Yampa/reactimate
From HaskellWiki
(Changed System.CPUTime to Data.Time.Clock and added the Precision section) |
(Directly use Data.Time.Clock.POSIX) |
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module Main where | module Main where | ||
| - | import FRP. | + | import FRP.Yampa |
import Data.IORef | import Data.IORef | ||
| - | import Data.Time.Clock | + | import Data.Time.Clock.POSIX |
sf :: SF () Bool -- The signal function to be run | sf :: SF () Bool -- The signal function to be run | ||
| Line 31: | Line 31: | ||
main :: IO () | main :: IO () | ||
main = do | main = do | ||
| - | t <- | + | t <- getPOSIXTime -- Current POSIX time in seconds |
timeRef <- newIORef t | timeRef <- newIORef t | ||
let init = putStrLn "Hello... wait for it..." | let init = putStrLn "Hello... wait for it..." | ||
sense = (\_ -> do | sense = (\_ -> do | ||
| - | t' <- | + | t' <- getPOSIXTime |
t <- readIORef timeRef | t <- readIORef timeRef | ||
| - | let dt = realToFrac ( | + | let dt = realToFrac (t' - t) -- Time difference in seconds |
writeIORef timeRef t' | writeIORef timeRef t' | ||
return (dt, Nothing)) -- we could equally well return (dt, Just ()) | return (dt, Nothing)) -- we could equally well return (dt, Just ()) | ||
| Line 49: | Line 49: | ||
== Precision Issues == | == Precision Issues == | ||
| - | In the above example, we used the <code>Data.Time.Clock</code> module to measure time differences | + | In the above example, we used the <code>Data.Time.Clock.POSIX</code> module to measure time differences (alternatively <code>Data.Time.Clock</code> can be used, which internally again uses POSIX but with the disadvantage of having leap seconds). One should not use <code>System.CPUTime</code> because its precision is hardware dependent and can be very low. E.g. on a Core i7-2720QM, the precision is reduced by a factor of 10<sup>10</sup> compared to <code>Data.Time.Clock</code> (10ms vs. 1ps). This hardware dependence and potentially low precision make <code>System.CPUTime</code> unusable even for simple real time applications (like the game Pong) because the <code>integral</code> and <code>derivative</code> signal functions provided by Yampa behave unpredictably. This results in programs being highly system dependent; e.g. the ball in Pong moving significantly faster on faster hardware or even moving through a paddle because a collision is missed. |
Current revision
reactimate :: IO a -- init -> (Bool -> IO (DTime, Maybe a)) -- input/sense -> (Bool -> b -> IO Bool) -- output/actuate -> SF a b -- process/signal function -> IO ()
The Bool parameter of sense and actuate are unused if you look up the definition of reactimate so just ignore them (cf. the explanations below).
reactimate basically is an input-process-output loop and forms the interface between (pure) Yampa signal functions and the (potentially impure) external world. More specifically, a Yampa signal function of type SF a b is an abstract data type that transforms a signal of type Time -> a into a signal of type Time -> b (note that one does not have direct access to signals in Yampa but just to signal functions). The Time parameter here is assumed to model continuous time but to evaluate a signal function (or a signal for that matter) it is necessary to sample the signals at discrete points in time. This is exactly what reactimate does (among other things).
1 Further explanations
- The
initaction is rather self-explanatory; it executes an initial IO action (e.g. print a welcome message), which then yields an initial sample of typeafor the signal function that is passed toreactimateas the last argument. - The
senseargument is then evaluated atFalseand should return an IO action yielding a pair that contains the time passed since the last sample and a new sample of typea(wrapped in aMaybe) for the signal function. If the second component ofsense's return value isNothingthen the previous sample is used again. -
actuateis evaluated atTrueand the signal function's output of typeb, obtained by processing the input sample previously provided bysense.actuate's job now is to process the output (e.g. render a collection of objects contained in it) in an IO action that yields a result of typeBool. If this result isTruethe processing loop stops (i.e. the IO action defined byreactimatereturns()). - Finally, the last argument of
reactimateis the signal function to be run (or "animated"). Keep in mind that the signal function may take pretty complex forms like a parallel switch embedded in a loop.
2 Example
To illustrate this, here's a simple example of a Hello World program but with some time dependence added. Its purpose is to print "Hello... wait for it..." to the console once and then wait for 2 seconds until it prints "World!" and then stops.
module Main where import FRP.Yampa import Data.IORef import Data.Time.Clock.POSIX sf :: SF () Bool -- The signal function to be run sf = time >>> arr (\t -> if (t < 2) then False else True) -- the time signal function ignores its input and returns the time main :: IO () main = do t <- getPOSIXTime -- Current POSIX time in seconds timeRef <- newIORef t let init = putStrLn "Hello... wait for it..." sense = (\_ -> do t' <- getPOSIXTime t <- readIORef timeRef let dt = realToFrac (t' - t) -- Time difference in seconds writeIORef timeRef t' return (dt, Nothing)) -- we could equally well return (dt, Just ()) actuate = (\_ x -> if x then putStrLn "World!" >> return x else return x) reactimate init sense actuate sf
Note that as soon as x in the definition of actuate becomes True (that is after 2 seconds), actuate returns True, hence reactimate returns () and the program stops. If we change the definition of actuate to always return False the line "World!" will be print out indefinitely.
3 Precision Issues
In the above example, we used the Data.Time.Clock.POSIX module to measure time differences (alternatively Data.Time.Clock can be used, which internally again uses POSIX but with the disadvantage of having leap seconds). One should not use System.CPUTime because its precision is hardware dependent and can be very low. E.g. on a Core i7-2720QM, the precision is reduced by a factor of 1010 compared to Data.Time.Clock (10ms vs. 1ps). This hardware dependence and potentially low precision make System.CPUTime unusable even for simple real time applications (like the game Pong) because the integral and derivative signal functions provided by Yampa behave unpredictably. This results in programs being highly system dependent; e.g. the ball in Pong moving significantly faster on faster hardware or even moving through a paddle because a collision is missed.
