to use this to play around
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with various ways of animating your objects that are used in "actual"
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animation: from what I know, linear transformations are not as common
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as, say, sigmoid ones (animation starts slow, gets fast in the middle,
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and slows down again at the end).
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* I would try to factor out the "seconds" part of your calculations as soon
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as possible. In my opinion, it would be clearer to pass around a "percentage
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completed" float, especially if you don't have any other dependence on
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the current time.
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* Cody is right, you do have a couple of places that can be used by folds
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or other higher order functions. For instance, `getAniLength` is just
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`sum . map fst`, and the `Combine` case of `doTransform` is something
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like `foldr (flip doTransform) obj (x:xs)`.
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* Are transformations a monoid? I suspect that they are, with `mempty = Wait`,
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`mappend x y = Combine [x,y]`, and `mconcat = Combine`. I don't know
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if this will be useful, but it's always nice to have access to more
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standard library functions!
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* I'm not sure I follow the `AST` vs `Lib` modules. They both seem
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to have _something_ in mind, but I can't quite figure out how they work
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together. Does the `AST` eventually produce a `Transformation`? I just
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don't really know what to make of it!
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About your design questions:
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* Q1: It would be cool if you had a slider that lets you play
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the animation back and forward (or at an arbitrary point in time).
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I think it may help in debugging:
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> Why did my object just make a 360 and walk away?
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It would be even better if you could label your transformations
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with the function / piece of code that induced them, so that
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at any point, you can kind of see what part of your code is
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causing the current transformation.
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* Q2: At the implementation level, you may need to replace the
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`Float` argument of `doTransform` with an `Env` argument,
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which may be a record-like thing that contains the current
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mouse position, the current time, and so on. You'd then
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thread it as before.
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At a language level, things are more interesting. Have you
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looked into [functional reactive programming](https://en.wikipedia.org/wiki/Functional_reactive_programming)?
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You may be interested in encoding transformations declaratively, given, say
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the current mouse position, time, etc. as input. Your programs would then
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be descriptions of how to convert these inputs into figures on the screen.
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[Elm](elm-lang.org) is a language that implements quasi-FRP. It doesn't deal with
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continuous inputs like you would be, but it encodes programs as transition
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functions (`Event -> State -> State`). You may be interested in adapting
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a similar approach - it's a nice way to deal with "imperative" environments
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from a functional language.
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* Q3: This is a tough one! I think you can come up with a textual functional
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language that can be used for your domain, but I'd be thrilled to see how
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you may incorporate visual (scratch-like) elements into your project. At this
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point, though, I can't help but wonder: would you have time to implement something
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like Scratch-like blocks? We're in week 8, after all. That would be a very graphical
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type of user interface, and I can't personally imagine defining a UI from scratch,
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in Haskell, using only graphics library primitives. Of course, you're probably
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more versed than I am in Haskell's graphics tooling, but it seems to me like
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a fairly daunting task.
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# Escape
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* I played with your game for a bit, pretty cool! I think you did a nice job with the textual
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users interface; it feels pretty much like I'd expect a command line interface to work.
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I did run into an error on my first playthrough, and decided not to try again: `Prelude.head: empty list`.
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This happened because I typed `search` without any arguments. Now, I understand that
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what I did was an incorrect command, but crashing the game doesn't seem like the right thing to do!
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`head` is a dangerous function; I think that if Haskell were redesigned today, from the ground
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up, this function would no longer have type `[a] -> a`. In general, exceptions in Haskell are
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a bit of an antipattern, because they're not indicated by the types (how could you know `head` throws
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an exception), but also because they're cumbersome to work with!
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Languages defined after Haskell actually define `head` with a `Maybe`. Here's the [Idris version](https://github.com/idris-lang/Idris-dev/blob/a13caeb4e50d0c096d34506f2ebf6b9d140a07aa/libs/prelude/Prelude/List.idr#L128-L130),
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and here's the [Elm version](https://package.elm-lang.org/packages/elm/core/latest/List#head). You
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may want to define your own head function, `safeHead :: [a] -> Maybe a`! You can then use pattern
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matching or the `maybe` function to properly handle the error that occurs when the user doesn't give
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the command enough arguments. You could, for instance, print "Search what?" when a user types in "search".
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* This is a minor nitpick, but I'm pretty sure `snake_case` is not the preferred standard
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for Haskell variable names. Your records (and module names!) should be in `camelCase`.
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In fact, my linter plugin _covers_ the screen with warnings about style when it sees your code!
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* `Funcfunctor` is a funny name for a typeclass. It seems to imply that `t` is a functor; however,
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`Functor` is a type constructor class, whereas your code treats `t` as just a type, not a type
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constructor! In fact, I'm really not sure what to make of the word `Funcfunctor`. What does
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it mean?
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* On the other hand, I think that this is a good application of type classes. If you want to
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print a variety of different objects on the screen in your command line game, defining a common
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type class with the various properties of these objects is a great idea. You can certainly
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get a very consistent interface this way!
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* In `Escape_funs`, a lot of your pattern matching code can be significantly simplified! You always write
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out stuff like `Object {object_id=id, object_name=...}`, but use only one of these variables (for instance, `id`).
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Instead, you can _only_ write `Object {object_id=id}` -- that's it! You don't need to manually enumerate every single
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key in your records to pattern match on them.
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A cute fun fact of this notation: it's "preferred style" according to Haskell's linter to rewrite code like `(Constructor _ _ _ _)`
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(pattern matching on a data type and ignoring all its fields) as `Constructor{}`.
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* `foldr (||) False (map (==(get_key obj)) list)` is good use of a fold a map, but it also
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corresponds to the Haskell function [`any`](http://zvon.org/other/haskell/Outputprelude/any_f.html):
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`any (==(get_key obj)) list`.
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* Notice how your `run_code` is a bit fragile: your `help` function prints out all the commands available
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to the user, while `run_code` actually implements these commands. It must be very easy to
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edit `run_code` to add a new command, while forgetting to update `help`. You may be able
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to work around this by defining a `Command` data structure: maybe it'll have a `description`
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field that you print to the user, and another `action` filed that's maybe some monad like `IO ()`
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that actually performs the actions that your command does. Then, you can have a global
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list of commands `commands :: Map String Command`, which contains all the allowed commands
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in your game. Your `help` function would go through this `commands` variable and print
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out the `description` field of every available command; on the other hand, the `run_code`
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function would read a command from the user, look it up in `commands`, and try to execute
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the `action` field.
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* Notice that you're explicitly handling your application's state: you will need to pass
|
||||
the correct house to `run_code` every time, which means that for each command, you need
|
||||
a separate call to `run_code` with whatever house that command puts your player in.
|
||||
|
||||
An alternative approach is to handle state _implicitly_. You won't need to take a `house`
|
||||
argument explicitly, and you therefore won't have to explicitly pass it to your recursive
|
||||
calls to `run_code`. In your case, this would be best done with a `State` monad, since
|
||||
the current location of the player is, well, a piece of state.
|
||||
|
||||
The question, though, becomes: how the heck do you incorporate a state monad into your
|
||||
`IO`-based code? The answer to that is the `StateT` _monad transformer_. We haven't learned
|
||||
about these in class just yet, but we will soon, and I think it would serve you well! Instead
|
||||
of making your code of type `IO ()` (what it currently is), you'd use something like
|
||||
`StateT [Room] IO ()`. Your calls to `putStrLn` would have to go through a `liftIO`,
|
||||
but you'd also gain access to functions `get` and `put`, which are the functions of the
|
||||
State monad that we have covered in class. Then, whenever your user goes to a different
|
||||
house, you'd run `put new_house`, and whenever you need to check the current location
|
||||
of the player, you'd run `get`.
|
||||
|
||||
You may then incorporate other monad transformers into this implementation; I think
|
||||
of interest to you would be `ExceptT` (which is __not the same as Haskell's exceptions
|
||||
that I mentioned in my first bullet point!__), which might help you exit out of your
|
||||
code when your player types "exit".
|
||||
* By the way, you should probably explicitly type out the signatures of your function;
|
||||
I think that's considered good style. For instance, for `run_code`, you'd write:
|
||||
|
||||
```
|
||||
run_code :: Player -> [Room] -> IO ()
|
||||
run_code plauer house = ...
|
||||
```
|
||||
|
||||
Your questions:
|
||||
|
||||
* Q1: Hey, I brought up `StateT` and `ExceptT` and monad transformers in general earlier!
|
||||
Check them out. I think you may find them useful for what you're doing. The only difficulty
|
||||
is that you really need to see a few examples of code before-and-after the use of State
|
||||
and Exception monads to be comfortable in applying them (at least for me! It took me a while
|
||||
to properly understand monads, and more time to understand monad transformers).
|
||||
|
||||
* Q2: Haskell's `IO` monad has `readFile` and `writeFile` methods, but these may be a bit
|
||||
basic for your taste. You may be interested in various formats like [INI](https://hackage.haskell.org/package/ini-0.4.1/docs/Data-Ini.html)
|
||||
or even JSON (for which you can use something like [Aeson](https://hackage.haskell.org/package/aeson-1.5.6.0/docs/Data-Aeson.html),
|
||||
especially its `encodeFile` and `decodeFile` methods).
|
||||
|
||||
|
||||
I'm running out of steam writing this comment, but I may post a follow up if I think of anything else!
|
||||
|
||||
__Eric, if you're reading this:__ have I been evangelizing monad transformers too much? I feel like
|
||||
I have been. It would be good to know if I'm being overzealous; everything starts to look like a nail
|
||||
when all you have is a hammer!
|
195
milestone_2_feedback.md
Normal file
195
milestone_2_feedback.md
Normal file
|
@ -0,0 +1,195 @@
|
|||
## Orange Sudoku
|
||||
* Could you perhaps avoid the (unsafe) list indexing using (!!) in Sudoku? Although it's difficult
|
||||
to represent the finite-length list of elements in Haskell, you may be able to tweak your representation
|
||||
of the sudoku puzzle to avoid having to use (!!). For instance, what if you had:
|
||||
|
||||
```Haskell
|
||||
type Array2d a = [[a]]
|
||||
type Cell = Array2d Int
|
||||
type Sudoku = Array2d Cell
|
||||
```
|
||||
|
||||
__Disclaimer: all type signatures and functions below are written without a Haskell
|
||||
interpreter at hand. There are probably errors - I can't always write Haskell without
|
||||
feedback.__.
|
||||
|
||||
That is, your top-level data structure would be a 3x3 grid of 3x3 "cells". You could then extract
|
||||
your `mapAllPairsM_ ...` function into something like `noneEqual :: [a] -> CSP ()` (the exact
|
||||
signature is not correct since I didn't have enough time to study the types of functions in the CSP
|
||||
library. Then, you can have
|
||||
|
||||
```
|
||||
checkCell :: Cell -> CSP ()
|
||||
checkCell = noneEqual . concat
|
||||
|
||||
checkCells :: Sudoku -> CSP ()
|
||||
checkCells = mapM_ (mapM_ checkCell)
|
||||
```
|
||||
|
||||
Of course, you still need to extract rows. You can do it with something like the following:
|
||||
|
||||
```
|
||||
mergeRow :: [Cell] -> [[Int]]
|
||||
mergeRow = foldr (zipWith (++)) []
|
||||
|
||||
allRows :: Sudoku -> [[Int]]
|
||||
allRows = concatMap mergeRow
|
||||
```
|
||||
|
||||
And then, your two remaining constraints can be solved as:
|
||||
|
||||
```
|
||||
checkRows :: Sudoku -> CSP ()
|
||||
checkRows = mapM_ noneEqual . allRows
|
||||
|
||||
checkColumns :: Sudoku -> CSP ()
|
||||
checkColumns = mapM_ noneEqual . transpose . allRows
|
||||
```
|
||||
|
||||
And finally, your entire Sudoku checker constraint would be:
|
||||
|
||||
```
|
||||
check :: Sudoku -> CSP ()
|
||||
check s = checkCells s >> checkRows s >> checkColumns s
|
||||
```
|
||||
|
||||
Look ma, no mention of size whatsoever! In fact, there's no mention of numbers at all in this code.
|
||||
There is, of course, the assumption in all the above code that your cells are always NxN.
|
||||
* Your `cells` function seems to be unused. I actually prefer this function to the rest of your code,
|
||||
because it doesn't have as many hardcoded numbers (like `0, 3, 6,`). On the other hand, your actual
|
||||
solver hardcodes a _lot_ of numbers, which means that your code is not generalizeable to higher
|
||||
dimensions, even though there's nothing inherently difficult about generalizing the sudoku solving problem.
|
||||
* I really like your definition of `mapAllPairsM_`! This seems like the perfect level of abstraction for me,
|
||||
and the typeclass constraint for `Monad` makes it more general. Nice!
|
||||
* It looks like you actually implemented your own constraint solver in `CSP.hs`. Why didn't you use this for
|
||||
your Sudoku itself? It seems as though `NQueens` used your `CSP` module, and it seems like Sudoku _should_
|
||||
work with binary constraint systems (each two variable has to take on assignments (1, 2), (2, 1), (1, 3), ...).
|
||||
* In general, I don't know if I'm a fan of using integers and Haskell's range syntax for assigning variables.
|
||||
It just seems to.... hardcoded? Maybe abstraction has fried my brain, and I'm incapable of perceiving any
|
||||
type that is not polymorphic, but I _do_ think it should be possible, to, say, use string / character / byte
|
||||
variables. You could then represent `vars` as `Set a`, and your domain as `[(a, Set b)]` (where `a` is the
|
||||
type of variable, and `b` is the type of elements in the domain). You could probably even get away with
|
||||
domains that contain different types (for instance, var `a` is an Int while var `b` is a String) if you
|
||||
used [existential types](https://wiki.haskell.org/Existential_type) (did we learn these in class? I saw
|
||||
other groups using them, but I don't remember hearing Eric talk about them...).
|
||||
* Hmm, your `load` function is undefined. You probably want to implement that in time for the final submission.
|
||||
* You clearly did great work with the constraint solver! Your `NQueens` solution is very short in Haskell.
|
||||
I also really enjoy watching the results print out on the screen. It is quite slow though; is that inherent
|
||||
to CSP, or do you think your implementation could use some work? You should check out how to do _profiling_
|
||||
in Haskell - it's one of the most important skills industry Haskell jobs seem to look for.
|
||||
|
||||
Nice work, and have a great day!
|
||||
|
||||
## Ping Pong
|
||||
* I wasn't able to run your code, becasue I am on Linux and your instructions did not include
|
||||
information about how to set up on a Linux machine. It's no problem, though - I know what
|
||||
a pain it is to distribute graphics libraries etc. to users.
|
||||
* As soon as I open `Data.hs`, my Haskell linter complains: you're not using camel case!
|
||||
The proper varible naming convention is, for example, `winScore`, not `win_score`. It's _very_
|
||||
uncommon to use anything else, and when other things _are_ used, it's usually for good reason!
|
||||
|
||||
In fact, it seems like your code does not itself follow a consistent format. You have `sceneState`,
|
||||
but then you have `ai_mod`.
|
||||
* There's a lot of repetition in your `PPG` data structure. Particularly aggravating is the
|
||||
duplication of many fields: `bat1` and `bat2`, `bat1height` and `bat2height`, and so on.
|
||||
Could you, perhaps, define a second data structure that contains all the common information?
|
||||
|
||||
```
|
||||
data PlayerData = PlayerData
|
||||
{ bat :: Float
|
||||
, batState :: Int
|
||||
, batHeight :: Float
|
||||
, score :: Int
|
||||
}
|
||||
```
|
||||
|
||||
And then, you'd have:
|
||||
|
||||
```
|
||||
data PPG = Game
|
||||
{ ballPos :: (Float, Float) -- ^ Pong ball (x, y) Position.
|
||||
, ballVel :: (Float, Float) -- ^ Pong ball (x, y) Velocity.
|
||||
, sceneState :: Int -- 0: Instruction, 1: Play, 2: End
|
||||
, ballspeed :: Float
|
||||
, ai_mod :: Int
|
||||
, player1 :: PlayerData
|
||||
, player2 :: PlayerData
|
||||
} deriving Show
|
||||
```
|
||||
* It seems like you're using integers to represent states! I see the comment:
|
||||
|
||||
```
|
||||
-- 0: Instruction, 1: Play, 2: End
|
||||
```
|
||||
|
||||
This is not at all idiomatic in Haskell! It is very easy to define data types in Haskell,
|
||||
and that's precisely what you should do:
|
||||
|
||||
```
|
||||
data SceneState = Instruction | Play | End deriving (Eq, Show)
|
||||
|
||||
-- ...
|
||||
, sceneState :: SceneState
|
||||
-- ---
|
||||
```
|
||||
|
||||
Instead of using `sceneState game == 0`, you'd then use something like
|
||||
`sceneState game == Instruction`, or better yet, you'd use pattern matching! Pattern matching
|
||||
really _is_ the bread and butter of Haskell programming. I see you do use pattern matching
|
||||
on `bat1state` (which should _also_ be a data type, like `BatState`), but if you turn
|
||||
on the standard warnings in GHCI (by pasing `--ghci-options "-W"` to `stack`), you'll
|
||||
see that this pattern __is not total__! It only covers the cases `0`, `1`, and `2`,
|
||||
but it doesn't cover the cases of `3`, `4`, and so on, which are valid values of `Int`!
|
||||
Even though you _know_ that the number can only be `0-2`, it's much better practice
|
||||
(and far more idiomatic) to move these kind of invariants into our type system, so
|
||||
that it's _impossible_ to write incorrect code. I think the general name for this approach
|
||||
is [make illegal states unrepresentable](https://fsharpforfunandprofit.com/posts/designing-with-types-making-illegal-states-unrepresentable/).
|
||||
* Your `render` function is very long! I count `45` lines (albeit with some white space). It's
|
||||
also full of harcoded constants, like `185`, `110`, and so on.
|
||||
This is the [magic number](https://en.wikipedia.org/wiki/Magic_number_(programming%29) antipattern!
|
||||
You can try extracting them into some constants, or better yet, positioning them relatively (using
|
||||
information such as text height, screen height, and some basic typography-type math) so that
|
||||
it fits many screen sizes and configurations!
|
||||
* You may be usign too many parentheses; here's a screenshot of my editor viewing one of your source code files!
|
||||
As you can see, there's quite a lot of yellow, mostly from unnecessary uses of `(` and `)`.
|
||||
* Not your code duplicaton in `y''` and `y'''`. They're pretty much the same function, except one
|
||||
computes the y-axis for the `bat1`, and the other computes it for `bat2`. This amount of code
|
||||
duplication is a smell - you would be able to reduce this duplication to a single function if
|
||||
you were to extract your bat data into `PlayerData` records as I mentioned in my earlier comment.
|
||||
* This may be controversial, but instead of using `if then/else if` chains as you do, you can try
|
||||
pattern matching on the boolan values (maybe something like this):
|
||||
|
||||
```
|
||||
case (leftout (ballPos game), rightout (ballPos game)) of
|
||||
(True, _) -> game {p1score = (p1score game) + 1, ballPos = (0, 0), ballVel = (-30, -40) }
|
||||
(_, True) -> game {p2score = (p2score game) + 1, ballPos = (0, 0), ballVel = (-30, -40) }
|
||||
_ -> game
|
||||
```
|
||||
|
||||
I think this is easier to follow than variously indented `if`/`else` chains.
|
||||
|
||||
* In the segment of code above, you are also repeating your code for resetting the ball position
|
||||
and velocity. What about a function:
|
||||
|
||||
```
|
||||
resetBall :: PPG -> PPG
|
||||
resetBall game = game { ballPos = (0, 0), ballVel = (-30, -40) }
|
||||
```
|
||||
|
||||
Then, the above code becomes:
|
||||
|
||||
```
|
||||
case (leftout (ballPos game), rightout (ballPos game)) of
|
||||
(True, _) -> resetBall $ game {p1score = (p1score game) + 1 }
|
||||
(_, True) -> resetBall $ game {p2score = (p2score game) + 1 }
|
||||
_ -> game
|
||||
```
|
||||
|
||||
And now, it's much clearer what each case does! If the ball is out
|
||||
on either side, you reset its position, and add points to the
|
||||
other player!
|
||||
|
||||
* In `outofBound` and elsewhere, nice use of `where`!
|
||||
|
||||
* Your comments are quite good, and you even used the `^--` Haddoc-style
|
||||
comments in various places! Nice job with that, too.
|
Loading…
Reference in New Issue
Block a user