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\documentclass[11pt,a4paper]{report}
\usepackage{minted}
\usepackage{caption}
\usepackage{tabularx}
\usepackage{tabu}
\usepackage{longtable}
\usepackage{fancyvrb}
\usepackage[bookmarks,colorlinks]{hyperref}
\usepackage{bookmark}
\hypersetup{colorlinks,%
citecolor=blue,%
filecolor=blue,%
linkcolor=blue,%
urlcolor=blue,%
}
\title{Design Recipes}
\begin{document}
\maketitle
\hypertarget{tocpage}{}
\tableofcontents
\bookmark[dest=tocpage,level=1]{Contents}
\clearpage
\hypertarget{tablist}{}
\listoftables
\bookmark[dest=tablist,level=1]{List of Tables}
\setminted[racket]{autogobble, linenos, breaklines}
\chapter{Design Recipes}
In this course, we teach an approach to program design based on design recipes. Each recipe is
applicable to certain problems, and systematizes the process of designing solutions to those
problems.
There are three core recipes that are used most frequently. The templating recipes are used as
part of the design of every data definition and function. Abstraction recipes are used to reduce
redundancy in code.
\begin{table}[!h]
\renewcommand{\arraystretch}{1.5}
\renewcommand{\tabcolsep}{0.2cm}
\begin{tabularx}{\textwidth}{| X | X | X | X |}
\hline
\textbf{Core Recipes} & \multicolumn{2}{c|}{\textbf{Templating}} & \textbf{Abstraction} \\
\hline
& \textbf{Data Driven} & \textbf{Control Driven} & \\
\hline
\emph{\nameref{ch:htdf}} Design any function. & \emph{\nameref{ch:data_driv_temp}} Produce template for a data definition based on the form of the type comment. & \emph{\nameref{sec:fun_comp}} & \emph{\nameref{sec:abs_from_eg}} Produce an abstract function given two similar functions. \\
\hline
\emph{\nameref{ch:htdd}} Produce data definitions based on structure of the information to be represented. & \emph{\nameref{ch:fun_2_1_of_data}} functions where 2 arguments have a one-of in their type comments. & \emph{\nameref{sec:back_srch}} & \emph{\nameref{sec:abs_from_type_comm}} Produce a fold function given type comments. \\
\hline
\emph{\nameref{ch:htdw}} Produce interactive programs that use big-bang. & & \emph{\nameref{sec:gen_recur}} & \\
\hline
& & \emph{\nameref{ch:accumulators}} & \emph{\nameref{sec:using_abs_func}} \\
\hline
& \multicolumn{2}{c|}{\emph{\nameref{ch:temp_blend}}} & \\
\hline
\end{tabularx}
\caption{Types of Design Recipes}
\end{table}
\chapter{How To Design Functions (HtDF)} \label{ch:htdf}
The How to Design Functions (HtDF) recipe is a \textbf{design method} that enables systematic design of functions.
We will use this recipe throughout the term, although we will enhance it as we go to solve more complex problems.
\\ \\
\fbox{
\parbox{12cm}{
The HtDF recipe consists of the following steps:
\begin{enumerate}
\item Signature, purpose and stub.
\item Define examples, wrap each in check-expect.
\item Template and inventory.
\item Code the function body.
\item Test and debug until correct
\end{enumerate}
}}
\\ \\
NOTE:
\begin{itemize}
\item Each of these steps build on the ones that precede it. The signature helps write the purpose, the stub, and
the check-expects; it also helps code the body. The purpose helps write the check-expects and code the
body. The stub helps to write the check-expects. The check-expects help to code the body as well as to
test the complete design.
\item It is sometimes helpful to do the steps in a different order. Sometimes it is easier to write examples first,
then do signature and purpose. Often at some point during the design you may discover an issue or
boundary condition you did not anticipate, at that point go back and update the purpose and examples
accordingly. But you should never write the function definition first and then go back and do the other
recipe elements -- for some of you that will work for simple functions, but you will not be able to do that for
the complex functions later in the course!
\item Throughout the HtDF process be sure to "run early and run often". Run your program whenever it is well-
formed. The more often you press run the sooner you can find mistakes. Finding mistakes one at a time is
much easier than waiting until later when the mistakes can compound and be more confusing. Run, run, run!
\end{itemize}
\section{Signature, purpose and stub.}
Write the function signature, a one-line purpose statement and a function stub.
A signature has the type of each argument, separated by spaces, followed by ->, followed by the
type of result. So a function that consumes an image and produces a number would have the
signature Image -> Number.
Note that the stub is a syntactically complete function definition that produces a value of the right
type. If the type is Number it is common to use 0, if the type is String it is common to use "a" and
so on. The value will not, in general, match the purpose statement. In the example below the stub
produces 0, which is a Number, but only matches the purpose when double happens to be called
with 0.
\begin{minted}{racket}
;; Number -> Number
;; produces n times 2
(define (double n) 0) ; this is the stub
\end{minted}
The purpose of the stub is to serve as a kind of scaffolding to make it possible to run the
examples even before the function design is complete. With the stub in place check-expects that
call the function can run. Most of them will fail of course, but the fact that they can run at all
allows you to ensure that they are at least well-formed: parentheses are balanced, function calls
have the proper number of arguments, function and constant names are correct and so on. This is
very important, the sooner you find a mistake -- even a simple one -- the easier it is to fix.
\section{Define examples, wrap each one in check-expect.}
Write at least one example of a call to the function and the expected result the call should
produce.
You will often need more examples, to help you better understand the function or to properly test
the function. If once your function works and you run the program some of the code is
highlighted in black it means you definitely do not have enough examples. If you are unsure how
to start writing examples use the combination of the function signature and the data definition(s)
to help you generate examples. Often the example data from the data definition is useful, but it
does not necessarily cover all the important cases for a particular function.
The first role of an example is to help you understand what the function is supposed to do. If
there are boundary conditions be sure to include an example of them. If there are different
behaviours the function should have, include an example of each. Since they are examples first,
you could write them in this form:
\begin{minted}{racket}
;; (double 0) should produce 0
;; (double 1) should produce 2
;; (double 2) should produce 4
\end{minted}
When you write examples it is sometimes helpful to write not just the expected result, but also
how it is computed. For example, you might write the following instead of the above:
\begin{minted}{racket}
;; (double 0) should produce (* 0 2)
;; (double 1) should produce (* 1 2)
;; (double 2) should produce (* 2 2)
\end{minted}
While the above form satisfies our need for examples, DrRacket gives us a better way to write
them, by enclosing them in check-expect. This will allow DrRacket to check them automatically
when the function is complete. (In technical terms it will turn the examples into unit tests.)
\begin{minted}{racket}
;; Number -> Number
;; produces n times 2
(check-expect (double 0) (* 0 2))
(check-expect (double 1) (* 1 2))
(check-expect (double 3) (* 3 2))
(define (double n) 0) ; this is the stub
\end{minted}
The existence of the stub will allow you to run the tests. Most (or even all) of the tests will fail
since the stub is returning the same value every time. But you will at least be able to check that
the parentheses are balanced, that you have not misspelled function names etc.
\section{Template and inventory}
Before coding the function body it is helpful to have a clear sense of what the function has to
work with -- what is the contents of your bag of parts for coding this function? The template
provides this.
Once the How to Design Data Definitions (HtDD) recipe in introduced, templates are produced by
following the rules on the Data Driven Templates section. You should copy the template from
the data definition to the function design, rename the template, and write a comment that says
where the template was copied from. Note that the template is copied from the data definition for
the consumed type, not the produced type.
For primitive data like numbers, strings and images the body of the template is simply ($\ldots$ x)
where x is the name of the parameter to the function.
Once the template is done the stub should be commented out.
\begin{minted}{racket}
;; Number -> Number
;; produces n times 2
(check-expect (double 0) (* 0 2))
(check-expect (double 1) (* 1 2))
(check-expect (double 3) (* 3 2))
;(define (double n) 0) ; this is the stub
(define (double n) ; this is the template
(... n))
\end{minted}
It is also often useful to add constant values which are extremely likely to be useful to the
template body at this point. For example, the template for a function that renders the state of a
world program might have an MTS constant added to its body. This causes the template to
include an inventory of useful constants.
\section{Code the function body}
Now complete the function body by filling in the template.
Note that:
\begin{itemize}
\item the signature tells you the type of the parameter(s) and the type of the data the function body
must produce
\item the purpose describes what the function body must produce in English
\item the examples provide several concrete examples of what the function body must produce
\item the template tells you the raw material you have to work with
\end{itemize}
You should use all of the above to help you code the function body. In some cases further
rewriting of examples might make it more clear how you computed certain values, and that may
make it easier to code the function.
\begin{minted}{racket}
;; Number -> Number
;; produces n times 2
(check-expect (double 0) (* 0 2))
(check-expect (double 1) (* 1 2))
(check-expect (double 3) (* 3 2))
;(define (double n) 0) ; this is the stub
;(define (double n) ; this is the template
; (... n))
(define (double n)
(* n 2))
\end{minted}
\section{Test and debug until correct}
Run the program and make sure all the tests pass, if not debug until they do. Many of the
problems you might have had will already have been fixed because of following the "run early, run
often" approach. But if not, debug until everything works.
\chapter{How To Design Data (HTDD)} \label{ch:htdd}
Data definitions are a driving element in the design recipes.
A data definition establishes the represent/interpret relationship between information and data:
\begin{itemize}
\item Information in the program's domain is represented by data in the program.
\item Data in the program can be interpreted as information in the program's domain.
\end{itemize}
A data definition must describe how to form (or make) data that satisfies the data definition and
also how to tell whether a data value satisfies the data definition. It must also describe how to
represent information in the program's domain as data and interpret a data value as information.
So, for example, one data definition might say that numbers are used to represent the Speed of a
ball. Another data definition might say that numbers are used to represent the Height of an
airplane. So given a number like 6, we need a data definition to tell us how to interpret it:
is it a Speed, or a Height or something else entirely. Without a data definition, the 6 could
mean anything.
\\ \\
\fbox{
\parbox{12cm}{
The first step of the recipe is to identify the inherent structure of the information.
Once that is done, a data definition consists of four or five elements:
\begin{enumerate}
\item A possible \emph{structure definition} (not until compound data)
\item A \emph{type comment} that defines a new type name and describes how to form data of that type.
\item An \emph{interpretation} that describes the correspondence between information and data.
\item One or more \emph{examples} of the data.
\item A \emph{template} for a 1 argument function operating on data of this type.
\end{enumerate}
In the first weeks of the course we also ask you to include a list of the \emph{template rules} used to form the
template.
}}
\pagebreak
\section{What is the Inherent Structure of the Information?}
One of the most important points in the course is that:
\begin{itemize}
\item the \emph{structure of the information} in the program's domain determines the kind of data definition used,
\item which in turn determines the \emph{structure of the templates} and helps determine the function examples (check-expects),
\item and therefore the \emph{structure of much of the final program design}.
\end{itemize}
The remainder of this chapter lists in detail different kinds of data definition that are used to
represent information with different structures. It also shows in detail how to design a
data definition of each kind. This summary table provides a quick reference to which kind of data
definition to use for different information structures.
\begin{table}[h]
\renewcommand{\arraystretch}{1.5}
\renewcommand{\tabcolsep}{0.2cm}
\begin{tabularx}{\textwidth}{|X|X|}
\hline
\textbf{When the form of the information to be represented...} & \textbf{Use a data definition of this kind} \\
\hline
is atomic & \nameref{sec:simple_atomic_data} \\
\hline
is numbers within a certain range & \nameref{sec:interval} \\
\hline
consists of a fixed number of distinct items & \nameref{sec:enumerations} \\
\hline
is comprised of 2 or more subclasses, at least one of which is not a distinct item & \nameref{sec:itemizations} \\
\hline
consists of two or more items that naturally belong together & \nameref{sec:compound_data} \\
\hline
is naturally composed of different parts & \nameref{sec:ref_other_data_def} \\
\hline
is of arbitrary (unknown) size & \nameref{sec:self_or_mut_ref} \\
\hline
\end{tabularx}
\caption{Types of Data Definition}
\end{table}
\pagebreak
\section{Simple Atomic Data} \label{sec:simple_atomic_data}
Use simple atomic data when the information to be represented is itself atomic in form, such as
the elapsed time since the start of the animation, the x coordinate of a car or the name of a cat.
\begin{minted}{racket}
;; Time is Natural
;; interp. number of clock ticks
;; since start of game
(define START-TIME 0)
(define OLD-TIME 1000)
#;
(define (fn-for-time t)
(... t))
;; Template rules used:
;; - atomic non-distinct: Natural
\end{minted}
\subsection*{Forming the Template}
As noted below the template, it is formed according to the Data Driven Templates recipe using the
right hand column of the atomic non-distinct rule.
\subsection*{Guidance on Data Examples and Function Example/Tests}
One or two data examples are usually sufficient for simple atomic data.
When creating example/tests for a specific function operating on simple atomic data at least one
test case will be required. Additional tests are required if there are multiple cases involved. If the
function produces Boolean there needs to be at least a true and false test case. Also be on the
lookout for cases where a number of some form is an interval in disguise, for example given a type
comment like Countdown is Natural, in some functions 0 is likely to be a special case.
\pagebreak
\section{Intervals} \label{sec:interval}
Use an interval when the information to be represented is numbers within a certain range.
Integer[0, 10] is all the integers from 0 to 10 inclusive; Number[0, 10) is all the numbers
from 0 inclusive to 10 exclusive. The notation is that [ and ] mean that the end of the interval
includes the end point; ( and ) mean that the end of the interval does not include the end point.
Intervals often appear in itemizations, but can also appear alone, as in:
\begin{minted}{racket}
;; Countdown is Integer[0, 10]
;; interp. the number of seconds
;; remaining to liftoff
(define C1 10) ; start
(define C2 5) ; middle
(define C3 0) ; end
#;
(define (fn-for-countdown cd)
(... cd))
;; Template rules used:
;; - atomic non-distinct: Integer[0, 10]
\end{minted}
\subsection*{Forming the Template}
As noted below the template, it is formed according to the Data Driven Templates recipe using the
right hand column of the atomic non-distinct rule.
\subsection*{Guidance on Data Examples and Function Example/Tests}
For data examples provide sufficient examples to illustrate how the type represents information.
The three data examples above are probably more than is needed in that case.
When writing tests for functions operating on intervals be sure to test closed boundaries as well
as midpoints. As always, be sure to include enough tests to check all other points of variance in
behaviour across the interval.
\pagebreak
\section{Enumerations} \label{sec:enumerations}
Use an enumeration \emph{when the information to be represented consists of a fixed number of
distinct items}, such as colors, letter grades etc. The data used for an enumeration could in
principle be anything - strings, integers, images even. But we always use strings. In the case of
enumerations it is sometimes redundant to provide an interpretation and nearly always redundant
to provide examples. The example below includes the interpretation but not the examples.
\begin{minted}{racket}
;; LightState is one of:
;; - "red"
;; - "yellow"
;; - "green"
;; interp. the color of a traffic light
;; <examples are redundant for enumerations>
#;
(define (fn-for-light-state ls)
(cond [(string=? "red" ls) (...)]
[(string=? "yellow" ls) (...)]
[(string=? "green" ls) (...)]))
;; Template rules used:
;; - one of: 3 cases
;; - atomic distinct: "red"
;; - atomic distinct: "yellow"
;; - atomic distinct: "green"
\end{minted}
\subsection*{Forming the Template}
As noted below the template, it is formed according to the Data Driven Templates recipe as follows:
First, LightState is an enumeration with 3 cases, so the one of rule says to use a cond with 3 cases:
\begin{minted}{racket}
(define (fn-for-tlcolor ls)
(cond [Q1 A1]
[Q2 A2]
[Q3 A3]))
\end{minted}
In the first clause, "red" is a distinct atomic value, so the cond question column of the atomic
distinct rule says Q1 should be (string=? ls "red"). The cond answer column says A1 should
be (...). So we have:
\begin{minted}{racket}
(define (fn-for-light-state ls)
(cond [(string=? "red" ls) (...)]
[Q2 A2]
[Q3 A3]))
\end{minted}
Then "yellow" and "green" are also distinct atomic values, so the final template is:
\begin{minted}{racket}
(define (fn-for-light-state ls)
(cond [(string=? "red" ls)(...)]
[(string=? "yellow" ls) (...)]
[(string=? "green" ls) (...)]))
\end{minted}
\subsection*{Guidance on Data Examples and Function Example/Tests}
Data examples are redundant for enumerations.
Functions operating on enumerations should have (at least) as many tests as there are cases in
the enumeration.
\subsection*{Large Enumerations}
Some enumerations contain a large number of elements. A canonical example is KeyEvent, which
is provided as part of big-bang. KeyEvent includes all the letters of the alphabet as well as other
keys you can press on the keyboard. It is not necessary to write out all the cases for such a data
definition. Instead write one or two, as well as a comment saying what the others are, where they
are defined etc.
Defer writing templates for such large enumerations until a template is needed for a specific
function. At that point include the specific cases that function cares about. Be sure to include an
else clause in the template to handle the other cases. As an example, some functions operating
on KeyEvent may only care about the space key and just ignore all other keys, the following
would be an appropriate template for such functions.
\begin{minted}{racket}
#;
(define (fn-for-key-event kevt)
(cond [(key=? " " kevt) (...)]
[else
(...)]))
;; Template formed using the large
;; enumeration special case
\end{minted}
The same is true of writing tests for functions operating on large enumerations. All the specially
handled cases must be tested, in addition one more test is required to check the else clause.
\pagebreak
\section{Itemizations} \label{sec:itemizations}
An itemization describes \emph{data comprised of 2 or more subclasses, at least one of which is not a
distinct item}. (C.f.\ enumerations, where the subclasses are \emph{all} distinct items.) In an itemization
the template is similar to that for enumerations: a cond with one clause per subclass. In cases
where the subclass of data has its own data definition the answer part of the cond clause
includes a call to a helper template, in other cases it just includes the parameter.
\begin{minted}{racket}
;; Bird is one of:
;; - false
;; - Number
;; interp. false means no bird,
;; number is x position of bird
(define B1 false)
(define B2 3)
#;
(define (fn-for-bird b)
(cond [(false? b) (...)]
[(number? b) (... b)]))
;; Template rules used:
;; - one of: 2 cases
;; - atomic distinct: false
;; - atomic non-distinct: Number
\end{minted}
\subsection*{Forming the Template}
As noted below the template, it is formed according to the Data Driven Templates recipe using the
\emph{one-of rule}, the \emph{atomic distinct rule} and the \emph{atomic non-distinct rule} in order.
\subsection*{Guidance on Data Examples and Function Example/Tests}
As always, itemizations should have enough data examples to clearly illustrate how the type
represents information.
Functions operating on itemizations should have at least as many tests as there are cases in the
itemizations. If there are intervals in the itemization, then there should be tests at all points of
variance in the interval. In the case of adjoining intervals it is critical to test the boundaries.
\subsection*{Itemization of Intervals}
A common case is for the itemization to be comprised of 2 or more intervals. In this case functions
operating on the data definition will usually need to be tested at all the boundaries of closed
intervals and points between the boundaries.
\begin{minted}{racket}
;;; Reading is one of:
;; - Number[> 30]
;; - Number(5, 30]
;; - Number[0, 5]
;; interp. distance in cm from bumper to obstacle
;; Number[> 30] is considered "safe"
;; Number(5, 30] is considered "warning"
;; Number[0, 5] is considered "dangerous"
(define R1 40)
(define R2 .9)
#;
(define (fn-for-reading r)
(cond [(< 30 r) (... r)]
[(and (< 5 r) (<= r 30)) (... r)]
[(<= 0 r 5) (... r)]))
;; Template rules used:
;; one-of: 3 cases
;; atomic non-distinct: Number[>30]
;; atomic non-distinct: Number(5, 30]
;; atomic non-distinct: Number[0, 5]
\end{minted}
As noted below the template, it is formed according to the Data Driven Templates recipe using the
\emph{one-of rule}, followed by 3 uses of the \emph{atomic non-distinct rule}.
\pagebreak
\section{Compound data (structures)} \label{sec:compound_data}
Use structures when two or more values naturally belong together. The define-struct goes at the
beginning of the data definition, before the types comment.
\begin{minted}{racket}
(define-struct ball (x y))
;; Ball is (make-ball Number Number)
;; interp. a ball at position x, y
(define BALL-1 (make-ball 6 10))
#;
(define (fn-for-ball b)
(... (ball-x b) ;Number
(ball-y b))) ;Number
;; Template rules used:
;; - compound: 2 fields
\end{minted}
The template above is formed according to the Data Driven Templates recipe using the compound
rule. Then for each of the selectors, the result type of the selector (Number in the case of ball-x
and ball-y) is used to decide whether the selector call itself should be wrapped in another
expression. In this case, where the result types are primitive, no additional wrapping occurs.
C.f.\ cases below when the reference rule applies.
\subsection*{Guidance on Data Examples and Function Example/Tests}
For compound data definitions it is often useful to have numerous examples, for example to
illustrate special cases. For a snake in a snake game you might have an example where the snake
is very short, very long, hitting the edge of a box, touching food etc. These data examples can
also be useful for writing function tests because they save space in each check-expect.
\pagebreak
\section{References to other data definitions} \label{sec:ref_other_data_def}
Some data definitions contain references to other data definitions you have defined (non-primitive
data definitions). One common case is for a compound data definition to comprise other named
data definitions. (Or, once lists are introduced, for a list to contain elements that are described by
another data definition. In these cases the template of the first data definition should contain calls
to the second data definition's template function wherever the second data appears. For example:
\begin{minted}{racket}
;---assume Ball is as defined above---
(define-struct game (ball score))
;; Game is (make-game Ball Number)
;; interp. the current ball and score of the game
(define GAME-1 (make-game (make-ball 1 5) 2))
#;
(define (fn-for-game g)
(... (fn-for-ball (game-ball g))
(game-score g))) ;Number
;; Template rules used:
;; - compound: 2 fields
;; - reference: ball field is Ball
\end{minted}
In this case the template is formed according to the Data Driven Templates recipe by first using
the compound rule. Then, since the result type of (game-ball g) is Ball, the reference rule is
used to wrap the selector so that it becomes (fn-for-ball (game-ball g)). The call to
game-score is not wrapped because it produces a primitive type.
\subsection*{Guidance on Data Examples and Function Example/Tests}
For data definitions involving references to non-primitive types the data examples can sometimes
become quite long. In these cases it can be helpful to define well-named constants for data examples
for the referred to type and then use those constants in the referring from type. For example:
\begin{minted}{racket}
;...in the data definition for Drop...
(define DTOP (make-drop 10 0)) ;top of screen
(define DMID (make-drop 20 (/ HEIGHT 2))) ;middle of screen
(define DBOT (make-drop 30 HEIGHT)) ;at bottom edge
(define DOUT (make-drop 40 (+ HEIGHT 1))) ;past bottom edge
;...in the data definition for ListOfDrop...
(define LOD1 empty)
(define LOD-ALL-ON (cons DTOP (cons DMID empty)))
(define LOD-ONE-ABOUT-TO-LEAVE (cons DTOP
(cons DMID (cons DBOT empty))))
(define LOD-ONE-OUT-ALREADY (cons DTOP (cons DMID
(cons DBOT (cons DOUT
empty)))))
\end{minted}
In the case of references to non-primitive types the function operating on the referring type (i.e.\
ListOfDrop) will end up with a call to a helper that operates on the referred to type (i.e.\ Drop).
Tests on the helper function should fully test that function, tests on the calling function may
assume the helper function works properly.
\pagebreak
\section{Self-referential or mutually referential} \label{sec:self_or_mut_ref}
When the \emph{information in the program's domain is of arbitrary size}, a well-formed self-referential
(or mutually referential) data definition is needed.
\\ \\
In order to be well-formed, a self-referential data definition must:
\begin{itemize}
\item have at least one case without self reference (the base case(s))
\item have at least one case with self reference
\end{itemize}
The template contains a base case corresponding to the non-self-referential clause(s) as well as
one or more natural recursions corresponding to the self-referential clauses.
\begin{minted}{racket}
;; ListOfString is one of:
;; - empty
;; - (cons String ListOfString)
;; interp. a list of strings
(define LOS-1 empty)
(define LOS-2 (cons "a" empty))
(define LOS-3 (cons "b" (cons "c" empty)))
#;
(define (fn-for-los los)
(cond [(empty? los) (...)] ;BASE CASE
[else (... (first los) ;String
(fn-for-los (rest los)))])) ;NATURAL RECURSION
;; /
;; /
;; COMBINATION
;; Template rules used:
;; - one of: 2 cases
;; - atomic distinct: empty
;; - compound: (cons String ListOfString)
;; - self-reference: (rest los) is ListOfString
\end{minted}
In some cases a types comment can have both self-reference and reference to another type.
\begin{minted}{racket}
(define-struct dot (x y))
;; Dot is (make-dot Integer Integer)
;; interp. A dot on the screen, w/ x and y coordinates.
(define D1 (make-dot 10 30))
#;
(define (fn-for-dot d)
(... (dot-x d) ;Integer
(dot-y d))) ;Integer
;; Template rules used:
;; - compound: 2 fields
;; ListOfDot is one of:
;; - empty
;; - (cons Dot ListOfDot)
;; interp. a list of Dot
(define LOD1 empty)
(define LOD2 (cons (make-dot 10 20)
(cons (make-dot 3 6) empty)))
#;
(define (fn-for-lod lod)
(cond [(empty? lod) (...)]
[else
(... (fn-for-dot (first lod))
(fn-for-lod (rest lod)))]))
;; Template rules used:
;; - one of: 2 cases
;; - atomic distinct: empty
;; - compound: (cons Dot ListOfDot)
;; - reference: (first lod) is Dot
;; - self-reference: (rest lod) is ListOfDot
\end{minted}
\subsection*{Guidance on Data Examples and Function Example/Tests}
When writing data and function examples for self-referential data definitions always put the base
case first. Its usually trivial for data examples, but many function tests don't work properly if the
base case isn't working properly, so testing that first can help avoid being confused by a failure in
a non base case test. Also be sure to have a test for a list (or other structure) that is at least 2
long.
\chapter{How To Design Worlds (HtDW)} \label{ch:htdw}
The How to Design Worlds process provides guidance for designing interactive world programs
using big-bang. While some elements of the process are tailored to big-bang, the process can
also be adapted to the design of other interactive programs. The wish-list technique can be used
in any multi-function program.
\\ \\
\fbox{
\parbox{12cm}{
World program design is divided into two phases, each of which has sub-parts:
\begin{enumerate}
\item Domain analysis (use a piece of paper!)
\begin{enumerate}
\item Sketch program scenarios
\item Identify constant information \label{itm:constant}
\item Identify changing information \label{itm:changing}
\item Identify big-bang options \label{itm:big_bang}
\end{enumerate}
\item Build the actual program
\begin{enumerate}
\item Constants (based on \autoref*{itm:constant} above)
\item Data definitions using \nameref{ch:htdd} (based on \autoref*{itm:changing} above) \label{itm:data_def}
\item Functions using \nameref{ch:htdf}
\begin{enumerate}
\item main first (based on \autoref*{itm:changing}, \autoref*{itm:big_bang} and \autoref*{itm:data_def} above)
\item wish list entries for big-bang handlers
\end{enumerate}
\item Work through wish list until done
\end{enumerate}
\end{enumerate}
}
}
\pagebreak
\section{Phase 1: Domain Analysis}
Do a domain analysis by hand-drawing three or more pictures of what the world program will look
like at different stages when it is running.
Use this picture to identify constant information such as the height and width of screen, color of
the background, the background image itself, the length of a firework's fuse, the image for a
moving cat and so on.
Also identify changing information such as the position of a firework, the color of a light, the
number in countdown etc.
Identify which big-bang options the program needs.
\begin{table}[h]
\renewcommand{\arraystretch}{2.5}
\renewcommand{\tabcolsep}{0.2cm}
\begin{tabularx}{\textwidth}{|X|X|}
\hline
\textbf{If your program needs to:} & \textbf{Then it needs this option:} \\
\hline
change as time goes by (nearly all do) & on-tick \\
\hline
display something (nearly all do) & to-draw \\
\hline
change in response to key presses & on-key \\
\hline
change in response to mouse activity & on-mouse \\
\hline
stop automatically & stop-when \\
\hline
\end{tabularx}
\caption{Big-Bang Options}
\end{table}
(There are several more options to big-bang. Look in the DrRacket help desk under big-bang for
a complete list.)
\pagebreak
\section{Phase 2: Building the actual program}
Structure the actual program in four parts:
\begin{itemize}
\item Requires followed by one line summary of program's behavior
\item Constants
\item Data definitions
\item Functions
\end{itemize}
The program should begin with whatever require declarations are required. For a program using
big-bang this is usually a require for 2htdp/universe to get big-bang itself and a require for
2htdp/image to get useful image primitives. This is followed by a short summary of the
program's behavior (ideally 1 line).
The next section of the file should define constants. These will typically come directly from the
domain analysis.
This is followed by data definitions. The data definitions describe how the world state - the
changing information identified during the analysis - will be represented as data in the program.
Simple world programs may have just a single data definition. More complex world programs have
a number of data definitions.
The functions section should begin with the main function which uses big-bang with the
appropriate options identified during the analysis. After that put the more important functions first
followed by the less important helpers. Keep groups of closely related functions together.
\section{Template for a World Program}
A useful template for a world program, including a template for the main function and wish list
entries for tick-handler and to-draw handler is as follows. To use this template replace WS with
the appropriate type for your changing world state. You may want to give the handler functions
more descriptive names and you should definitely give them all a more descriptive purpose.
\begin{minted}{racket}
(require 2htdp/image)
(require 2htdp/universe)
;; My world program (make this more specific)
;; =================
;; Constants:
;; =================
;; Data definitions:
;; WS is ... (give WS a better name)
;; =================
;; Functions:
;; WS -> WS
;; start the world with ...
;;
(define (main ws)
(big-bang ws ;WS
(on-tick tock) ;WS -> WS
(to-draw render) ;WS -> Image
(stop-when ...) ;WS -> Boolean
(on-mouse ...) ;WS Integer Integer MouseEvent -> WS
(on-key ...))) ;WS KeyEvent -> WS
;; WS -> WS
;; produce the next ...
;; !!!
(define (tock ws) ...)
;; WS -> Image
;; render ...
;; !!!
(define (render ws) ...)
\end{minted}
Depending on which other big-bang options you are using you would also end up with wish list
entries for those handlers. So, at an early stage a world program might look like this:
\begin{minted}{racket}
(require 2htdp/universe)
(require 2htdp/image)
;; A cat that walks across the screen.
;; =================
;; Constants:
(define WIDTH 200)
(define HEIGHT 200)
(define CAT-IMG (circle 10 "solid" "red")) ; a cat
(define MTS (empty-scene WIDTH HEIGHT))
;; =================
;; Data definitions:
;; Cat is Number
;; interp. x coordinate of
;; cat (in screen coordinates)
(define C1 1)
(define C2 30)
#;
(define (fn-for-cat c)
(... c))
;; =================
;; Functions:
;; Cat -> Cat
;; start the world with initial state c,
;; for example: (main 0)
(define (main c)
(big-bang c ;Cat
(on-tick tock) ;Cat -> Cat
(to-draw render))) ;Cat -> Image
;; Cat -> Cat
;; Produce cat at next position
;!!!
(define (tock c) 1) ;stub
;; Cat -> Image
;; produce image with CAT-IMG placed on
;; MTS at proper x, y position
; !!!
(define (render c) MTS)
\end{minted}
Note that we are maintaining a wish list of functions that need to be designed. The way to
maintain the wish list is to just write a signature, purpose and stub for each wished-for function,
also label the wish list entry with !!! or some other marker that is easy to search for. That will
help you find your unfilled wishes later.
Forming wish list entries this way is enough for main (or other functions that call a wished for
function) to be defined without error. But of course main (and other such functions) will not run
properly until the wished for functions are actually completely designed.
As you design the program remember to run early and run often. The sooner you can run the
program after writing anything the sooner you can find any small mistakes that might be in it.
Fixing the small mistakes earlier makes it easier to find any harder mistakes later.
\section{Key and Mouse Handlers}
The on-key and on-mouse handler function templates are handled specially. The on-key
function is templated according to its second argument, a KeyEvent, using the large enumeration
rule. The on-mouse function is templated according to its MouseEvent argument, also using the
large enumeration rule. So, for example, for a key handler function that has a special behaviour
when the space key is pressed but does nothing for any other key event the following would be
the template:
\begin{minted}{racket}
(define (handle-key ws ke)
(cond [(key=? ke " ") (... ws)]
[else
(... ws)]))
\end{minted}
Similarly the template for a mouse handler function that has special behavior for mouse clicks but
ignores all other mouse events would be:
\begin{minted}{racket}
(define (handle-mouse ws x y me)
(cond [(mouse=? me "button-down") (... ws x y)]
[else
(... ws x y)]))
\end{minted}
For more information on the KeyEvent and MouseEvent large enumerations see the DrRacket
help desk.
\chapter{Data Driven Templates} \label{ch:data_driv_temp}
Templates are the core structure that we know a function must have, independent of the details
of its definition. In many cases the template for a function is determined by the type of data the
function consumes. We refer to these as data driven templates. The recipe below can be used to
produce a data driven template for any type comment.
\\ \\
For a given type TypeName the data driven template is:
\begin{minted}{racket}
(define (fn-for-type-name x)
<body>)
\end{minted}
Where x is an appropriately chosen parameter name (often the initials of the type name) and the
body is determined according to the table below. To use the table, start with the type of the
parameter, i.e. TypeName, and select the row of the table that matches that type. The first row
matches only primitive types, the later rows match parts of type comments.
(Note that when designing functions that consume additional atomic parameters, the name of
that parameter gets added after every $\ldots$ in the template. Templates for functions with
additional complex parameters are covered in Functions on 2 One-Of Data.)
\pagebreak
\renewcommand{\arraystretch}{1.5}
\begin{longtable}{|p{1.5 in}|p{1.5 in}|p{1.5 in}|}
\hline
\bfseries Type of data & \bfseries Cond question (if applicable) & \bfseries Body or cond answer (if applicable)
\endhead \hline
\hline
\emph{Atomic Non-Distinct}
\begin{itemize}
\item Number
\item String
\item Boolean
\item Image
\item interval like Number[0, 10)
\item etc.
\end{itemize}
& Appropriate predicate
\begin{itemize}