var randompoints = generate_points(n + 1)
var points = randompoints.clone
points.remove_at(points.length -1)
- var poly = new ConvexPolygon.with_vertices(randompoints)
+ var poly = new ConvexPolygon(randompoints)
poly.sort_ccw
poly.add_vertex(randompoints.last)
end
# Bench the convexity verificatioon
fun bench_convexity(n : Int) do
var randompoints = generate_points(n)
- var poly = new ConvexPolygon.with_vertices(randompoints)
+ var poly = new ConvexPolygon(randompoints)
poly.sort_ccw
poly.is_convex
end
fun bench_contain(n : Int) do
srand_from(50)
var randompoints = generate_points(n)
- var poly = new ConvexPolygon.with_vertices(randompoints)
+ var poly = new ConvexPolygon(randompoints)
poly.sort_ccw
var point = new Point[Float](0.0, 0.0)
poly.contain(point)
fun bench_sorting(n : Int) do
var randompoints = generate_points(n)
randompoints.shuffle
- var poly = new ConvexPolygon.with_vertices(randompoints)
+ var poly = new ConvexPolygon(randompoints)
poly.sort_ccw
end
fun bench_intersection(n : Int) do
var r1 = generate_points(n)
var r2 = generate_points(n)
- var poly1 = new ConvexPolygon.with_vertices(r1)
- var poly2 = new ConvexPolygon.with_vertices(r2)
+ var poly1 = new ConvexPolygon(r1)
+ var poly2 = new ConvexPolygon(r2)
poly1.sort_ccw
poly2.sort_ccw
poly1.intersects(poly2)
# Interpreter for Brainfuck source code.
class BFInterpreter
# Data cells
- var dr = new Array[Char]
+ var dr = new Array[Byte]
# Data pointer
var dp = 0
# Instruction pointer
var ip = 0
# The program being interpreted
- var program: String
-
- # Contains the set of valid instructions, used in next
- var valid_instr: Set[Char] is noinit
+ var program: Bytes
# Create an interpreter for `program`.
init do
- valid_instr = new HashSet[Char]
- valid_instr.add_all "><[].,+-".chars
- dr.add 0.ascii
+ dr.add 0u8
end
# Create an interpreter for the file located at `path`.
init from_file(path: String) do
var ifs = new FileReader.open(path)
- init(ifs.read_all)
+ init(ifs.read_all_bytes)
end
# Starts the interpretation of the loaded program
loop
if ip >= program.length then break
eval
- next
- end
- end
-
- # Go to the next executable instruction
- fun next do
- ip += 1
- while ip < program.length and not valid_instr.has(program[ip]) do
ip += 1
end
end
+
# Evaluates the current instruction
fun eval do
var instr = program[ip]
- if instr == '.' then printn dr[dp]
- if instr == '[' then
- if dr[dp] == 0.ascii then
+ if instr == '.'.ascii then printn dr[dp].ascii
+ if instr == '['.ascii then
+ if dr[dp] == 0u8 then
ip = find_matching_rbra
return
end
end
- if instr == ']' then
- if dr[dp] != 0.ascii then
+ if instr == ']'.ascii then
+ if dr[dp] != 0u8 then
ip = find_matching_lbra
return
end
end
- if instr == '>' then
+ if instr == '>'.ascii then
dp += 1
- if dp >= dr.length then dr.add(0.ascii)
+ if dp >= dr.length then dr.add(0u8)
end
- if instr == '<' then
+ if instr == '<'.ascii then
dp -= 1
if dp < 0 then abort
end
- if instr == '+' then
- dr[dp] = (dr[dp].ascii + 1).ascii
+ if instr == '+'.ascii then
+ dr[dp] = dr[dp] + 1u8
end
- if instr == '-' then
- dr[dp] = (dr[dp].ascii - 1).ascii
+ if instr == '-'.ascii then
+ dr[dp] = dr[dp] - 1u8
end
- if instr == ',' then
- dr[dp] = getc
+ if instr == ','.ascii then
+ dr[dp] = getc.ascii
end
end
var lbracnt = 0
loop
if pos > program.length then abort
- if program[pos] == ']' then
+ if program[pos] == ']'.ascii then
if lbracnt > 0 then
lbracnt -= 1
else
break
end
end
- if program[pos] == '[' then lbracnt += 1
+ if program[pos] == '['.ascii then lbracnt += 1
pos += 1
end
return pos
var rbracnt = 0
loop
if pos < 0 then abort
- if program[pos] == '[' then
+ if program[pos] == '['.ascii then
if rbracnt > 0 then
rbracnt -= 1
else
break
end
end
- if program[pos] == ']' then rbracnt += 1
+ if program[pos] == ']'.ascii then rbracnt += 1
pos -= 1
end
return pos
else if c >= 'A' and c <= 'I' then
var t = self.get(x,y)
assert t != null
- t.update(c.ascii-'A'.ascii+1)
+ t.update(c.code_point-'A'.code_point+1)
t.fixed = true
x += 1
else if c >= 'a' and c <= 'i' then
var t = self.get(x,y)
assert t != null
- t.update(c.ascii-'a'.ascii+1)
+ t.update(c.code_point-'a'.code_point+1)
x += 1
else if c >= '1' and c <= '9' then
rle = c.to_i
if k == 0 then
if t.fixed then c = '#'
else
- b.add(0x1b.ascii)
+ b.add(0x1b.code_point)
b.add('[')
b.append ansicols[k]
- c = (k + 'a'.ascii - 1).ascii
+ c = (k + 'a'.code_point - 1).code_point
if t.fixed then c = c.to_upper
b.append("m")
end
b.add(c)
if k != 0 then
- b.add(0x1b.ascii)
+ b.add(0x1b.code_point)
b.append("[0m")
end
--- /dev/null
+assets/images/
+res/
+src/drawing.nit
--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+all: bin/memory
+
+bin/memory: assets/images/drawing.png src/*.nit
+ mkdir -p bin
+ ../../bin/nitc -o bin/memory src/memory.nit -m ../../lib/mnit/linux/linux.nit
+
+assets/images/drawing.png: art/drawing.svg
+ mkdir -p assets/images/
+ ../inkscape_tools/bin/svg_to_png_and_nit art/drawing.svg -a assets/ -s src/ -x 4
+
+res/drawable-ldpi/icon.png: art/icon.svg
+ mkdir -p res/
+ ../inkscape_tools/bin/svg_to_icons art/icon.svg --android --out res/
+
+android: bin/memory.apk
+bin/memory.apk: assets/images/drawing.png src/*.nit res/drawable-ldpi/icon.png
+ mkdir -p bin
+ ../../bin/nitc -o bin/memory.apk src/memory.nit -m ../../lib/mnit/android/android.nit -m ../../lib/android/landscape.nit
+
+android-release: assets/images/drawing.png src/*.nit res/drawable-ldpi/icon.png
+ mkdir -p bin
+ ../../bin/nitc -o bin/memory.apk src/memory.nit -m ../../lib/mnit/android/android.nit -m ../../lib/android/ landscape.nit --release
--- /dev/null
+# Memorize Shapes and Colors
+
+A memory-based game where figures are cliqued in sequence by the computer and should be replayed by the player in the same order.
+As the player progresses, more figures are added and the sequences to remember become longer.
+
+The player can make up to 2 errors to solve a single level.
+At the 3rd error, the level has to be replayed.
+
+The game use a very simple user interface and features big figures with bright colors and simple distinguishable shapes; that makes it suitable for young children.
+
+The game offers three modes (difficulty level)
+
+Easy (for young children):
+
+* Start with 2 figures, 1 to remember
+* Figures are easily distinguishable
+* Figures remain on place
+* After 3 errors, the same level is replayed
+
+Medium (for normal player):
+
+* Like easy but:
+* Start with 3 figures, 3 to remember
+* Figures are moved after the sequence played by the computer
+* After 3 errors, a new level is produced
+
+Hard (for hypermnesic players)
+
+* Like medium but:
+* Figures use overlapping combinations of colors and shapes
+* Figures are shuffled completely
--- /dev/null
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--- /dev/null
+Categories:Nit,Games
+License:Apache2
+Web Site:http://nitlanguage.org
+Source Code:http://nitlanguage.org/nit.git/tree/HEAD:/contrib/memory
+Issue Tracker:https://github.com/nitlang/nit/issues
+
+Summary: memory-based game using shapes and colors
+Description:
+A memory-based game where figures are cliqued in sequence by the computer and should be replayed by the player in the same order.
+As the player progresses, more figures are added and the sequences to remember become longer.
+
+The player can make up to 2 errors to solve a single level.
+At the 3rd error, the level has to be replayed.
+
+The game use a very simple user interface and features big figures with bright colors and simple distinguishable shapes; that makes it suitable for young children.
+.
--- /dev/null
+[package]
+name=memory
+tags=game
+maintainer=Jean Privat <jean@pryen.org>
+license=Apache-2.0
+[upstream]
+browse=https://github.com/nitlang/nit/tree/master/contrib/memory/
+git=https://github.com/nitlang/nit.git
+git.directory=contrib/memory/
+homepage=http://nitlanguage.org
+issues=https://github.com/nitlang/nit/issues
--- /dev/null
+# This file is part of NIT (http://www.nitlanguage.org).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# A game of memory using shapes and colors
+#
+# # Features and TODO
+#
+# * [X] Various shapes, colors and sounds
+# * [X] 3 difficulty modes
+# * [X] Saved high scores
+# * [ ] Level selection
+#
+# The remaining issues are
+#
+# * Crappy event system
+# * Crappy UI element placement
+module memory is
+ app_name("Memorize Shapes and Colors")
+ app_version(0, 1, git_revision)
+end
+
+import mnit
+import app::audio
+import mnit::opengles1
+import app::data_store
+
+import drawing
+
+# A figure to click on
+class Button
+ # The place, starting from 0.
+ # Will be used to derive the display place.
+ var place: Int
+
+ # The color of the figure
+ var color: Color
+
+ # The shape of the figure
+ var shape: Image
+
+ # The sound of the figure
+ var sound: Sound
+
+ # x-coordinate on the display
+ var x: Float = 0.0
+ # y-coordinate on the display
+ var y: Float = 0.0
+ # width on the display
+ var w: Float = 0.0
+ # height the display
+ var h: Float = 0.0
+
+ # Event time to live (from 1.0 downto 0.0)
+ var ttl: Float = 0.0
+
+ # Is there a big error on the button?
+ var error = false
+
+ # The initial position (according to shuffle)
+ var from: Pos is noinit
+
+ # The current path if shuffling
+ var path: nullable BPath = null
+
+ # The second path if hard shuffling
+ var path2: nullable BPath = null
+
+ # Is there an hard shuffling?
+ var hard = false
+
+ # The optional text on the button (in the menu)
+ var text: nullable Image = null
+
+ # The color of the text
+ var text_color: nullable Color = null
+
+ # The high score on the menu button
+ var text_max: Int = 0
+
+ # Draw on the display
+ fun blit_on(display: Display)
+ do
+ if ttl > 0.0 then
+ ttl -= 0.1
+ if ttl <= 0.0 then
+ ttl = 0.0
+ path = path2
+ path2 = null
+ if path != null then ttl = path.duration
+ error = false
+ end
+ end
+
+ var x = self.x
+ var y = self.y
+ var p = 0.0
+ if ttl > 0.0 then
+ if path != null then
+ var pos = to_pos
+ path.update(pos, ttl)
+ x = pos.x
+ y = pos.y
+ if hard then
+ p = ttl/5.0
+ if path2 != null then
+ p = 1.0 - p
+ end
+ end
+ else if error then
+ # nothing
+ else
+ y -= ttl * h / 10.0
+ end
+ end
+
+ if not app.player then
+ p = 0.2.lerp(p, 1.0)
+ end
+
+ color.set(display, p)
+ display.blit_centered(shape, x, y)
+ var text = self.text
+ if text != null then
+ text.scale = shape.scale
+ text_color.set(display, p)
+ display.blit_centered(text, x, y - h/8.0)
+ if text_max > 0 then
+ app.blit_number(text_max, app.scale, x, y + h/8.0)
+ end
+ end
+ if display isa Opengles1Display then
+ display.reset_color
+ end
+ if error then
+ app.drawing.error.scale = app.scale
+ display.blit_centered(app.drawing.error, x, y)
+ end
+ end
+
+ redef fun to_s do
+ return "{place},{color},{shape},{sound}"
+ end
+
+ # Check collision
+ fun has(x,y: Float): Bool
+ do
+ return (self.x - x).abs*2.0 <= w and (self.y - y).abs*2.0 <= h
+ end
+
+ # Return a new pos centered on the button
+ fun to_pos: Pos do return new Pos(x, y)
+end
+
+# A rbg color
+class Color
+ # red (from 0.0 to 1.0)
+ var r: Float
+ # green (from 0.0 to 1.0)
+ var g: Float
+ # blue (from 0.0 to 1.0)
+ var b: Float
+
+ # Globally change the color of the display.
+ # The color will be used for the next blit operations.
+ # The color of the display has to be reseted manually (see `Opengles1Display::reset_color`).
+ fun set(display: Display, p: Float)
+ do
+ if display isa Opengles1Display then
+ display.color(p.lerp(r,1.0),p.lerp(g,1.0),p.lerp(b,1.0),p.lerp(1.0,0.0))
+ end
+ end
+end
+
+# A point in the display coordinates
+class Pos
+ # x coordinate
+ var x: Float
+ # y coordinate
+ var y: Float
+ redef fun to_s do return "({x},{y})"
+end
+
+# A cubic Bézier path between two points with two handles.
+class BPath
+ # The origin point
+ var from: Pos
+ # The handle of the origin point
+ var from_handle: Pos
+ # The handle of the destination point
+ var to_handle: Pos
+ # The destination point
+ var to: Pos
+ # The duration on the path
+ var duration: Float
+
+ # Update the coordinates of `cursor` for an absolute time to destination `ttd`
+ fun update(cursor: Pos, ttd: Float)
+ do
+ var p = 1.0 - ttd / duration
+ if p <= 0.0 then
+ cursor.x = from.x
+ cursor.y = from.y
+ return
+ end
+ if p >= 1.1 then
+ cursor.x = to.x
+ cursor.y = to.y
+ end
+ var bx = p.cerp(from.x, from_handle.x, to_handle.x, to.x)
+ var by = p.cerp(from.y, from_handle.y, to_handle.y, to.y)
+ cursor.x = bx
+ cursor.y = by
+ end
+end
+
+redef class App
+
+ # # Assets and resources
+
+ # All the images assets
+ var drawing = new DrawingImages
+
+ # Array of all available colors for the figures
+ var colors = new Array[Color]
+
+ # Array of all available shapes for the figures
+ var shapes = new Array[Image]
+
+ # Array of all available sounds for the figures
+ var sounds = new Array[Sound]
+
+ # The sound to play on error (error)
+ var snd_penalty: Sound is noautoinit
+
+ # The sound of other ui element
+ var snd_click: Sound is noautoinit
+
+ redef fun on_create
+ do
+ colors.clear
+ colors.add new Color(0.9, 0.6, 0.0)
+ colors.add new Color(0.6, 0.0, 0.9)
+ colors.add new Color(0.6, 0.5, 0.4)
+ colors.add new Color(1.0, 0.0, 0.0)
+ colors.add new Color(1.0, 1.0, 0.0)
+ colors.add new Color(1.0, 0.0, 1.0)
+ colors.add new Color(0.0, 1.0, 0.0)
+ colors.add new Color(0.0, 1.0, 1.0)
+ colors.add new Color(0.0, 0.0, 1.0)
+
+ drawing.load_all(self)
+ shapes.clear
+ shapes.add drawing.circle
+ shapes.add drawing.rect
+ shapes.add drawing.cross
+ shapes.add drawing.penta
+ shapes.add drawing.star
+ shapes.add drawing.triangle
+ shapes.add drawing.heart
+ shapes.add drawing.diamond
+ shapes.add drawing.moon
+ shapes.add drawing.spiral
+
+ number_images = new NumberImages(drawing.n)
+
+ sounds.clear
+ sounds.add new Sound("bing.wav")
+ sounds.add new Sound("boing.wav")
+ sounds.add new Sound("cymbal.wav")
+ sounds.add new Sound("dart.wav")
+ sounds.add new Sound("duh.wav")
+ sounds.add new Sound("grunt.wav")
+ sounds.add new Sound("honkhonk.wav")
+ sounds.add new Sound("line_end.wav")
+ sounds.add new Sound("squishy-hit.wav")
+ sounds.add new Sound("woodthunk.wav")
+ sounds.add new Sound("whip.wav")
+
+ snd_penalty = new Sound("penalty.wav")
+ snd_click = new Sound("click.wav")
+
+ # Force load the sounds. Required because bug #1728
+ for s in sounds do s.load
+ snd_penalty.load
+
+ is_menu = data_store["game"] != true
+ mode = data_int("mode") or else 0
+ current_level = data_int("level") or else 0
+
+ max_levels[0] = data_int("max_0") or else 0
+ max_levels[1] = data_int("max_1") or else 0
+ max_levels[2] = data_int("max_2") or else 0
+
+ print "max_levels: {max_levels}"
+
+ reload = new Button(-1, new Color(1.0,1.0,1.0), drawing.reload, snd_click)
+
+ if is_menu then
+ new_menu
+ else
+ new_game
+ end
+ end
+
+ # Get a positive numeric value from the store
+ fun data_int(name: String): nullable Int
+ do
+ var x = data_store[name]
+ if x isa Int then return x else return null
+ end
+
+ # # Level information
+
+ # Number of buttons for the next game
+ var size = 5
+
+ # Length of the memory sequence for the next game
+ var length = 5
+
+ # Do a hard deal?
+ var hard_deal = false
+
+ # No shuffle (0), easy shuffle (1), or hard shuffle (2)?
+ var shuffling = 0
+
+ # Is a new deal make on replay?
+ # If true, a new set of figures and a new sequence is produced
+ # If false, the same is reused.
+ var deal_on_replay = true
+
+ # Current buttons in the game
+ var buttons = new Array[Button]
+
+ # The sequence of the buttons to memorize
+ var level = new Array[Button]
+
+ # The number of errors (crosses) in the current level. (in [0..3])
+ var error = 0
+
+ # Is the player playing?
+ # If false it means that the game is showing the sequence to memorize
+ var player = false
+
+ # Next button on the level (to show or guess according to `player`)
+ var cpt = 0
+
+ # Time to live before the next event
+ var ttl = 0.0
+
+ # Are we in the menu?
+ var is_menu = true
+
+ # In the end of game, is this a win of a lose?
+ var is_win = false
+
+ # Reset everything and create a menu
+ fun new_menu
+ do
+ is_menu = true
+ size = 3
+ length = 0
+ shuffling = 0
+
+ data_store["game"] = false
+
+ colors.shuffle
+ shapes.shuffle
+ sounds.shuffle
+
+ buttons.clear
+ for i in [0..size[ do
+ var b = new Button(i, colors[i], shapes[i], sounds[i])
+ buttons.add b
+ b.text = drawing.hard[i]
+ b.text_color = colors[3+i]
+ b.text_max = max_levels[i]
+ end
+
+ # Start the scene
+ start_scene
+ end
+
+ # The current mode: easy (0), medium (1), hard (2)
+ var mode = 0
+
+ # The current level (from 0)
+ var current_level = 0
+
+ # Hight scores of each mode
+ var max_levels: Array[Int] = [0, 0, 0]
+
+ # Reset everything and create a new game using `mode` and `level`
+ fun new_game
+ do
+ print "Next game: mode={mode} level={current_level}"
+ data_store["game"] = true
+ data_store["mode"] = mode
+ data_store["level"] = current_level
+ if max_levels[mode] < current_level then
+ max_levels[mode] = current_level
+ data_store["max_{mode}"] = current_level
+ end
+
+ if mode == 0 then
+ hard_deal = false
+ shuffling = 0
+ deal_on_replay = false
+ size = 2
+ length = 1
+ else if mode == 1 then
+ hard_deal = false
+ shuffling = 1
+ deal_on_replay = true
+ size = 3
+ length = 3
+ else
+ hard_deal = true
+ shuffling = 2
+ deal_on_replay = true
+ size = 3
+ length = 3
+ end
+ for i in [0..current_level[ do
+ length += 1
+ if length > size + 2 then
+ size += 1
+ length -= 1
+ end
+ if size > 16 then size = 16
+ end
+
+ deal_game
+ end
+
+ # Reset the buttons and deal a new game using `size` and `length`
+ fun deal_game
+ do
+ is_menu = false
+
+ # Randomize the deal
+ colors.shuffle
+ shapes.shuffle
+ sounds.shuffle
+
+ # Setup the figure
+ buttons.clear
+ if not hard_deal then
+ # With the easy deal, each button is easily distinguishable
+ for i in [0..size[ do
+ var b = new Button(i, colors[i%colors.length], shapes[i%shapes.length], sounds[i%sounds.length])
+ buttons.add b
+ end
+ else
+ # With the hard deal, use overlapping combinations of colors and shapes
+ var sqrt = size.to_f.sqrt
+ var ncol = sqrt.floor.to_i
+ var nsha = sqrt.ceil.to_i
+ while ncol*nsha < size do ncol += 1
+
+ # Randomly swap the numbers of colors/shapes
+ if 2.rand == 0 then
+ var t = ncol
+ ncol = nsha
+ nsha = t
+ end
+
+ # Deal combinations (up to `size`)
+ for i in [0..ncol[ do
+ for j in [0..nsha[ do
+ if buttons.length >= size then break
+ var b = new Button(buttons.length, colors[i], shapes[j], sounds.rand)
+ buttons.add b
+ end
+ end
+
+ # A last shuffle to break the colors/shapes grid
+ buttons.shuffle
+ end
+
+ # Deal the level (i.e. sequence to memorize)
+ # To increase distribution, determinate a maximum number of repetition
+ # of a single button
+ var rep = (length.to_f / size.to_f).ceil.to_i
+ var pool = buttons * rep
+ pool.shuffle
+
+ level.clear
+ for i in [0..length[ do
+ level.add pool[i]
+ end
+
+ print "newgame size={size} length={length}"
+
+ # Start the scene
+ start_scene
+ end
+
+ # Cause a replay on the same level
+ # On easy mode, the same level is replayed exactly
+ # On other modes, a new deal is made
+ fun replay_game
+ do
+ if deal_on_replay then
+ deal_game
+ else
+ start_scene
+ end
+ end
+
+ # Reset the state of the scene and start with `fly_in`
+ fun start_scene
+ do
+ player = false
+ cpt = -1
+ path = null
+ error = 0
+
+ # Ask for a redraw
+ first_frame = true
+ end
+
+ # # Placement and moves
+
+ # Locations used to place buttons on the screen
+ private var locations: Array[Array[Float]] = [
+ [0.0, 1.0],
+ [0.0, 1.0, 0.5],
+ [0.0, 1.0, 0.0, 1.0],
+ [0.0, 1.0, 2.0, 0.5, 1.5],
+ [0.0, 1.0, 2.0, 0.0, 1.0, 2.0],
+ [0.5, 1.5, 0.0, 1.0, 2.0, 0.5, 1.5],
+ [0.0, 1.0, 2.0, 0.0, 2.0, 0.0, 1.0, 2.0],
+ [0.0, 1.0, 2.0, 0.0, 1.0, 2.0, 0.0, 1.0, 2.0],
+ [0.5, 1.5, 2.5, 0.0, 1.0, 2.0, 3.0, 0.5, 1.5, 2.5],
+ [0.0, 1.0, 2.0, 3.0, 0.0, 1.5, 3.0, 0.0, 1.0, 2.0, 3.0],
+ [0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0],
+ [0.5, 1.5, 2.5, 0.0, 1.5, 3.0, 0.0, 1.0, 2.0, 3.0, 0.5, 1.5, 2.5],
+ [0.5, 1.5, 2.5, 0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0, 0.5, 1.5, 2.5],
+ [0.5, 1.5, 2.5, 0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0],
+ [0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0, 0.0, 1.0, 2.0, 3.0]]
+
+
+ # The scale of the figures.
+ # According to the screen dimensions and the number of figures
+ var scale = 0.0
+
+ # The scale of the UI
+ # According to the screen dimensions
+ var ui_scale = 0.0
+
+ # Compute then location on the display for each button
+ #
+ # The method can be called when there is a change in the buttons (or the display).
+ fun locate(display: Display)
+ do
+ # The locations depend of the number of buttons (from 2 to 9)
+ var n = buttons.length
+ var locs = locations[n-2]
+ var columns = if n <= 4 then 2 else if n <= 9 then 3 else 4
+ var rows = if n <= 2 then 1 else if n <= 6 then 2 else if n <= 12 then 3 else 4
+
+ # Compute basic dimensions according to the screen
+ var slotw = display.width / columns
+ var sloth = display.height / rows
+ var subw = slotw - slotw/5
+ var subh = sloth - sloth/5
+
+ # Compute the figure scale
+ var img = drawing.circle
+ var xs = subw.to_f / img.width.to_f
+ var ys = subh.to_f / img.height.to_f
+ scale = xs.min(ys)
+
+ # Compute the UI scale
+ xs = display.width.to_f / img.width.to_f
+ ys = display.height.to_f / img.height.to_f
+ ui_scale = xs.min(ys) / 4.0
+
+ var last = -1.0
+ var row = 0.0
+ var cpt = 0
+ for b in buttons do
+ b.place = cpt
+ var col = locs[cpt]
+ if col <= last then
+ row += 1.0
+ end
+ last = col
+
+ b.x = (col + 0.5) * slotw.to_f
+ b.y = (row + 0.5) * sloth.to_f
+ img = b.shape
+ img.scale = scale
+ b.w = (img.width.to_f * scale)
+ b.h = (img.height.to_f * scale)
+
+ cpt += 1
+ end
+
+ left.x = -150.0 * scale
+ left.y = (display.height / 2).to_f
+ right.x = display.width.to_f + 150.0 * scale
+ right.y = left.y
+
+ # Other UI elements
+
+ if not is_menu then
+ var reload = self.reload
+ drawing.reload.scale = ui_scale
+ reload.x = display.width.to_f - (drawing.reload.width.to_f / 2.0 * 1.2 ) * ui_scale
+ reload.y = drawing.reload.height.to_f / 2.0 * 1.2 * ui_scale
+ reload.w = drawing.reload.width.to_f * ui_scale
+ reload.h = drawing.reload.height.to_f * ui_scale
+ end
+ end
+
+ # The origin point of the cursor on the left
+ var left = new Pos(0.0, 0.0)
+
+ # The destination point of the cursor on the right
+ var right = new Pos(0.0, 0.0)
+
+ # The current cursor position
+ var cursor = new Pos(0.0, 0.0)
+
+ # The current cursor path
+ var path: nullable BPath = null
+
+ # The reload button
+ var reload: Button is noautoinit
+
+ # Safe point for a cursor on the i-th button of the level
+ fun path_pos(i: Int): Pos
+ do
+ if i < 0 then return left
+ if i >= level.length then return right
+ return level[i].to_pos
+ end
+
+ # A random point outside of the screen
+ fun far_away(display: Display): Pos
+ do
+ var a = (2.0*pi).rand
+ var w = display.width.to_f / 2.0
+ var h = display.height.to_f / 2.0
+ var x = w + a.cos * w * 1.8
+ var y = h + a.sin * h * 1.8
+ return new Pos(x, y)
+ end
+
+ # Create a BPath between two point with some nice handle values
+ fun new_path(from, to: Pos, ttl: Float): BPath
+ do
+ var a = atan2(to.y-from.y, to.x-from.x)
+ a += pi * (2.0.rand - 1.0)
+ var radius = 300.0 * scale
+ var fh = new Pos(from.x + a.cos*radius, from.y + a.sin*radius)
+ #var th = new Pos(to.x - a.cos*radius, to.y - a.sin*radius)
+ var path = new BPath(from, fh, to, to, ttl)
+ return path
+ end
+
+ # Initial placement of buttons
+ fun fly_in(display: Display)
+ do
+ for b in buttons do
+ var from = far_away(display)
+ var to = b.to_pos
+ var path = new_path(from, to, 5.0)
+ b.path = path
+ b.ttl = 5.0
+ end
+ ttl = 6.0
+ end
+
+ # Final leaving of buttons
+ fun fly_out(display: Display)
+ do
+ for b in buttons do
+ var from = b.to_pos
+ var to = far_away(display)
+ b.x = to.x
+ b.y = to.y
+ var path = new_path(from, to, 5.0)
+ b.path = path
+ b.ttl = 5.0
+ b.hard = false
+ end
+ ttl = 6.0
+ end
+
+ # Randomly permute the content of `buttons` such that no element appears in its original position.
+ fun derangement
+ do
+ # The simplest algorithm is to shuffle until no buttons is at the same place
+ # This is also quite efficient and converges extremely quickly
+ var redo = true
+ while redo do
+ redo = false
+ buttons.shuffle
+ for i in [0..size[ do
+ if i == buttons[i].place then
+ redo = true
+ break
+ end
+ end
+ end
+ end
+
+ # Shuffling the place of each button on the screen
+ fun shuffle(display: Display)
+ do
+ for b in buttons do
+ b.from = b.to_pos
+ end
+
+ derangement
+
+ locate(display)
+ for b in buttons do
+ var from = b.from
+ var to = b.to_pos
+ #print "shuffle move {b.place}: {from} -> {to}"
+ b.path = new_path(from, to, 5.0)
+ b.ttl = 5.0
+ end
+ ttl = 5.0
+ end
+
+ # Shuffle the place of each button in a hard way
+ fun hard_shuffle(display: Display)
+ do
+ for b in buttons do
+ b.from = b.to_pos
+ b.hard = true
+ end
+
+ derangement
+
+ locate(display)
+ for b in buttons do
+ var from = b.from
+ var to = b.to_pos
+ var midx = display.width.to_f / 2.0
+ var midy = display.height.to_f / 2.0
+ var mid = new Pos(midx, midy)
+ #print "shuffle move {b.place}: {from} -> {to}"
+ b.path = new_path(from, mid, 5.0)
+ b.path2 = new_path(mid, to, 5.0)
+ b.ttl = 5.0
+ end
+ ttl = 5.0
+ end
+
+ # Setup the next cursor path
+ fun setpath
+ do
+ if is_menu then return
+ var from = path_pos(cpt-1)
+ var to = path_pos(cpt)
+ #print "cursor {cpt-1}->{cpt}: {from} -> {to}"
+ path = new_path(from, to, 4.0)
+ cursor.x = from.x
+ cursor.y = from.y
+ ttl = 5.0
+ end
+
+ # Main loop, drawing and inputs
+
+ # Flag used to ask for a (re-)computation of the display layout
+ private var first_frame = true
+
+ redef fun frame_core(display)
+ do
+ if first_frame then
+ locate(display)
+ if cpt == -1 then
+ fly_in(display)
+ end
+ first_frame = false
+ end
+
+ # Clear the screen
+ display.clear(1.0, 1.0, 1.0)
+
+ # Manage events
+ # This is a crappy ad hoc organic implementation
+ if not player then
+ ttl -= 0.1
+ if path != null then path.update(cursor, ttl)
+ if ttl <= 0.0 then
+ ttl = 0.0
+ if is_menu then
+ # Menu animation is over
+ player = true
+ else if cpt < 0 then
+ # Level place animation is over
+ cpt += 1
+ setpath
+ else if cpt < level.length then
+ # The cursor is playing
+ var b = level[cpt]
+ b.ttl = 1.0
+ b.sound.play
+ cpt += 1
+ setpath
+ else if cpt == level.length then
+ # The cursor is out, run the shuffle
+ path = null
+ if shuffling == 1 then
+ shuffle(display)
+ else if shuffling > 1 then
+ hard_shuffle(display)
+ end
+ cpt += 1
+ else
+ # The shuffling is over, start playing
+ player = true
+ cpt = 0
+ end
+ end
+ else if ttl > 0.0 then
+ ttl -= 0.1
+ if ttl <= 0.0 then
+ ttl = 0.0
+ if cpt == level.length then
+ fly_out(display)
+ cpt += 1
+ else
+ if is_menu then
+ new_game
+ else if is_win then
+ current_level += 1
+ new_game
+ else
+ replay_game
+ end
+ end
+ end
+ end
+
+ # Display each button
+ for b in buttons do
+ b.blit_on(display)
+ end
+
+ # Display the cursor
+ if path != null then
+ drawing.cursor.scale = scale
+ display.blit(drawing.cursor, cursor.x, cursor.y)
+ end
+
+ if not is_menu then
+ blit_number(current_level, ui_scale, 10.0 * scale, 10.0 * scale)
+ reload.blit_on(display)
+ end
+ end
+
+ # Blit a number somewhere
+ fun blit_number(number: Int, scale: Float, x, y: Float)
+ do
+ for img in number_images.imgs do img.scale = scale
+ display.blit_number(number_images, number, x.to_i, y.to_i)
+ end
+
+ # Images with the numbers
+ private var number_images: NumberImages is noautoinit
+
+ # A player click on a button
+ fun action(b: Button)
+ do
+ if is_menu then
+ b.sound.play
+ mode = b.place
+ current_level = 0
+ ttl = 0.1
+ cpt = level.length
+ is_win = true
+ return
+ end
+ if cpt >= level.length then return
+ if b == level[cpt] then
+ b.sound.play
+ b.ttl = 1.0
+
+ cpt += 1
+ if cpt >= level.length then
+ is_win = true
+ print "Won!"
+ ttl = 2.0
+ end
+ else
+ error += 1
+ print "Err {error}"
+ b.error = true
+ b.ttl = 3.0
+ snd_penalty.play
+ if error > 2 then
+ is_win = false
+ print "Lose!"
+ for b2 in buttons do
+ b2.error = true
+ b2.ttl = 3.0
+ end
+ ttl = 3.0
+ cpt = level.length
+ end
+ end
+ end
+
+ redef fun input(ie)
+ do
+ # Quit?
+ if ie isa QuitEvent then
+ quit = true
+ return true
+ end
+
+ # On click (or tap)
+ if ie isa PointerEvent and ie.depressed then
+ if player then
+ for b in buttons do
+ if b.has(ie.x, ie.y) then
+ action(b)
+ return true
+ end
+ end
+ end
+
+ if not is_menu then
+ if reload.has(ie.x, ie.y) then
+ reload.sound.play
+ reload.ttl = 1.0
+ replay_game
+ return true
+ end
+ end
+ end
+
+ # Special commands
+ if ie isa KeyEvent and ie.is_down then
+ var c = ie.name
+
+ if c == "4" or c == "escape" then
+ # 4 is *back* on android
+ if is_menu then
+ # quit = true # broken
+ new_menu
+ else
+ new_menu
+ end
+ return true
+ end
+
+ if is_menu then
+ return false
+ end
+
+ if c == "[+]" or c == "=" then
+ # [+] is keypad `+`
+ size += 1
+ deal_game
+ return true
+ else if c == "[-]" or c == "-" then
+ size -= 1
+ deal_game
+ return true
+ else if c == "[*]" or c == "]" then
+ length += 1
+ deal_game
+ return true
+ else if c == "[/]" or c == "[" then
+ length -= 1
+ deal_game
+ return true
+ else if c == "space" or c == "82" then
+ # 82 is *menu* on android
+ reload.sound.play
+ reload.ttl = 1.0
+ replay_game
+ return true
+ end
+
+ print "got keydown: `{c}`"
+ end
+
+ return false
+ end
+end
else
add("\tredef fun trans(char) do\n")
- add("\t\tvar c = char.ascii\n")
+ add("\t\tvar c = char.code_point\n")
var haslast = false
var last = -1
for sym, next in trans do
if f <= 32 then
res = "#{f}"
else
- res = f.ascii.to_s
+ res = f.code_point.to_s
end
var l = last
if f == l then return res
res += " .. "
if l == null then return res
if l <= 32 or l >= 127 then return res + "#{l}"
- return res + l.ascii.to_s
+ return res + l.code_point.to_s
end
end
if text != null then
var nfa = new Automaton.epsilon
for c in text.chars do
- nfa.concat(new Automaton.atom(c.ascii))
+ nfa.concat(new Automaton.atom(c.code_point))
end
return nfa
end
do
var a = new Automaton.epsilon
for c in self.value.chars do
- var b = new Automaton.atom(c.ascii)
+ var b = new Automaton.atom(c.code_point)
a.concat(b)
end
return a
end
redef class Nch_dec
- redef fun value: String do return text.substring_from(1).to_i.ascii.to_s
+ redef fun value: String do return text.substring_from(1).to_i.code_point.to_s
redef fun make_rfa: Automaton
do
- var a = new Automaton.atom(self.value.chars.first.ascii)
+ var a = new Automaton.atom(self.value.chars.first.code_point)
return a
end
end
redef class Nch_hex
- redef fun value: String do return text.substring_from(2).to_hex.ascii.to_s
+ redef fun value: String do return text.substring_from(2).to_hex.code_point.to_s
redef fun make_rfa: Automaton
do
- var a = new Automaton.atom(self.value.chars.first.ascii)
+ var a = new Automaton.atom(self.value.chars.first.code_point)
return a
end
end
exit(1)
abort
end
- var a = new Automaton.cla(c1.chars.first.ascii, c2.chars.first.ascii)
+ var a = new Automaton.cla(c1.chars.first.code_point, c2.chars.first.code_point)
return a
end
end
# * `"0;32"` for green
fun colored_line(color: String): String
do
- var esc = 27.ascii
+ var esc = 27.code_point
var def = "{esc}[0m"
var col = "{esc}[{color}m"
end
redef class ACharValue
- redef fun to_i do return n_char.content.first.ascii
+ redef fun to_i do return n_char.content.first.code_point
end
redef class AStringValue
# legal but no not recommended
- redef fun to_i do return n_string.content.first.ascii
+ redef fun to_i do return n_string.content.first.code_point
end
redef class AHexValue
if sp >= string_len then
dfa_state = -1
else
- var c = string[sp].ascii
+ var c = string[sp].code_point
if c >= 255 then c = 255
sp += 1
continue
end
- out.add(((c.ascii + key[j].ascii - 2 * 'A'.ascii) % 26 + 'A'.ascii).ascii)
+ out.add(((c.ascii + key[j].ascii - 2u8 * 'A'.ascii) % 26u8 + 'A'.ascii).ascii)
j = (j + 1) % key.length
end
continue
end
- out.add(((c.ascii - key[j].ascii + 26) % 26 + 'A'.ascii).ascii)
+ out.add(((c.ascii - key[j].ascii + 26u8) % 26u8 + 'A'.ascii).ascii)
j = (j + 1) % key.length
end
# assert "string".encode_base64 == "c3RyaW5n"
private fun encode_base64(length: Int, padding: nullable Byte): Bytes do
var base64_bytes = once base64_chars
- if padding == null then padding = '='.ascii.to_b
+ if padding == null then padding = '='.ascii
var steps = length / 3
var bytes_in_last_step = length % 3
var result_length = steps * 4
#
# REQUIRE: `length % 4 == 0`
private fun decode_base64(length: Int, padding: nullable Byte): Bytes do
- if padding == null then padding = '='.ascii.to_b
+ if padding == null then padding = '='.ascii
var inv = once inverted_base64_chars
if length == 0 then return new Bytes.empty
assert length % 4 == 0 else print "base64::decode_base64 only supports strings of length multiple of 4"
#write(true, "C0".to_hex)
# instead we use the following which may not be portable
- for s in [count..40[ do write(false, ' '.ascii)
+ for s in [count..40[ do write(false, ' '.code_point)
count = 0
else
- write(false, c.ascii)
+ write(false, c.code_point)
count += 1
end
end
# Compared to `write_string`, this method supports null bytes in `text`.
fun write_block(text: Text)
do
- write_int64 text.length
+ write_int64 text.bytelen
write text
end
do
var length = read_int64
if length == 0 then return ""
- return read(length)
+ return read_bytes(length).to_s
end
# Read a floating point on 32 bits and return it as a `Float`
# The serialized data format uses a dictionary structure similar to BSON:
#
# ~~~raw
-# object = 0x01 # null
-# | 0x02 id attributes # New object
-# | 0x03 id # Ref to object
-# | 0x04 int64 # Int
-# | 0x05 int8 # Bool (int8 != 0)
-# | 0x06 int8 # Char
-# | 0x07 double(64 bits) # Float
-# | 0x08 block # String
-# | 0x09 block # NativeString
-# | 0x0A flat_array; # Array[nullable Object]
+# object = 0x01 # null
+# | 0x02 id attributes # New object
+# | 0x03 id # Ref to object
+# | 0x04 int64 # Int
+# | 0x05 int8 # Bool (int8 != 0)
+# | 0x06 utf8 byte sequence # Char
+# | 0x07 double(64 bits) # Float
+# | 0x08 block # String
+# | 0x09 block # NativeString
+# | 0x0A flat_array; # Array[nullable Object]
#
# block = int64 int8*;
# cstring = int8* 0x00;
# Tree of attributes, deserialized but not yet claimed
private var unclaimed_attributes = new UnrolledList[HashMap[String, nullable Object]]
+ # Buffer for one char
+ private var char_buf: NativeString is lazy do return new NativeString(4)
+
# Read and deserialize the next attribute name and value
#
# A `peeked_char` can suffix the next attribute name.
if kind == kind_bool then return stream.read_bool
if kind == kind_float then return stream.read_double
if kind == kind_char then
+ var bf = char_buf
var b = stream.read_byte
- if b == null then return 0
- return b.to_i.ascii
+ if b == null then return '�'
+ var ln = b.u8len
+ bf[0] = b
+ for i in [1 .. ln[ do
+ b = stream.read_byte
+ if b == null then return '�'
+ bf[i] = b
+ end
+ return bf.to_s_with_length(ln)[0]
end
if kind == kind_string then return stream.read_block
if kind == kind_native_string then return stream.read_block.to_cstring
redef fun serialize_to_binary(v)
do
v.stream.write_byte kind_char
- # Fix when UTF-8
- v.stream.write_byte self.ascii.to_b
+ for i in bytes do v.stream.write_byte i
end
end
var fw = new FileWriter.open(path)
# Write bitmap header
for x in [0..self.bitmap_header.length[ do
- fw.write(self.bitmap_header[x].ascii.to_s)
+ fw.write(self.bitmap_header[x].code_point.to_s)
end
# Write dib header
for x in [0..self.dib_header.length[ do
- fw.write(self.dib_header[x].ascii.to_s)
+ fw.write(self.dib_header[x].code_point.to_s)
end
# Write color table (if any)
# Write data (no padding for now)
var red = pixel >> 16
var green = (pixel & 0x00FF00) >> 8
var blue = pixel & 0x000000FF
- fw.write(red.ascii.to_s)
- fw.write(green.ascii.to_s)
- fw.write(blue.ascii.to_s)
+ fw.write(red.code_point.to_s)
+ fw.write(green.code_point.to_s)
+ fw.write(blue.code_point.to_s)
end
end
fw.close
redef fun substrings do return new LeafSubstrings(self)
- redef fun [](i) do return buf[i].to_i.ascii
+ redef fun [](i) do return buf[i].to_i.code_point
init do
bns = buf.ns
# A ANSI/VT100 escape sequence.
abstract class TermEscape
# The US-ASCII ESC character.
- protected fun esc: Char do return 27.ascii
+ protected fun esc: Char do return 27.code_point
# The Control Sequence Introducer (CSI).
protected fun csi: String do return "{esc}["
#
# ~~~nit
# intrude import core::bytes
- # assert not '/'.ascii.to_b.is_valid_hexdigit
- # assert '0'.ascii.to_b.is_valid_hexdigit
- # assert '9'.ascii.to_b.is_valid_hexdigit
- # assert not ':'.ascii.to_b.is_valid_hexdigit
- # assert not '@'.ascii.to_b.is_valid_hexdigit
- # assert 'A'.ascii.to_b.is_valid_hexdigit
- # assert 'F'.ascii.to_b.is_valid_hexdigit
- # assert not 'G'.ascii.to_b.is_valid_hexdigit
- # assert not '`'.ascii.to_b.is_valid_hexdigit
- # assert 'a'.ascii.to_b.is_valid_hexdigit
- # assert 'f'.ascii.to_b.is_valid_hexdigit
- # assert not 'g'.ascii.to_b.is_valid_hexdigit
+ # assert not '/'.ascii.is_valid_hexdigit
+ # assert '0'.ascii.is_valid_hexdigit
+ # assert '9'.ascii.is_valid_hexdigit
+ # assert not ':'.ascii.is_valid_hexdigit
+ # assert not '@'.ascii.is_valid_hexdigit
+ # assert 'A'.ascii.is_valid_hexdigit
+ # assert 'F'.ascii.is_valid_hexdigit
+ # assert not 'G'.ascii.is_valid_hexdigit
+ # assert not '`'.ascii.is_valid_hexdigit
+ # assert 'a'.ascii.is_valid_hexdigit
+ # assert 'f'.ascii.is_valid_hexdigit
+ # assert not 'g'.ascii.is_valid_hexdigit
# ~~~
private fun is_valid_hexdigit: Bool do
return (self >= 0x30u8 and self <= 0x39u8) or
redef fun to_i32 is intern
redef fun to_u32 is intern
+ # Returns `self` as a Char according to its ASCII value.
+ fun ascii: Char `{ return (uint32_t)self; `}
+
redef fun distance(i) do return (self - i).to_i
redef fun <=>(other)
redef fun *(i) is intern
redef fun /(i) is intern
+ # Returns `self` as a Char according to its ASCII value.
+ fun ascii: Char `{ return (uint32_t)self; `}
+
# Modulo of `self` with `i`.
#
# Returns the remainder of division of `self` by `i`.
redef fun zero do return 0.to_u16
redef fun value_of(val) do return val.to_u16
+ # Returns `self` as a Char according to its ASCII value.
+ fun ascii: Char `{ return (uint32_t)self; `}
+
# `i` bits shift to the left
#
# assert 5u16 << 1 == 10u16
redef fun *(i) is intern
redef fun /(i) is intern
+ # Returns `self` as a Char according to its ASCII value.
+ fun ascii: Char `{ return (uint32_t)self; `}
+
# Modulo of `self` with `i`.
#
# Returns the remainder of division of `self` by `i`.
redef fun *(i) is intern
redef fun /(i) is intern
+ # Returns `self` as a Char according to its ASCII value.
+ fun ascii: Char `{ return (uint32_t)self; `}
+
# Modulo of `self` with `i`.
#
# Returns the remainder of division of `self` by `i`.
# assert 5u8 >> 1 == 2u8
fun >>(i: Int): Byte `{ return self >> i; `}
+ # Returns the character equivalent of `self`
+ #
+ # REQUIRE: `self <= 127u8`
+ fun ascii: Char `{ return (uint32_t)self; `}
+
redef fun to_i is intern
redef fun to_f is intern
redef fun to_b do return self
end
end
- # The character whose ASCII value is `self`.
+ # The character which code point (unicode-wise) is `self`
#
- # assert 65.ascii == 'A'
- # assert 10.ascii == '\n'
- fun ascii: Char is intern
+ # assert 65.code_point == 'A'
+ # assert 10.code_point == '\n'
+ # assert 0x220B.code_point == '∋'
+ fun code_point: Char `{ return (uint32_t)self; `}
# Number of digits of an integer in base `b` (plus one if negative)
#
do
assert self >= 0 and self <= 36 # TODO plan for this
if self < 10 then
- return (self + '0'.ascii).ascii
+ return (self + '0'.code_point).code_point
else
- return (self + ('a'.ascii - 10)).ascii
+ return (self - 10 + 'a'.code_point).code_point
end
end
printf("%c", self);
}
`}
- redef fun hash do return ascii
+ redef fun hash do return code_point
redef fun ==(o) is intern
redef fun !=(o) is intern
redef fun distance(c)
do
- var d = self.ascii - c.ascii
+ var d = self.code_point - c.code_point
if d >= 0 then
return d
else
if self == '-' then
return -1
else if is_digit then
- return self.ascii - '0'.ascii
+ return self.code_point - '0'.code_point
else
- return self.to_lower.ascii - 'a'.ascii + 10
+ return self.to_lower.code_point - 'a'.code_point + 10
end
end
- # the ascii value of self
+ # The ascii value of `self`
+ #
+ # assert 'a'.ascii == 97u8
+ # assert '\n'.ascii == 10u8
+ #
+ # REQUIRE: `is_ascii`
+ fun ascii: Byte do return code_point.to_b
+
+ # The unicode code point value of `self`
+ #
+ # assert 'A'.code_point == 65
+ # assert '\n'.code_point == 10
+ # assert '∋'.code_point == 0x220B
+ fun code_point: Int `{ return (long)self; `}
+
+ # Is `self` an ASCII character ?
#
- # assert 'a'.ascii == 97
- # assert '\n'.ascii == 10
- fun ascii: Int is intern
+ # assert 'x'.is_ascii
+ # assert not 'ま'.is_ascii
+ fun is_ascii: Bool do return code_point <= 127
# Return the lower case version of self.
# If self is not a letter, then return self
fun to_lower: Char
do
if is_upper then
- return (ascii + ('a'.distance('A'))).ascii
+ return (code_point + ('a'.distance('A'))).code_point
else
return self
end
fun to_upper: Char
do
if is_lower then
- return (ascii - ('a'.distance('A'))).ascii
+ return (code_point - ('a'.distance('A'))).code_point
else
return self
end
# assert '\t'.is_whitespace == true
fun is_whitespace: Bool
do
- var i = ascii
+ var i = code_point
return i <= 0x20 or i == 0x7F
end
end
# assert -0.5.lerp(0.0, 128.0) == -64.0
# ~~~
fun lerp(a, b: Float): Float do return (1.0 - self) * a + self * b
+
+ # Quadratic Bézier interpolation between `a` and `b` with an `handle` using `self` as weight
+ #
+ # ~~~
+ # assert 0.00.qerp(0.0, 32.0, 128.0) == 0.0
+ # assert 0.25.qerp(0.0, 32.0, 128.0) == 20.0
+ # assert 0.50.qerp(0.0, 32.0, 128.0) == 48.0
+ # assert 0.75.qerp(0.0, 32.0, 128.0) == 84.0
+ # assert 1.00.qerp(0.0, 32.0, 128.0) == 128.0
+ # ~~~
+ fun qerp(a, handle, b: Float): Float do
+ var p = self
+ var i = 1.0 - p
+ var r = i*i * a +
+ 2.0*i*p * handle +
+ p*p * b
+ return r
+ end
+
+ # Cubic Bézier interpolation between `a` and `b` with two handles using `self` as weight
+ #
+ # The Cubic Bézier interpolation is the most common one and use two control points.
+ #
+ # ~~~
+ # assert 0.00.cerp(0.0, 32.0, 128.0, 64.0) == 0.0
+ # assert 0.25.cerp(0.0, 32.0, 128.0, 64.0) == 32.5
+ # assert 0.50.cerp(0.0, 32.0, 128.0, 64.0) == 68.0
+ # assert 0.75.cerp(0.0, 32.0, 128.0, 64.0) == 85.5
+ # assert 1.00.cerp(0.0, 32.0, 128.0, 64.0) == 64.0
+ # ~~~
+ fun cerp(a, a_handle, b_handle, b: Float): Float do
+ var p = self
+ var i = 1.0 - p
+ var r = i*i*i * a +
+ 3.0*i*i*p * a_handle +
+ 3.0*i*p*p * b_handle +
+ p*p*p * b
+ return r
+ end
end
# Positive float infinite (IEEE 754)
# ~~~
# var w = new StringReader(" Hello, \n\t World!")
# assert w.read_word == "Hello,"
- # assert w.read_char == '\n'.ascii
+ # assert w.read_char == '\n'
# assert w.read_word == "World!"
# assert w.read_word == ""
# ~~~
return null
end
# TODO: Fix when supporting UTF-8
- var c = _buffer[_buffer_pos].to_i.ascii
+ var c = _buffer[_buffer_pos].to_i.code_point
_buffer_pos += 1
return c
end
if c >= '0' and c <= '9' then
res.add('_')
- res.append(c.ascii.to_s)
+ res.append(c.code_point.to_s)
res.add('d')
start = 1
end
continue
end
if underscore then
- res.append('_'.ascii.to_s)
+ res.append('_'.code_point.to_s)
res.add('d')
end
if c >= '0' and c <= '9' then
underscore = true
else
res.add('_')
- res.append(c.ascii.to_s)
+ res.append(c.code_point.to_s)
res.add('d')
underscore = false
end
end
if underscore then
- res.append('_'.ascii.to_s)
+ res.append('_'.code_point.to_s)
res.add('d')
end
return res.to_s
# Three digits are always used to avoid following digits to be interpreted as an element
# of the octal sequence.
#
- # assert "{0.ascii}{1.ascii}{8.ascii}{31.ascii}{32.ascii}".escape_to_c == "\\000\\001\\010\\037 "
+ # assert "{0.code_point}{1.code_point}{8.code_point}{31.code_point}{32.code_point}".escape_to_c == "\\000\\001\\010\\037 "
#
# The exceptions are the common `\t` and `\n`.
fun escape_to_c: String
b.append("\\\'")
else if c == '\\' then
b.append("\\\\")
- else if c.ascii < 32 then
+ else if c.code_point < 32 then
b.add('\\')
- var oct = c.ascii.to_base(8, false)
+ var oct = c.code_point.to_base(8, false)
# Force 3 octal digits since it is the
# maximum allowed in the C specification
if oct.length == 1 then
else if c == ':' or c == ' ' or c == '#' then
b.add('\\')
b.add(c)
- else if c.ascii < 32 or c == ';' or c == '|' or c == '\\' or c == '=' then
- b.append("?{c.ascii.to_base(16, false)}")
+ else if c.code_point < 32 or c == ';' or c == '|' or c == '\\' or c == '=' then
+ b.append("?{c.code_point.to_base(16, false)}")
else
b.add(c)
end
# assert s.length == 2
# var u = s.unescape_nit
# assert u.length == 1
- # assert u.chars[0].ascii == 10 # (the ASCII value of the "new line" character)
+ # assert u.chars[0].code_point == 10 # (the ASCII value of the "new line" character)
fun unescape_nit: String
do
var res = new Buffer.with_cap(self.length)
if c == '%' then
if i + 2 >= length then
# What follows % has been cut off
- buf[l] = '?'.ascii.to_b
+ buf[l] = '?'.ascii
else
i += 1
var hex_s = substring(i, 2)
i += 1
else
# What follows a % is not Hex
- buf[l] = '?'.ascii.to_b
+ buf[l] = '?'.ascii
i -= 1
end
end
- else buf[l] = c.ascii.to_b
+ else buf[l] = c.ascii
i += 1
l += 1
for i in [0..length[ do
var char = chars[i]
- h = (h << 5) + h + char.ascii
+ h = (h << 5) + h + char.code_point
end
hash_cache = h
redef fun is_empty do return target.is_empty
- redef fun length do return target.length
+ redef fun length do return target.bytelen
redef fun iterator do return self.iterator_from(0)
redef class Char
+ # Returns a sequence with the UTF-8 bytes of `self`
+ #
+ # assert 'a'.bytes == [0x61u8]
+ # assert 'ま'.bytes == [0xE3u8, 0x81u8, 0xBEu8]
+ fun bytes: SequenceRead[Byte] do return to_s.bytes
+
# Length of `self` in a UTF-8 String
private fun u8char_len: Int do
- var c = self.ascii
+ var c = self.code_point
if c < 0x80 then return 1
if c <= 0x7FF then return 2
if c <= 0xFFFF then return 3
end
var ok_c: Bool
var c = char_at(pos)
- var cp = c.ascii
+ var cp = c.code_point
if nxst == 1 then
ok_c = cp >= 0 and cp <= 0x7F
else if nxst == 2 then
redef class Byte
# Gives the length of the UTF-8 char starting with `self`
- private fun u8len: Int do
+ fun u8len: Int do
if self & 0b1000_0000u8 == 0u8 then
return 1
else if self & 0b1110_0000u8 == 0b1100_0000u8 then
rp = 0
end
# TODO: Fix when supporting UTF-8
- ns[rp] = c.ascii.to_b
+ ns[rp] = c.ascii
rp += 1
_bytelen += 1
rpos = rp
x = x % 26
if x < 0 then x += 26
var up = false
- var val = ascii
+ var val = code_point
if is_upper then
up = true
val += 32
val += x
if val > 122 then val -= 26
if up then val -= 32
- return val.ascii
+ return val.code_point
end
end
--- /dev/null
+Basic geometry data structures and services.
+
+# Points and Lines
+
+The very basics of geometry needs, for two and three-dimensional space.
+
+# Boxes and detection collision
+
+Boxes module introduces Bounding boxes for Points and Lines and services to detect collision or inclusion between boxes.
+It means a simple and fast way to test collision but not really accurate since it uses bounding boxes.
+
+# Quadtrees
+
+A QuadTree is a tree data structure in which each internal node has exactly four children
+They're most often used to partition two-dimensional space by recursively subdividing
+it into four quadrants or regions.
+
+* They decompose space into adaptable cells
+* Each cell has a maximum capacity. When maximum is reached, the cell splits.
+
+Quadtrees are using Boxed objects to determine their distribution in the 2D space.
+
+This API provides two different types of Quadtree : Static and Dynamic (respectively `SQuadTree` and `DQuadTree`).
+
+* Static: When you create the QuadTree, you need to specify the region that it will cover
+
+* Dynamic: You just need to fill the quadtree with objects, and when the threshold is reached,
+it will automatically divide the current region, depending on the distribution of objects already in the region.
+
+# Polygons
+
+Some basic polygon services.
+
+This module contains interesting algorithms for `ConvexPolygon`only at the moment. A Convex polygon can be defined as follow :
+
+* All its interior angles are less than 180°. this means that all the vertices of the polygon
+will point outwards, away from the interior of the shape.
+
+* Every point on every line segment between two points inside or on the boundary of the polygon
+remains inside or on the boundary.
+
+* The polygon is entirely contained in a closed half-plane defined by each of its edges.
+
+* For each edge, the interior points are all on the same side of the line that the edge defines.
+
+* The angle at each vertex contains all other vertices in its edges and interior.
+
+A polygon which is not convex is called concave. Convex polygon are used because most
+geometric problems are simpler and faster on convex objects than on non-convex ones.
+
+Services provided :
+
+* Point in convex polygon
+* Intersection of convex polygon
+* Convex hull of a set of points
+* Triangulation of polygon
import points_and_lines
-# Convex Polygon class
-class ConvexPolygon
-
+# Abstraction of a Polygon
+abstract class APolygon
# Vertices of this polygon
- var points = new Array[Point[Float]]
+ var points: Array[Point[Float]]
- # Init this polygon with a list of `points`
- # REQUIRE `pts.length == 3`
- init with_vertices(pts: Array[Point[Float]]) do
- assert pts.length >= 3
- points.add_all(pts)
- end
+ init do assert points.length >= 3
# Get an array of the x coordinates of the vertices
private fun x_coordinates: Array[Float] do
# var p3 = new Point[Float](0.0, 5.0)
# var p4 = new Point[Float](5.0, 5.0)
# var arr = new Array[Point[Float]].with_items(p1, p2, p3, p4)
- # var poly = new ConvexPolygon.with_vertices(arr)
+ # var poly = new ConvexPolygon(arr)
# poly.sort_ccw
# assert poly.points == [p4, p2, p1, p3]
# ~~~
# var p3 = new Point[Float](0.0, 5.0)
# var p4 = new Point[Float](5.0, 5.0)
# var arr = new Array[Point[Float]].with_items(p1, p2, p3, p4)
- # var poly = new ConvexPolygon.with_vertices(arr)
+ # var poly = new ConvexPolygon(arr)
# poly.sort_cw
# assert poly.points == [p3, p1, p2, p4]
# ~~~
sorter.sort(points)
end
- # Does this polygon intersects `other` ?
+ # Is `self` convex ?
#
# ~~~
# var p1 = new Point[Float](0.0, 0.0)
# var p3 = new Point[Float](0.0, 5.0)
# var p4 = new Point[Float](5.0, 5.0)
# var arr = new Array[Point[Float]].with_items(p1, p2, p3, p4)
- # var poly = new ConvexPolygon.with_vertices(arr)
+ # var poly = new ConvexPolygon(arr)
# poly.sort_ccw
- # p1 = new Point[Float](2.5, 2.5)
- # p2 = new Point[Float](7.5, 2.5)
- # p3 = new Point[Float](2.5, 7.5)
- # p4 = new Point[Float](7.5, 7.5)
- # arr = new Array[Point[Float]].with_items(p1, p2, p3, p4)
- # var poly2 = new ConvexPolygon.with_vertices(arr)
- # poly2.sort_ccw
- # assert poly.intersects(poly2)
+ # assert poly.is_convex
# ~~~
- fun intersects(other: ConvexPolygon): Bool do
- assert is_convex
-
- var axes1 = axes
- var axes2 = other.axes
- for axis in axes1 do
- var project1 = project(axis)
- var project2 = other.project(axis)
- if not project1.overlap(project2) then return false
- end
- for axis in axes2 do
- var project1 = project(axis)
- var project2 = other.project(axis)
- if not project1.overlap(project2) then return false
+ fun is_convex: Bool do
+ var prev = points[points.length - 2]
+ var curr = points[points.length - 1]
+ var next = points[0]
+ var is_ccw = turn_left(prev, curr, next)
+ for i in [1..points.length[ do
+ prev = curr
+ curr= next
+ next = points[i]
+ if turn_left(prev ,curr, next) != is_ccw then return false
end
return true
end
return projection
end
- # Is this polygon convex ?
+ # Remove `p` from the vertices, keeping at least 3 vertices
+ fun delete_vertex(p: Point[Float]) do
+ assert points.length > 3
+ points.remove(p)
+ end
+
+ # Does `self` intersects with `other`
+ fun intersects(other: APolygon): Bool is abstract
+
+ # Is `p` contained in `self` ?
+ fun contain(p: Point[Float]): Bool is abstract
+
+ # Add a vertex to `self`
+ fun add_vertex(p: Point[Float]): Bool do
+ points.add(p)
+ return true
+ end
+end
+
+# A simple polygon
+class Polygon
+ super APolygon
+ # TODO: implement algorithms for concave polygons ?
+end
+
+# Convex Polygon class
+class ConvexPolygon
+ super APolygon
+
+ # Does this polygon intersects `other` ?
#
# ~~~
# var p1 = new Point[Float](0.0, 0.0)
# var p3 = new Point[Float](0.0, 5.0)
# var p4 = new Point[Float](5.0, 5.0)
# var arr = new Array[Point[Float]].with_items(p1, p2, p3, p4)
- # var poly = new ConvexPolygon.with_vertices(arr)
+ # var poly = new ConvexPolygon(arr)
# poly.sort_ccw
- # assert poly.is_convex
+ # p1 = new Point[Float](2.5, 2.5)
+ # p2 = new Point[Float](7.5, 2.5)
+ # p3 = new Point[Float](2.5, 7.5)
+ # p4 = new Point[Float](7.5, 7.5)
+ # arr = new Array[Point[Float]].with_items(p1, p2, p3, p4)
+ # var poly2 = new ConvexPolygon(arr)
+ # poly2.sort_ccw
+ # assert poly.intersects(poly2)
# ~~~
- fun is_convex: Bool do
- var prev = points[points.length - 2]
- var curr = points[points.length - 1]
- var next = points[0]
- var is_ccw = turn_left(prev, curr, next)
- for i in [1..points.length[ do
- prev = curr
- curr= next
- next = points[i]
- if turn_left(prev ,curr, next) != is_ccw then return false
+ redef fun intersects(other) do
+ assert is_convex
+
+ var axes1 = axes
+ var axes2 = other.axes
+ for axis in axes1 do
+ var project1 = project(axis)
+ var project2 = other.project(axis)
+ if not project1.overlap(project2) then return false
+ end
+ for axis in axes2 do
+ var project1 = project(axis)
+ var project2 = other.project(axis)
+ if not project1.overlap(project2) then return false
end
return true
end
- # Check if `p` is in the polygon
- #
# ~~~
# var p1 = new Point[Float](0.0, 0.0)
# var p2 = new Point[Float](5.0, 0.0)
# var p4 = new Point[Float](5.0, 5.0)
# var p5 = new Point[Float](2.5, 2.5)
# var arr = new Array[Point[Float]].with_items(p1, p2, p3, p4)
- # var poly = new ConvexPolygon.with_vertices(arr)
+ # var poly = new ConvexPolygon(arr)
# poly.sort_ccw
# assert poly.contain(p5)
# ~~~
- fun contain(p : Point[Float]): Bool do
+ redef fun contain(p) do
var prev = points[points.length - 1]
var curr = p
var next = points[0]
# var p3 = new Point[Float](0.0, 5.0)
# var p4 = new Point[Float](5.0, 5.0)
# var arr = new Array[Point[Float]].with_items(p1, p2, p3, p4)
- # var poly = new ConvexPolygon.with_vertices(arr)
+ # var poly = new ConvexPolygon(arr)
# poly.sort_ccw
# assert poly.is_ccw
# ~~~
return not turn_left(prev, points[min_index], next)
end
- # Remove `p` from the vertices, keeping at least 3 vertices
- fun delete_vertex(p: Point[Float]) do
- if points.length > 3 then
- points.remove(p)
- end
- end
+
# Add a vertex to the polygon
#
# var p3 = new Point[Float](0.0, 5.0)
# var p4 = new Point[Float](5.0, 5.0)
# var arr = new Array[Point[Float]].with_items(p1, p2, p3, p4)
- # var poly = new ConvexPolygon.with_vertices(arr)
+ # var poly = new ConvexPolygon(arr)
# var p5 = new Point[Float](2.5, 7.5)
# assert poly.add_vertex(p5)
# ~~~
- fun add_vertex(p: Point[Float]): Bool do
+ redef fun add_vertex(p) do
assert points.length >= 3
var temp_list = points.clone
temp_list.add(p)
- var temp_polygon = new ConvexPolygon.with_vertices(temp_list)
+ var temp_polygon = new ConvexPolygon(temp_list)
temp_polygon.sort_ccw
if temp_polygon.is_convex then
points = temp_polygon.points
var min: Float is writable
var max: Float is writable
- fun overlap(other: Projection): Bool do
- return not (min > other.max or other.min > max)
- end
+ fun overlap(other: Projection): Bool do return not (min > other.max or other.min > max)
end
private class PointXCompare
redef type COMPARED: Point[Float]
- redef fun compare(a,b : COMPARED): Int do
+ redef fun compare(a,b) do
if a.x == b.x then
if a.y == b.y then return 0
if a.y > b.y then return - 1
end
end
+#TODO: CounterClockWise and ClockWise sorts are broken in some cases of concave polygons
+
# Sort the vertices of a polygon in counter clockwise order
private class CounterClockWiseSort
super PolygonSorter
- redef fun compare(a,b: COMPARED): Int do
+ redef fun compare(a,b) do
if a.x == b.x and a.y == b.y then return 0
if a.x - center.x >= 0.0 and b.x - center.x < 0.0 then return -1
if a.x - center.x < 0.0 and b.x - center.x >= 0.0 then return 1
- if a.x - center.x == 0.0 and b.x - center.x == 0 then
+ if a.x - center.x == 0.0 and b.x - center.x == 0.0 then
if a.y - center.y >= 0.0 or b.y - center.y >= 0.0 then
if a.y > b.y then return -1
return 1
private class ClockWiseSort
super PolygonSorter
- redef fun compare(a,b: COMPARED): Int do
+ redef fun compare(a,b) do
if a.x == b.x and a.y == b.y then return 0
if a.x - center.x >= 0.0 and b.x - center.x < 0.0 then return 1
if a.x - center.x < 0.0 and b.x - center.x >= 0.0 then return -1
end
end
-
# Get the convex hull of the set of `points`
#
# ~~~
pl1.remove_at(pl1.length - 1)
pl2.remove_at(pl2.length -1)
pl2.add_all(pl1)
- return new ConvexPolygon.with_vertices(pl2)
+ return new ConvexPolygon(pl2)
end
# Is the angle between [p1,p2] and [p2,p3] going left (counter clockwise) or right (clockwise) ?
fun turn_left(p1, p2, p3: Point[Float]): Bool do
return ((p2.x - p1.x) * (p3.y - p2.y) - (p3.x - p2.x) * (p2.y - p1.y)) > 0.0
end
+
+# Split a polygon into triangles
+# Useful for converting a concave polygon into multiple convex ones
+fun triangulate(pts: Array[Point[Float]], results: Array[ConvexPolygon]) do
+ var poly = new Polygon(pts)
+ poly.sort_ccw
+ pts = poly.points
+ recursive_triangulate(pts, results)
+end
+
+private fun recursive_triangulate(pts: Array[Point[Float]], results: Array[ConvexPolygon]) do
+ if pts.length == 3 then
+ results.add(new ConvexPolygon(pts))
+ return
+ end
+ var prev = pts[pts.length - 1]
+ var curr = pts[0]
+ var next = pts[1]
+ for i in [1..pts.length[ do
+ if turn_left(prev, curr, next) then
+ prev = pts[i-1]
+ curr = next
+ if i+1 == pts.length then next = pts[pts.length - 1] else next = pts[i+1]
+ continue
+ end
+ var contains = false
+ var triangle = new ConvexPolygon(new Array[Point[Float]].with_items(prev, curr, next))
+ for p in pts do
+ if p != prev and p != curr and p != next then
+ if triangle.contain(p) then
+ contains = true
+ break
+ end
+ end
+ end
+ if not contains then
+ results.add(triangle)
+ pts.remove(curr)
+ recursive_triangulate(pts, results)
+ break
+ end
+ prev = pts[i-1]
+ curr = next
+ if i+1 == pts.length then next = pts[pts.length - 1] else next = pts[i+1]
+ end
+end
private class DFAState0
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 8 then return null
if c <= 10 then return dfastate_1
if c <= 31 then return null
return null
end
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 8 then return null
if c <= 10 then return dfastate_1
if c <= 31 then return null
private class DFAState2
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 33 then return dfastate_2
if c <= 34 then return dfastate_29
if c <= 91 then return dfastate_2
private class DFAState4
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 47 then return null
if c <= 57 then return dfastate_5
return null
return t
end
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 45 then return null
if c <= 46 then return dfastate_24
if c <= 47 then return null
private class DFAState9
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 96 then return null
if c <= 97 then return dfastate_20
return null
private class DFAState10
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 116 then return null
if c <= 117 then return dfastate_17
return null
private class DFAState11
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 113 then return null
if c <= 114 then return dfastate_14
return null
private class DFAState14
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 116 then return null
if c <= 117 then return dfastate_15
return null
private class DFAState15
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 100 then return null
if c <= 101 then return dfastate_16
return null
private class DFAState17
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 107 then return null
if c <= 108 then return dfastate_18
return null
private class DFAState18
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 107 then return null
if c <= 108 then return dfastate_19
return null
private class DFAState20
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 107 then return null
if c <= 108 then return dfastate_21
return null
private class DFAState21
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 114 then return null
if c <= 115 then return dfastate_22
return null
private class DFAState22
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 100 then return null
if c <= 101 then return dfastate_23
return null
private class DFAState24
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 47 then return null
if c <= 57 then return dfastate_28
return null
private class DFAState25
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 42 then return null
if c <= 43 then return dfastate_26
if c <= 44 then return null
private class DFAState26
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 47 then return null
if c <= 57 then return dfastate_27
return null
return t
end
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 47 then return null
if c <= 57 then return dfastate_27
return null
return t
end
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 47 then return null
if c <= 57 then return dfastate_28
if c <= 68 then return null
private class DFAState30
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 33 then return null
if c <= 34 then return dfastate_2
if c <= 46 then return null
private class DFAState31
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 47 then return null
if c <= 57 then return dfastate_32
if c <= 64 then return null
private class DFAState32
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 47 then return null
if c <= 57 then return dfastate_33
if c <= 64 then return null
private class DFAState33
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 47 then return null
if c <= 57 then return dfastate_34
if c <= 64 then return null
private class DFAState34
super DFAState
redef fun trans(char) do
- var c = char.ascii
+ var c = char.code_point
if c <= 47 then return null
if c <= 57 then return dfastate_2
if c <= 64 then return null
buffer.append "\\\""
else if char == '\/' then
buffer.append "\\/"
- else if char < 16.ascii then
+ else if char < 16.code_point then
if char == '\n' then
buffer.append "\\n"
else if char == '\r' then
buffer.append "\\r"
else if char == '\t' then
buffer.append "\\t"
- else if char == 0x0C.ascii then
+ else if char == 0x0C.code_point then
buffer.append "\\f"
- else if char == 0x08.ascii then
+ else if char == 0x08.code_point then
buffer.append "\\b"
else
- buffer.append "\\u000{char.ascii.to_hex}"
+ buffer.append "\\u000{char.code_point.to_hex}"
end
else if char < ' ' then
- buffer.append "\\u00{char.ascii.to_hex}"
+ buffer.append "\\u00{char.code_point.to_hex}"
else
buffer.add char
end
i += 1
char = text[i]
if char == 'b' then
- char = 0x08.ascii
+ char = 0x08.code_point
else if char == 'f' then
- char = 0x0C.ascii
+ char = 0x0C.code_point
else if char == 'n' then
char = '\n'
else if char == 'r' then
if code >= 128 then
char = '?'
else
- char = code.ascii
+ char = code.code_point
end
i += 4
end
do
var str = number.to_s
for c in str.chars do
- var d = c.ascii-'0'.ascii
+ var d = c.code_point-'0'.code_point
assert d >= 0 and d <= 9
var img = imgs.imgs[d]
blit(img, x, y)
# read the next byte. Else, return `-1`.
fun expect_delimiter: Int do
if accept('"') then
- return '"'.ascii
+ return '"'.code_point
else if accept('\'') then
- return '\''.ascii
+ return '\''.code_point
else
fire_unexpected_char(". Expecting `\"` or `'`")
return -1
# If the last read byte is forbidden, fire a fatal error instead.
fun expect_xml_char(buffer: Buffer): Bool do
if is_xml_char then
- buffer.chars.push(last_char.ascii)
+ buffer.chars.push(last_char.code_point)
read_char
return true
else if eof then
buffer.chars.push(' ')
read_char
return true
- else if last_char == '<'.ascii then
+ else if last_char == '<'.code_point then
return fire_fatal_error("`<` is forbidden in attribute values.")
else
return expect_xml_char(buffer)
# Is the last read byte matches the `NameStartChar` production?
fun is_name_start_char: Bool do
# TODO: Handle code points above 0x7F.
- return ['A'.ascii .. 'Z'.ascii].has(last_char) or
- ['a'.ascii .. 'z'.ascii].has(last_char) or
- last_char == '_'.ascii or
- last_char == ':'.ascii or
+ return ['A'.code_point .. 'Z'.code_point].has(last_char) or
+ ['a'.code_point .. 'z'.code_point].has(last_char) or
+ last_char == '_'.code_point or
+ last_char == ':'.code_point or
last_char > 127
end
fun is_name_char: Bool do
# TODO: Handle code points above 0x7F.
return is_name_start_char or
- last_char == '-'.ascii or
- last_char == '.'.ascii or
+ last_char == '-'.code_point or
+ last_char == '.'.code_point or
is_digit
end
if not is_name_start_char then
return fire_unexpected_char(" at the beginning of a name")
end
- buffer.chars.push(last_char.ascii)
+ buffer.chars.push(last_char.code_point)
read_char
while is_name_char do
- buffer.chars.push(last_char.ascii)
+ buffer.chars.push(last_char.code_point)
read_char
end
return true
# Is the last read byte matches the `[0-9]` production?
fun is_digit: Bool do
- return ['0'.ascii .. '9'.ascii].has(last_char)
+ return ['0'.code_point .. '9'.code_point].has(last_char)
end
# Accept a `[0-9]+` token.
fun accept_digits(buffer: Buffer): Bool do
if is_digit then
loop
- buffer.chars.push(last_char.ascii)
+ buffer.chars.push(last_char.code_point)
read_char
if not is_digit then return true
end
# Is `last_char` matches the `[0-9a-fA-F]` production?
fun is_hex: Bool do
- return ['0'.ascii .. '9'.ascii].has(last_char) or
- ['A'.ascii .. 'Z'.ascii].has(last_char) or
- ['a'.ascii .. 'Z'.ascii].has(last_char)
+ return ['0'.code_point .. '9'.code_point].has(last_char) or
+ ['A'.code_point .. 'Z'.code_point].has(last_char) or
+ ['a'.code_point .. 'Z'.code_point].has(last_char)
end
# Expect a `[0-9a-fA-F]+` token.
fun expect_hex(buffer: Buffer): Bool do
if is_hex then
loop
- buffer.chars.push(last_char.ascii)
+ buffer.chars.push(last_char.code_point)
read_char
if not is_hex then return true
end
else if last_char < 0 then
fire_fatal_error("Internal error: Already at the end of the file.")
return
- else if last_char == '\n'.ascii then
+ else if last_char == '\n'.code_point then
locator.line_number += 1
locator.column_number = 1
else
# XML 1.0 end-of-line handling
# Note: Regardless the XML version, any EOL defined by the
# recommandation MUST be reported as a single LINE FEED.
- if was_cr and last_char == '\n'.ascii then
+ if was_cr and last_char == '\n'.code_point then
# EOL already reported. => Skip this byte.
s = input.read_byte
if s == null then
last_char = s.to_i
end
end
- was_cr = last_char == '\r'.ascii
+ was_cr = last_char == '\r'.code_point
if was_cr then
# Regardless the following byte, '\r' always introduce an EOL.
- last_char = '\n'.ascii
+ last_char = '\n'.code_point
end
end
fun is_int(c: Int): Bool do return last_char == c
# Does the last read byte equal `c`?
- fun is_char(c: Char): Bool do return last_char == c.ascii
+ fun is_char(c: Char): Bool do return last_char == c.code_point
# Expect the specified byte.
fun accept_int(expected: Int): Bool do
# Accept the specified byte.
fun accept(expected: Char): Bool do
- return accept_int(expected.ascii)
+ return accept_int(expected.code_point)
end
# Ensure the last read byte is equal to `expected`.
# Return `true` if and only if the last read byte as the expected value.
fun expect_int(expected: Int, context: String): Bool do
return accept_int(expected) or
- fire_unexpected_char("{context}. Expecting `{expected.ascii}`.")
+ fire_unexpected_char("{context}. Expecting `{expected.code_point}`.")
end
# Ensure the last read byte is equal to `expected`.
if not accept(chars[i]) then
if is_xml_char then
return fire_fatal_error("Unexpected " +
- "`{expected.substring(0, i)}{last_char.ascii.to_s}`" +
+ "`{expected.substring(0, i)}{last_char.code_point.to_s}`" +
"{context}. Expecting `{expected}`.")
else if eof then
return fire_fatal_error("Unexpected end of file{context}. " +
# Return `false`.
fun fire_unexpected_char(rest_of_message: String): Bool do
if is_xml_char then
- return fire_fatal_error("Unexpected character `{last_char.ascii.to_s}`{rest_of_message}.")
+ return fire_fatal_error("Unexpected character `{last_char.code_point.to_s}`{rest_of_message}.")
else if eof then
return fire_fatal_error("Unexpected end of file{rest_of_message}.")
else
if lexer.accept('#') then
if lexer.accept('x') then
if lexer.expect_hex(ref) then
- buffer.chars.add(ref.to_hex.ascii)
+ buffer.chars.add(ref.to_hex.code_point)
return lexer.expect(';', "")
else
return lexer.fire_unexpected_char(
". Expecting an hexadecimal digit")
end
else if lexer.accept_digits(ref) then
- buffer.chars.add(ref.to_i.ascii)
+ buffer.chars.add(ref.to_i.code_point)
return lexer.expect(';', "")
else
return lexer.fire_unexpected_char(" in a character reference. " +
do
var t = mmodule.char_type
- if value.ascii < 128 then
+ if value.code_point < 128 then
return new RuntimeVariable("'{value.to_s.escape_to_c}'", t, t)
else
- return new RuntimeVariable("{value.ascii}", t, t)
+ return new RuntimeVariable("{value.code_point}", t, t)
end
end
else if pname == "to_b" then
v.ret(v.new_expr("(unsigned char){arguments[0]}", ret.as(not null)))
return true
- else if pname == "ascii" then
- v.ret(v.new_expr("(uint32_t){arguments[0]}", ret.as(not null)))
- return true
end
else if cname == "Char" then
if pname == "object_id" then
else if pname == "to_i" then
v.ret(v.new_expr("{arguments[0]}-'0'", ret.as(not null)))
return true
- else if pname == "ascii" then
- v.ret(v.new_expr("(long){arguments[0]}", ret.as(not null)))
- return true
end
else if cname == "Byte" then
if pname == "output" then
else if pname == "to_u32" then
v.ret(v.new_expr("(uint32_t){arguments[0]}", ret.as(not null)))
return true
- else if pname == "ascii" then
- v.ret(v.new_expr("{arguments[0]}", ret.as(not null)))
- return true
end
else if cname == "Bool" then
if pname == "output" then
else if pname == "to_f" then
v.ret(v.new_expr("(double){arguments[0]}", ret.as(not null)))
return true
- else if pname == "ascii" then
- v.ret(v.new_expr("{arguments[0]}", ret.as(not null)))
- return true
else if pname == "&" then
v.ret(v.new_expr("{arguments[0]} & {arguments[1]}", ret.as(not null)))
return true
else if pname == "unary ~" then
v.ret(v.new_expr("~{arguments[0]}", ret.as(not null)))
return true
- else if pname == "ascii" then
- v.ret(v.new_expr("{arguments[0]}", ret.as(not null)))
- return true
end
else if cname == "UInt16" then
if pname == "output" then
else if pname == "unary ~" then
v.ret(v.new_expr("~{arguments[0]}", ret.as(not null)))
return true
- else if pname == "ascii" then
- v.ret(v.new_expr("{arguments[0]}", ret.as(not null)))
- return true
end
else if cname == "Int32" then
if pname == "output" then
else if pname == "unary ~" then
v.ret(v.new_expr("~{arguments[0]}", ret.as(not null)))
return true
- else if pname == "ascii" then
- v.ret(v.new_expr("{arguments[0]}", ret.as(not null)))
- return true
end
else if cname == "UInt32" then
if pname == "output" then
else if pname == "unary ~" then
v.ret(v.new_expr("~{arguments[0]}", ret.as(not null)))
return true
- else if pname == "ascii" then
- v.ret(v.new_expr("{arguments[0]}", ret.as(not null)))
- return true
end
end
if pname == "exit" then
# use some Huffman coding.
if t.name == "Int" then
class_info[1] = t
+ t.mclass_type.tag_value = 1
else if t.name == "Char" then
class_info[2] = t
+ t.mclass_type.tag_value = 2
else if t.name == "Bool" then
class_info[3] = t
+ t.mclass_type.tag_value = 3
else
continue
end
else
var mtype1 = value1.mtype.as(MClassType)
self.require_declaration("class_{mtype1.c_name}")
- self.add("{res} = ({value2} != NULL) && ({value2}->class == &class_{mtype1.c_name}); /* is_same_type_test */")
+ self.add("{res} = ({value2} != NULL) && ({class_info(value2)} == &class_{mtype1.c_name}); /* is_same_type_test */")
end
else
self.add("{res} = ({value1} == {value2}) || ({value1} != NULL && {value2} != NULL && {class_info(value1)} == {class_info(value2)}); /* is_same_type_test */")
value2 = tmp
end
if value1.mtype.is_c_primitive then
- if value2.mtype == value1.mtype then
+ var t1 = value1.mtype
+ assert t1 == value1.mcasttype
+
+ # Fast case: same C type.
+ if value2.mtype == t1 then
+ # Same exact C primitive representation.
self.add("{res} = {value1} == {value2};")
- else if value2.mtype.is_c_primitive then
- self.add("{res} = 0; /* incompatible types {value1.mtype} vs. {value2.mtype}*/")
- else if value1.mtype.is_tagged then
- self.add("{res} = ({value2} != NULL) && ({self.autobox(value2, value1.mtype)} == {value1});")
+ return res
+ end
+
+ # Complex case: value2 has a different representation
+ # Thus, it should be checked if `value2` is type-compatible with `value1`
+ # This compatibility is done statically if possible and dynamically else
+
+ # Conjunction (ands) of dynamic tests according to the static knowledge
+ var tests = new Array[String]
+
+ var t2 = value2.mcasttype
+ if t2 isa MNullableType then
+ # The destination type cannot be null
+ tests.add("({value2} != NULL)")
+ t2 = t2.mtype
+ else if t2 isa MNullType then
+ # `value2` is known to be null, thus incompatible with a primitive
+ self.add("{res} = 0; /* incompatible types {t1} vs. {t2}*/")
+ return res
+ end
+
+ if t2 == t1 then
+ # Same type but different representation.
+ else if t2.is_c_primitive then
+ # Type of `value2` is a different primitive type, thus incompatible
+ self.add("{res} = 0; /* incompatible types {t1} vs. {t2}*/")
+ return res
+ else if t1.is_tagged then
+ # To be equal, `value2` should also be correctly tagged
+ tests.add("({extract_tag(value2)} == {t1.tag_value})")
else
- var mtype1 = value1.mtype.as(MClassType)
- self.require_declaration("class_{mtype1.c_name}")
- self.add("{res} = ({value2} != NULL) && ({value2}->class == &class_{mtype1.c_name});")
- self.add("if ({res}) \{")
- self.add("{res} = ({self.autobox(value2, value1.mtype)} == {value1});")
- self.add("\}")
+ # To be equal, `value2` should also be boxed with the same class
+ self.require_declaration("class_{t1.c_name}")
+ tests.add "({class_info(value2)} == &class_{t1.c_name})"
end
+
+ # Compare the unboxed `value2` with `value1`
+ if tests.not_empty then
+ self.add "if ({tests.join(" && ")}) \{"
+ end
+ self.add "{res} = {self.autobox(value2, t1)} == {value1};"
+ if tests.not_empty then
+ self.add "\} else {res} = 0;"
+ end
+
return res
end
var maybe_null = true
# Are values of `self` tagged?
# If false, it means that the type is not primitive, or is boxed.
var is_tagged = false
+
+ # The tag value of the type
+ #
+ # ENSURE `is_tagged == (tag_value > 0)`
+ # ENSURE `not is_tagged == (tag_value == 0)`
+ var tag_value = 0
end
redef class MEntity
b.append("\\\\")
else if c == '`' then
b.append("'")
- else if c.ascii < 32 then
- b.append("\\{c.ascii.to_base(8, false)}")
+ else if c.code_point < 32 then
+ b.append("\\{c.code_point.to_base(8, false)}")
else
b.add(c)
end
return v.bool_instance(recvval >= args[1].to_i)
else if pname == "<=>" then
return v.int_instance(recvval <=> args[1].to_i)
- else if pname == "ascii" then
- return v.char_instance(recvval.ascii)
else if pname == "to_f" then
return v.float_instance(recvval.to_f)
else if pname == "to_b" then
end
else if cname == "Char" then
var recv = args[0].val.as(Char)
- if pname == "ascii" then
- return v.int_instance(recv.ascii)
- else if pname == "successor" then
+ if pname == "successor" then
return v.char_instance(recv.successor(args[1].to_i))
else if pname == "predecessor" then
return v.char_instance(recv.predecessor(args[1].to_i))
# * `"0;32"` for green
fun colored_line(color: String): String
do
- var esc = 27.ascii
+ var esc = 27.code_point
var def = "{esc}[0m"
var col = "{esc}[{color}m"
# This does not corrupt the lexer and works perfectly on any character.
#
# TL;DR: Java fucked up, need retarded solution to cope for retarded decision
- var c = string[sp].ascii
+ var c = string[sp].code_point
if c >= 256 then c = 255
sp += 1
# A colored version of the message including the original source line
fun to_color_string: String
do
- var esc = 27.ascii
+ var esc = 27.code_point
#var red = "{esc}[0;31m"
#var bred = "{esc}[1;31m"
#var green = "{esc}[0;32m"
--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+import kernel
+
+var i = 1
+var b = true
+var f = 1u8
+var ni: nullable Int = 1
+var nb: nullable Bool = true
+var nf: nullable Byte = 1u8
+var oi: nullable Object = 1
+var ob: nullable Object = true
+var of: nullable Object = 1u8
+
+
+(i == i).output
+(b == i).output
+(f == i).output
+
+'\n'.output
+
+(i == ni).output
+(b == ni).output
+(f == ni).output
+
+'\n'.output
+
+(i == oi).output
+(b == oi).output
+(f == oi).output
+
+'\n'.output
+'\n'.output
+
+(ni == i).output
+(nb == i).output
+(nf == i).output
+
+'\n'.output
+
+(ni == ni).output
+(nb == ni).output
+(nf == ni).output
+
+'\n'.output
+
+(ni == oi).output
+(nb == oi).output
+(nf == oi).output
+
+'\n'.output
+'\n'.output
+
+(oi == i).output
+(ob == i).output
+(of == i).output
+
+'\n'.output
+
+(oi == ni).output
+(ob == ni).output
+(of == ni).output
+
+'\n'.output
+
+(oi == oi).output
+(ob == oi).output
+(of == oi).output
+
+'\n'.output
+'\n'.output
+'\n'.output
+
+(i == b).output
+(b == b).output
+(f == b).output
+
+'\n'.output
+
+(i == nb).output
+(b == nb).output
+(f == nb).output
+
+'\n'.output
+
+(i == ob).output
+(b == ob).output
+(f == ob).output
+
+'\n'.output
+'\n'.output
+
+(ni == b).output
+(nb == b).output
+(nf == b).output
+
+'\n'.output
+
+(ni == nb).output
+(nb == nb).output
+(nf == nb).output
+
+'\n'.output
+
+(ni == ob).output
+(nb == ob).output
+(nf == ob).output
+
+'\n'.output
+'\n'.output
+
+(oi == b).output
+(ob == b).output
+(of == b).output
+
+'\n'.output
+
+(oi == nb).output
+(ob == nb).output
+(of == nb).output
+
+'\n'.output
+
+(oi == ob).output
+(ob == ob).output
+(of == ob).output
+
+'\n'.output
+'\n'.output
+'\n'.output
+
+(i == f).output
+(b == f).output
+(f == f).output
+
+'\n'.output
+
+(i == nf).output
+(b == nf).output
+(f == nf).output
+
+'\n'.output
+
+(i == of).output
+(b == of).output
+(f == of).output
+
+'\n'.output
+'\n'.output
+
+(ni == f).output
+(nb == f).output
+(nf == f).output
+
+'\n'.output
+
+(ni == nf).output
+(nb == nf).output
+(nf == nf).output
+
+'\n'.output
+
+(ni == of).output
+(nb == of).output
+(nf == of).output
+
+'\n'.output
+'\n'.output
+
+(oi == f).output
+(ob == f).output
+(of == f).output
+
+'\n'.output
+
+(oi == nf).output
+(ob == nf).output
+(of == nf).output
+
+'\n'.output
+
+(oi == of).output
+(ob == of).output
+(of == of).output
--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+import kernel
+
+var i = 1
+var b = true
+var f = 1u8
+var ni: nullable Int = 1
+var nb: nullable Bool = true
+var nf: nullable Byte = 1u8
+var oi: nullable Object = 1
+var ob: nullable Object = true
+var of: nullable Object = 1u8
+
+
+(i.is_same_instance(i)).output
+(b.is_same_instance(i)).output
+(f.is_same_instance(i)).output
+
+'\n'.output
+
+(i.is_same_instance(ni)).output
+(b.is_same_instance(ni)).output
+(f.is_same_instance(ni)).output
+
+'\n'.output
+
+(i.is_same_instance(oi)).output
+(b.is_same_instance(oi)).output
+(f.is_same_instance(oi)).output
+
+'\n'.output
+'\n'.output
+
+(ni.is_same_instance(i)).output
+(nb.is_same_instance(i)).output
+(nf.is_same_instance(i)).output
+
+'\n'.output
+
+(ni.is_same_instance(ni)).output
+(nb.is_same_instance(ni)).output
+(nf.is_same_instance(ni)).output
+
+'\n'.output
+
+(ni.is_same_instance(oi)).output
+(nb.is_same_instance(oi)).output
+(nf.is_same_instance(oi)).output
+
+'\n'.output
+'\n'.output
+
+(oi.is_same_instance(i)).output
+(ob.is_same_instance(i)).output
+(of.is_same_instance(i)).output
+
+'\n'.output
+
+(oi.is_same_instance(ni)).output
+(ob.is_same_instance(ni)).output
+(of.is_same_instance(ni)).output
+
+'\n'.output
+
+(oi.is_same_instance(oi)).output
+(ob.is_same_instance(oi)).output
+(of.is_same_instance(oi)).output
+
+'\n'.output
+'\n'.output
+'\n'.output
+
+(i.is_same_instance(b)).output
+(b.is_same_instance(b)).output
+(f.is_same_instance(b)).output
+
+'\n'.output
+
+(i.is_same_instance(nb)).output
+(b.is_same_instance(nb)).output
+(f.is_same_instance(nb)).output
+
+'\n'.output
+
+(i.is_same_instance(ob)).output
+(b.is_same_instance(ob)).output
+(f.is_same_instance(ob)).output
+
+'\n'.output
+'\n'.output
+
+(ni.is_same_instance(b)).output
+(nb.is_same_instance(b)).output
+(nf.is_same_instance(b)).output
+
+'\n'.output
+
+(ni.is_same_instance(nb)).output
+(nb.is_same_instance(nb)).output
+(nf.is_same_instance(nb)).output
+
+'\n'.output
+
+(ni.is_same_instance(ob)).output
+(nb.is_same_instance(ob)).output
+(nf.is_same_instance(ob)).output
+
+'\n'.output
+'\n'.output
+
+(oi.is_same_instance(b)).output
+(ob.is_same_instance(b)).output
+(of.is_same_instance(b)).output
+
+'\n'.output
+
+(oi.is_same_instance(nb)).output
+(ob.is_same_instance(nb)).output
+(of.is_same_instance(nb)).output
+
+'\n'.output
+
+(oi.is_same_instance(ob)).output
+(ob.is_same_instance(ob)).output
+(of.is_same_instance(ob)).output
+
+'\n'.output
+'\n'.output
+'\n'.output
+
+(i.is_same_instance(f)).output
+(b.is_same_instance(f)).output
+(f.is_same_instance(f)).output
+
+'\n'.output
+
+(i.is_same_instance(nf)).output
+(b.is_same_instance(nf)).output
+(f.is_same_instance(nf)).output
+
+'\n'.output
+
+(i.is_same_instance(of)).output
+(b.is_same_instance(of)).output
+(f.is_same_instance(of)).output
+
+'\n'.output
+'\n'.output
+
+(ni.is_same_instance(f)).output
+(nb.is_same_instance(f)).output
+(nf.is_same_instance(f)).output
+
+'\n'.output
+
+(ni.is_same_instance(nf)).output
+(nb.is_same_instance(nf)).output
+(nf.is_same_instance(nf)).output
+
+'\n'.output
+
+(ni.is_same_instance(of)).output
+(nb.is_same_instance(of)).output
+(nf.is_same_instance(of)).output
+
+'\n'.output
+'\n'.output
+
+(oi.is_same_instance(f)).output
+(ob.is_same_instance(f)).output
+(of.is_same_instance(f)).output
+
+'\n'.output
+
+(oi.is_same_instance(nf)).output
+(ob.is_same_instance(nf)).output
+(of.is_same_instance(nf)).output
+
+'\n'.output
+
+(oi.is_same_instance(of)).output
+(ob.is_same_instance(of)).output
+(of.is_same_instance(of)).output
--- /dev/null
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+import kernel
+
+var i = 1
+var b = true
+var f = 1u8
+var ni: Int = 0
+var nb: Bool = false
+var nf: Byte = 0u8
+var oi: Object = 1
+var ob: Object = true
+var of: Object = 1u8
+
+
+(i.is_same_type(i)).output
+(b.is_same_type(i)).output
+(f.is_same_type(i)).output
+
+'\n'.output
+
+(i.is_same_type(ni)).output
+(b.is_same_type(ni)).output
+(f.is_same_type(ni)).output
+
+'\n'.output
+
+(i.is_same_type(oi)).output
+(b.is_same_type(oi)).output
+(f.is_same_type(oi)).output
+
+'\n'.output
+'\n'.output
+
+(ni.is_same_type(i)).output
+(nb.is_same_type(i)).output
+(nf.is_same_type(i)).output
+
+'\n'.output
+
+(ni.is_same_type(ni)).output
+(nb.is_same_type(ni)).output
+(nf.is_same_type(ni)).output
+
+'\n'.output
+
+(ni.is_same_type(oi)).output
+(nb.is_same_type(oi)).output
+(nf.is_same_type(oi)).output
+
+'\n'.output
+'\n'.output
+
+(oi.is_same_type(i)).output
+(ob.is_same_type(i)).output
+(of.is_same_type(i)).output
+
+'\n'.output
+
+(oi.is_same_type(ni)).output
+(ob.is_same_type(ni)).output
+(of.is_same_type(ni)).output
+
+'\n'.output
+
+(oi.is_same_type(oi)).output
+(ob.is_same_type(oi)).output
+(of.is_same_type(oi)).output
+
+'\n'.output
+'\n'.output
+'\n'.output
+
+(i.is_same_type(b)).output
+(b.is_same_type(b)).output
+(f.is_same_type(b)).output
+
+'\n'.output
+
+(i.is_same_type(nb)).output
+(b.is_same_type(nb)).output
+(f.is_same_type(nb)).output
+
+'\n'.output
+
+(i.is_same_type(ob)).output
+(b.is_same_type(ob)).output
+(f.is_same_type(ob)).output
+
+'\n'.output
+'\n'.output
+
+(ni.is_same_type(b)).output
+(nb.is_same_type(b)).output
+(nf.is_same_type(b)).output
+
+'\n'.output
+
+(ni.is_same_type(nb)).output
+(nb.is_same_type(nb)).output
+(nf.is_same_type(nb)).output
+
+'\n'.output
+
+(ni.is_same_type(ob)).output
+(nb.is_same_type(ob)).output
+(nf.is_same_type(ob)).output
+
+'\n'.output
+'\n'.output
+
+(oi.is_same_type(b)).output
+(ob.is_same_type(b)).output
+(of.is_same_type(b)).output
+
+'\n'.output
+
+(oi.is_same_type(nb)).output
+(ob.is_same_type(nb)).output
+(of.is_same_type(nb)).output
+
+'\n'.output
+
+(oi.is_same_type(ob)).output
+(ob.is_same_type(ob)).output
+(of.is_same_type(ob)).output
+
+'\n'.output
+'\n'.output
+'\n'.output
+
+(i.is_same_type(f)).output
+(b.is_same_type(f)).output
+(f.is_same_type(f)).output
+
+'\n'.output
+
+(i.is_same_type(nf)).output
+(b.is_same_type(nf)).output
+(f.is_same_type(nf)).output
+
+'\n'.output
+
+(i.is_same_type(of)).output
+(b.is_same_type(of)).output
+(f.is_same_type(of)).output
+
+'\n'.output
+'\n'.output
+
+(ni.is_same_type(f)).output
+(nb.is_same_type(f)).output
+(nf.is_same_type(f)).output
+
+'\n'.output
+
+(ni.is_same_type(nf)).output
+(nb.is_same_type(nf)).output
+(nf.is_same_type(nf)).output
+
+'\n'.output
+
+(ni.is_same_type(of)).output
+(nb.is_same_type(of)).output
+(nf.is_same_type(of)).output
+
+'\n'.output
+'\n'.output
+
+(oi.is_same_type(f)).output
+(ob.is_same_type(f)).output
+(of.is_same_type(f)).output
+
+'\n'.output
+
+(oi.is_same_type(nf)).output
+(ob.is_same_type(nf)).output
+(of.is_same_type(nf)).output
+
+'\n'.output
+
+(oi.is_same_type(of)).output
+(ob.is_same_type(of)).output
+(of.is_same_type(of)).output
o = _c
(o == null).output
(not o == '\0').output
- #alt3#_c.ascii.output
+ #alt3#_c.code_point.output
end
end
--- /dev/null
+true
+false
+false
+
+true
+false
+false
+
+true
+false
+false
+
+
+true
+false
+false
+
+true
+false
+false
+
+true
+false
+false
+
+
+true
+false
+false
+
+true
+false
+false
+
+true
+false
+false
+
+
+
+false
+true
+false
+
+false
+true
+false
+
+false
+true
+false
+
+
+false
+true
+false
+
+false
+true
+false
+
+false
+true
+false
+
+
+false
+true
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+
+false
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+
+false
+true
+false
+
+
+
+false
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+
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+
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+
+
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+
+false
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+
+false
+false
+true
+
+
+false
+false
+true
+
+false
+false
+true
+
+false
+false
+true
--- /dev/null
+true
+false
+false
+
+true
+false
+false
+
+true
+false
+false
+
+
+true
+false
+false
+
+true
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+false
+
+true
+false
+false
+
+
+true
+false
+false
+
+true
+false
+false
+
+true
+false
+false
+
+
+
+false
+true
+false
+
+false
+true
+false
+
+false
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+
+
+false
+true
+false
+
+false
+true
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+
+false
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+
+
+false
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+
+false
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+
+false
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+
+
+
+false
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+
+false
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+
+false
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+true
+
+
+false
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+
+false
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+
+false
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+
+
+false
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+true
+
+false
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+true
+
+false
+false
+true
--- /dev/null
+true
+false
+false
+
+true
+false
+false
+
+true
+false
+false
+
+
+true
+false
+false
+
+true
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+
+true
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+
+
+true
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+
+true
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+false
+
+true
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+
+
+
+false
+true
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+
+false
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+
+false
+true
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+
+
+false
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+
+false
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+
+false
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+
+
+false
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+
+false
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+
+false
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+
+
+
+false
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+
+false
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+
+false
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+true
+
+
+false
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+true
+
+false
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+
+false
+false
+true
+
+
+false
+false
+true
+
+false
+false
+true
+
+false
+false
+true
../lib/core/kernel.nit:431,1--486,3: Error: `kernel#Numeric` does not specialize `module_0#Object`. Possible duplication of the root class `Object`?
../lib/core/kernel.nit:492,1--515,3: Error: `kernel#Bool` does not specialize `module_0#Object`. Possible duplication of the root class `Object`?
../lib/core/kernel.nit:517,1--599,3: Error: `kernel#Float` does not specialize `module_0#Object`. Possible duplication of the root class `Object`?
-../lib/core/kernel.nit:601,1--697,3: Error: `kernel#Byte` does not specialize `module_0#Object`. Possible duplication of the root class `Object`?
-../lib/core/kernel.nit:699,1--884,3: Error: `kernel#Int` does not specialize `module_0#Object`. Possible duplication of the root class `Object`?
-../lib/core/kernel.nit:886,1--1039,3: Error: `kernel#Char` does not specialize `module_0#Object`. Possible duplication of the root class `Object`?
-../lib/core/kernel.nit:1041,1--1048,3: Error: `kernel#Pointer` does not specialize `module_0#Object`. Possible duplication of the root class `Object`?
+../lib/core/kernel.nit:601,1--702,3: Error: `kernel#Byte` does not specialize `module_0#Object`. Possible duplication of the root class `Object`?
+../lib/core/kernel.nit:704,1--890,3: Error: `kernel#Int` does not specialize `module_0#Object`. Possible duplication of the root class `Object`?
+../lib/core/kernel.nit:892,1--1060,3: Error: `kernel#Char` does not specialize `module_0#Object`. Possible duplication of the root class `Object`?
+../lib/core/kernel.nit:1062,1--1069,3: Error: `kernel#Pointer` does not specialize `module_0#Object`. Possible duplication of the root class `Object`?
-Runtime error: Cast failed. Expected `OTHER`, got `Float` (../lib/core/kernel.nit:720)
+Runtime error: Cast failed. Expected `OTHER`, got `Float` (../lib/core/kernel.nit:725)
11
21
31
-Runtime error: Cast failed. Expected `OTHER`, got `Float` (../lib/core/kernel.nit:720)
+Runtime error: Cast failed. Expected `OTHER`, got `Float` (../lib/core/kernel.nit:725)
11
21
31
-Runtime error: Cast failed. Expected `OTHER`, got `Float` (../lib/core/kernel.nit:720)
+Runtime error: Cast failed. Expected `OTHER`, got `Float` (../lib/core/kernel.nit:725)
11
21
31
Numeric -> Float [dir=back arrowtail=open style=dashed];
Byte [
- label = "{Byte||+ %(i: Byte): Byte\l+ \<\<(i: Int): Byte\l+ \>\>(i: Int): Byte\l}"
+ label = "{Byte||+ %(i: Byte): Byte\l+ \<\<(i: Int): Byte\l+ \>\>(i: Int): Byte\l+ ascii(): Char\l}"
]
Discrete -> Byte [dir=back arrowtail=open style=dashed];
Numeric -> Byte [dir=back arrowtail=open style=dashed];
Int [
- label = "{Int||+ %(i: Int): Int\l+ \<\<(i: Int): Int\l+ \>\>(i: Int): Int\l+ ascii(): Char\l+ digit_count(b: Int): Int\l+ digit_count_base_10(): Int\l+ to_c(): Char\l+ abs(): Int\l}"
+ label = "{Int||+ %(i: Int): Int\l+ \<\<(i: Int): Int\l+ \>\>(i: Int): Int\l+ code_point(): Char\l+ digit_count(b: Int): Int\l+ digit_count_base_10(): Int\l+ to_c(): Char\l+ abs(): Int\l}"
]
Discrete -> Int [dir=back arrowtail=open style=dashed];
Numeric -> Int [dir=back arrowtail=open style=dashed];
Char [
- label = "{Char||+ to_i(): Int\l+ ascii(): Int\l+ to_lower(): Char\l+ to_upper(): Char\l+ is_digit(): Bool\l+ is_lower(): Bool\l+ is_upper(): Bool\l+ is_letter(): Bool\l+ is_whitespace(): Bool\l}"
+ label = "{Char||+ to_i(): Int\l+ ascii(): Byte\l+ code_point(): Int\l+ is_ascii(): Bool\l+ to_lower(): Char\l+ to_upper(): Char\l+ is_digit(): Bool\l+ is_lower(): Bool\l+ is_upper(): Bool\l+ is_letter(): Bool\l+ is_whitespace(): Bool\l}"
]
Discrete -> Char [dir=back arrowtail=open style=dashed];
Numeric -> Float [dir=back arrowtail=open style=dashed];
Byte [
- label = "{Byte||+ %(i: Byte): Byte\l+ \<\<(i: Int): Byte\l+ \>\>(i: Int): Byte\l}"
+ label = "{Byte||+ %(i: Byte): Byte\l+ \<\<(i: Int): Byte\l+ \>\>(i: Int): Byte\l+ ascii(): Char\l}"
]
Discrete -> Byte [dir=back arrowtail=open style=dashed];
Numeric -> Byte [dir=back arrowtail=open style=dashed];
Int [
- label = "{Int||+ %(i: Int): Int\l+ \<\<(i: Int): Int\l+ \>\>(i: Int): Int\l+ ascii(): Char\l+ digit_count(b: Int): Int\l+ digit_count_base_10(): Int\l+ to_c(): Char\l+ abs(): Int\l}"
+ label = "{Int||+ %(i: Int): Int\l+ \<\<(i: Int): Int\l+ \>\>(i: Int): Int\l+ code_point(): Char\l+ digit_count(b: Int): Int\l+ digit_count_base_10(): Int\l+ to_c(): Char\l+ abs(): Int\l}"
]
Discrete -> Int [dir=back arrowtail=open style=dashed];
Numeric -> Int [dir=back arrowtail=open style=dashed];
Char [
- label = "{Char||+ to_i(): Int\l+ ascii(): Int\l+ to_lower(): Char\l+ to_upper(): Char\l+ is_digit(): Bool\l+ is_lower(): Bool\l+ is_upper(): Bool\l+ is_letter(): Bool\l+ is_whitespace(): Bool\l}"
+ label = "{Char||+ to_i(): Int\l+ ascii(): Byte\l+ code_point(): Int\l+ is_ascii(): Bool\l+ to_lower(): Char\l+ to_upper(): Char\l+ is_digit(): Bool\l+ is_lower(): Bool\l+ is_upper(): Bool\l+ is_letter(): Bool\l+ is_whitespace(): Bool\l}"
]
Discrete -> Char [dir=back arrowtail=open style=dashed];
var a = "éè"
print(a.length)
for i in [0..a.length[ do
- print("{i} is {a.chars[i]} ({a.chars[i].ascii})")
+ print("{i} is {a.chars[i]} ({a.chars[i].code_point})")
end
import core
var s = "𐏓".as(FlatString)
-print s.items.char_at(0).ascii.to_hex
-print s.items.char_at(4).ascii.to_hex
+print s.items.char_at(0).code_point.to_hex
+print s.items.char_at(4).code_point.to_hex