2 Fixed-Size Data
2.1 Arithmetic
When a programmer studies a new language, the first item of business is the language’s “arithmetic,” meaning its basic forms of data and the operations that a program can perform on this data. At the same time, we need to learn how to express data and how to express operations on data.
write "(",
write down the name of a primitive operation op,
write down the arguments, separated by some space, and
write down ")".
(+ 1 2)
It is not necessary to read and understand the entire chapter in order to make progress. As soon as you sense that this chapter is slowing you down, move on to the next one. Keep in mind, though, that you may wish to return here and find out more about the basic forms of data in BSL when the going gets rough.
The rest of this chapter introduces four forms of data: numbers, strings, images, and Boolean values. It also illustrates how these forms of data are manipulated with primitive operations, often called built-in operations or primitive functions. In many cases, these manipulations involve more than one form of data.
2.1.1 The Arithmetic of Numbers
Most people think “numbers” and “operations on numbers” when they hear “arithmetic.” “Operations on numbers” means adding two numbers to yield a third; subtracting one number from another; or even determining the greatest common divisor of two numbers. If we don’t take arithmetic too literally, we may even include the sine of an angle, rounding a real number to the closest integer, and so on.
The BSL language supports Numbers and arithmetic in all these forms. As discussed in the Prologue, an arithmetic operation such as + is used like this:
(+ 3 4)
i.e., in prefix notation form. Here are some of the operations on numbers that our language provides: +, -, *, /, abs, add1, ceiling, denominator, exact->inexact, expt, floor, gcd, log, max, numerator, quotient, random, remainder, sqr, and tan. We picked our way through the alphabet, just to show the variety of operations. Explore what these do in the interactions area, and then find out how many more there are and what they do.
If you need an operation on numbers that you know from grade school or high school, chances are that BSL knows about it, too. Guess its name and experiment in the interaction area. Say you need to compute the sin of some angle; try
> (sin 0) 0
and use it happily ever after. Or look in the HelpDesk. You will find there that in addition to operations, BSL also recognizes the names of some widely used numbers, e.g., pi and e.
When it comes to numbers, BSL programs may use natural numbers, integers, rational numbers, real numbers, and complex numbers. We assume that you have heard of the first four. The last one may have been mentioned in your high school. If not, don’t worry; while complex numbers are useful for all kinds of calculations, a novice doesn’t have to know about them.
A truly important distinction concerns the precision of numbers. For now, it is important to understand that BSL distinguishes exact numbers and inexact numbers. When it calculates with exact numbers, BSL preserves this precision whenever possible. For example, (/ 4 6) produces the precise fraction 2/3, which DrRacket can render as a proper fraction, an improper fraction, or as a mixed decimal. Click (on the fraction) and choose.
Some of BSL’s numeric operations cannot produce an exact result. For example, using the sqrt operation on 2 produces an irrational number that cannot be described with a finite number of digits. Because computers are of finite size and BSL must somehow fit such numbers into the computer, it chooses an approximation: #i1.4142135623730951. As mentioned in the Prologue, the #i prefix warns novice programmers of this lack of precision. While most programming languages choose to reduce precision in this manner, few advertise it and fewer even warn programmers.
Create an expression that computes the distance of the Cartesian point (x,y) from the origin (0,0)Just in case you haven’t taken geometry yet or in case you forgot the formula that you encountered there, the point (x,y) has the distance
from the origin.To create expressions it is best to hit RUN and to experiment in the interactions area.
Once you have the expression, copy it below the two definitions into the definitions area. Change the two definitions in some way, figure out what the result of the expression should be, and then RUN it to find out what it really is. You may wish to use 12 for x and 5 for y as a first test. Another good example consists of 3 and 4.
As you experiment, do not change the expression unless you think it is wrong.
2.1.2 The Arithmetic of Strings
A wide-spread prejudice about computers concerns its innards. Many believe
that it is all about bits and bytes—
Programming languages are about calculating with information, and information comes in all shapes and forms. For example, a program may deal with colors, names, business letters, or conversations between people. Even though we could encode this kind of information as numbers, it would be a horrible idea. Just imagine remembering large tables of codes, such as 0 means “red” and 1 means “hello,” etc.
Instead most programming languages provide at least one kind of data that deals with such symbolic information. For now, we use BSL’s strings. Generally speaking, a String is a sequence of the characters that you can enter on the keyboard enclosed in double quotes, plus a few others, about which we aren’t concerned just yet. In Prologue: How to Program, we have seen a number of BSL strings: "hello", "world", "blue", "red", etc. The first two are words that may show up in a conversation or in a letter; the others are names of colors that we may wish to use.
> (string-append "what a " "lovely " "day" " for learning BSL") "what a lovely day for learning BSL"
Then create an expression using string primitives that concatenates prefix and suffix and adds "_" between them. So the result for these two definitions should be "hello_world", but see exercise 1 for how to create expressions and how to make sure they really work.
2.1.3 Mixing It Up
string-length consumes a string and produces a (natural) number;
string-ith consumes a string s and extracts the one-character substring located at the ith position (counting from 0); and
number->string consumes a number and produces a string.
> (string-length 42) string-length: expects argument of type <string>; given: 42
(+ (string-length "hello world") 60)
(+ (string-length "hello world") 60) = (+ 11 60) = 71
(+ (string-length (number->string 42)) 2) = (+ (string-length "42") 2) = (+ 2 2) = 4
(+ (string-length 42) 1)
Then create an expression using string primitives that adds "_" at position i. In general this means the resulting string is longer than the original one; here the expected result is "hello_world".Position means i characters from the left of the string—but computer scientists start counting at 0. Thus, the 5 the letter in this example is "w", because the 0th letter is "h". Hint: when you encounter such “counting problems” you may wish to add a string of digits below str to help with counting: See exercise 1 for how to create expressions and how to make sure they really work.
Exercise 4: Use the same setup as in exercise 3. Then create an expression that deletes the ith position from str. Clearly this expression creates a shorter string than the given one; contemplate which values you may choose for i.
2.1.4 The Arithmetic of Images
Images represent symbolic data somewhat like strings. To work with images, use the "2htdp/image" teachpack. Like strings, you used DrRacket to insert images wherever you would insert an expression into your program, because images are values just like numbers and strings.
circle produces a circle image from a radius, a mode string, and a color string;
ellipse produces an ellipse from two radii, a mode string, and a color string;
line produces a line from two points and a color string;
rectangle produces a rectangle from a width, a height, a mode string, and a color string;
text produces a text image from a string, a font size, and a color string; and
triangle produces an upward-pointing equilateral triangle from a size, a mode string, and a color string.
BSL comes with two more image creation functions and both are fun. The first is star, which produces a star image. To do so, it needs the number of points, the size of the inner circle, the size of the outer circle, a mode string and a color string. Try (star 12 "solid" "green"). The second one is regular-polygon, which creates a regular polygon from a number of sides inscribed in a circle of a given radius, using a mode string and a color string. Look up its documentation and experiment.
image-width determines the width of a given image in terms of pixels;
image-height determines the height of an image;
A proper understanding of the third kind of image primitives—
overlay places all the images to which it is applied on top of each other, using the default anchor point for each.
overlay/xy is like overlay but accepts two numbers—
x and y— between two image arguments. It shifts the second image by x pixels to the right and y pixels down — all with respect to the images’ anchor points. Of course, the image is shifted left for a negative x and up for a positive y. overlay/align is like overlay but accepts two strings that shift the anchor points to other parts of the rectangles. There are nine different positions overall; experiment with all possibilities!
empty-scene creates an framed rectangle of a specified with and height;
place-image places an image into a scene at a specified position. If the image doesn’t fit into the given scene, it is appropriately cropped.
add-line consumes an scene, four numbers, and a color to draw a line of that color into the given image. Again, experiment with it to find out how the four arguments work together.
(define cat
)
Create an expression that computes the area of the image. See exercise 1 for how to create expressions and how to make sure they really work.
Exercise 6: Use the picture primitives to create the image of a simple automobile.
Exercise 7: Use the picture primitives to create the image of a simple boat.
Exercise 8: Use the picture primitives to create the image of a simple tree.
2.1.5 The Arithmetic of Booleans
We need one last kind of primitive data before we can design programs: Boolean values. There are only two kinds of Boolean values: true and false. Programs use Boolean values for representing decisions or the status of switches.
- and not always picks the Boolean that isn’t given:
Finally, there is more to or and and than these explanations suggest, but to explain the extra bit requires another look at mixing up data in nested expressions.
Create an expression that computes whether b1 is false or b2 is true. So in this particular case, the answer is false. (Why?)See exercise 1 for how to create expressions and how to make sure they really work. How many possible combinations of true and false can you think of for associating with b1 and b2?
2.1.6 Mixing It Up with Booleans
(define x 2)
(define x 0)
In addition to =, BSL provides a host of other comparison primitives. Explain what the following four comparison primitives determine about numbers: <, <=, >, >=.
Strings aren’t compared with = and its relatives. Instead, you must use string=? or string<=? or string>=? if you are ever in a position where you need to compare strings. While it is obvious that string=? checks whether the two given strings are equal, the other two primitives are open to interpretation. Look up their documentation, or experiment with them, guess, and then check in the documentation whether you guessed right.
The next few chapters introduce better expressions than if to express conditional computations and, most importantly, systematic ways for designing them.
(define cat
)
Create an expression that computes whether the image is "tall" or "wide". An image should be labeled "tall" if its height is larger or equal to its width; otherwise it is "wide". See exercise 1 for how to create expressions and how to make sure they really work; as you experiment, replace the image of the cat with rectangles of your choice to ensure you know the expected answer.Now try the following modification. Create an expression that computes whether a picture is "tall", "wide", or "square".
2.1.7 Predicates: Know Thy Data
(* (+ (string-length 42) 1) pi)
(define in ...) (string-length in)
Every class of data that we introduced in this chapter comes with a predicate: string?, image?, and boolean?. Experiment with them to ensure you understand how they work.
Furthermore, programming languages classify numbers just as mathematics
teachers do. In BSL, numbers are classified in two different
directions. The first you may know from middle school or high school:
integer?, rational?, real?, and
complex?, even if you don’t know the last
one. Evaluate (sqrt -1) in the interactions area and
take a close look at the result. Your mathematics teacher may have told you
that one doesn’t compute the square root of negative numbers. Truth is that
in mathematics and in BSL, it is acceptable to do so, and the result is a
so-called complex number. Don’t worry, though, complex numbers—
(define in "hello")
Then create an expression that converts whatever in represents to a number. For a string, it determines how long the string is; for an image, it uses the area; for a number, it decrements the number, unless it is already 0 or negative; for true it uses 10 and for false 20.See exercise 1 for how to create expressions and how to make sure they really work.
Exercise 12: Now relax, eat, sleep, and then tackle the next chapter.
2.2 Functions and Programs
As far as programming is concerned, arithmetic is half the game. The other
half is “algebra.” Of course, our notion of “algebra” relates to the school
notion of algebra just as much as the notion of “arithmetic” from the
preceding chapter relates to the ordinary notion of grade-school
arithmetic. What we do mean is that the creation of interesting programs
involves variables and—
2.2.1 Functions
From a high-level perspective, a program is a function. A program, like a function in mathematics, consumes inputs, and it produces outputs. In contrast to mathematical functions, programs work with a whole variety of data: numbers, strings, images, and so on. Furthermore, programs may not consume all of the data at once; instead a program may incrementally request more data or not, depending on what the computation needs. Last but not least, programs are triggered by external events. For example, a scheduling program in an operating system may launch a monthly payroll program on the last day of every month. Or, a spreadsheet program may react to certain events on the keyboard with filling some cells with numbers.
Definitions: While many programming languages obscure the relationship between programs and functions, BSL brings it to the fore. Every BSL programs consists of definitions, usually followed by an expression that involves those definitions. There are two kinds of definitions:
variable definitions, of the same (define AVariable AnExpression), which we encountered in the preceding chapter; and
function definitions, which come in many flavors, one of which we used in the Prologue.
write “(define (”,
write down the name of the function,
... followed by one or more variables, separated by space and ending in “)”,
write down an expression,
write down “)”.
Before we explain why these examples are silly, we need to explain what
function definitions mean. Roughly speaking, a function definition
introduces a new operation on data; put differently, it adds an operation
to our vocabulary if we think of the primitive operations as the ones that
are always available. Like a primitive operation, a defined operation
consumes inputs. The number of variables determines how many inputs—
The examples are silly because the expressions inside the functions do not involve the variables. Since variables are about inputs, not mentioning them in the expressions means that the function’s output is independent of their input. We don’t need to write functions or programs if the output is always the same.
(define x 3)
For now, the only remaining question is how a function obtains its inputs. And to this end, we need to turn to the notion of applying a function.
write “(”,
write down the name of a defined function f,
write down as many arguments as f consumes, separated by some space, and
write down “)”.
> (f 1) 1
> (f 2) 1
> (f "hello world") 1
> (f true) 1
> (f) procedure f: expects 1 argument, given 0
> (f 1 2 3 4 5) procedure f: expects 1 argument, given 5: 1 2 3 4 5
> (+) procedure +: expects at least 2 arguments, given 0
Evaluating a function application proceeds in three steps. First, DrRacket determines the values of the argument expressions. Second, it checks that the number of arguments and the number of function parameters (inputs) are the same. If not, it signals an error. Finally, if the number of actual inputs is the number of expected inputs, DrRacket computes the value of the body of the function, with all parameters replaced by the corresponding argument values. The value of this computation is the value of the function application.
(string-append "hello" " " "world") = "hello world"
(define (opening first last) (string-append "Dear " first ","))
> (opening "Matthew" "Krishnamurthi") "Dear Matthew,"
(opening "Matthew" "Krishnamurthi") = (string-append "Dear " "Matthew" ",") = "Dear Matthew,"
To summarize, this section introduces the notation for function
applications—
Exercise 13: Define a function that consumes two numbers, x and y, and that computes the distance of point (x,y) to the origin. See exercise 1 for ideas.
Exercise 14: Define the function cube-volume, which accepts the length of a side of a cube and computes its volume. If you have time, consider defining cube-surface, too.
Exercise 15: Define the function string-first, which extracts the first character from a non-empty string. Don’t worry about empty strings.
Exercise 16: Define the function string-last, which extracts the last character from a non-empty string. Don’t worry about empty strings.
Exercise 17: Define the function bool-imply. It consumes two Boolean values, call them b1 and b2. The answer of the function is true if b1 is false or b2 is true. Note: Logicians call this imply and often they use the symbol => for this purpose. While BSL could define a function with this name, we avoid the name because it is too close to the comparison operations for numbers <= and >=, and it would thus easily be confused. See exercise 9.
Exercise 18: Define the function image-area, which computes the area of a given image. Note: The area is also the number of pixels in the picture. See exercise 5 for ideas.
Exercise 19: Define the function image-classify, which consumes an image and produces "tall" if the image is taller than it is wide, "wide" if it is wider than it is tall, or "square" if its width and height are the same. See exercise 10 for ideas.
Exercise 20: Define the function string-join, which consumes two strings and appends them with "_" in the middle. See exercise 2 for ideas.
Exercise 21: Define the function string-insert, which consumes a string and a number i and which inserts "_" at the ith position of the string. Assume i is a number between 0 and the length of the given string (inclusive). See exercise 3 for ideas. Also ponder the question whether string-insert should deal with empty strings.
Exercise 22: Define the function string-delete, which consumes a string and a number i and which deletes the ith position from str. Assume i is a number between 0 (inclusive) and the length of the given string (exclusive). See exercise 4 for ideas. Again consider the question whether string-delete can deal with empty strings.
2.2.2 Composing Functions
A program rarely consists of a single function definition and an
application of that function. Instead, a typical program consists of a
“main” function or a small collection of “main event handlers.” All of
these use other functions—
(define (letter fst lst signature-name) (string-append (opening fst) "\n" (body fst lst) "\n" (closing signature-name))) (define (opening fst) (string-append "Dear " fst ",")) (define (body fst lst) (string-append "we have discovered that all people with the last name " "\n" lst " have won our lottery. So, " fst ", " "\n" "hurry and pick up your prize.")) (define (closing signature-name) (string-append "Sincerely," "\n" signature-name))
> (letter "Matthew" "Krishnamurthi" "Felleisen") "Dear Matthew,\nwe have discovered that all people with the last name \nKrishnamurthi have won our lottery. So, Matthew, hurry \nand pick up your prize.\nSincerely,\nFelleisen"
In general, when a problem refers to distinct tasks of computation, a program should consist of one function per task and a main function that puts it all together. We formulate this idea as a simple slogan:
Define one function per task.
The advantage of following this slogan is that you get reasonably small functions, each of which is easy to comprehend, and whose composition is easy to understand. Later, we see that creating small functions that work correctly is much easier than creating one large function. Better yet, if you ever need to change a part of the program due to some change to the problem statement, it tends to be much easier to find the relevant program parts when it is organized as a collection of small functions.
Sample Problem: Imagine the owner of a movie theater who has complete freedom in setting ticket prices. The more he charges, the fewer the people who can afford tickets. In a recent experiment the owner determined a precise relationship between the price of a ticket and average attendance. At a price of $5.00 per ticket, 120 people attend a performance. Decreasing the price by a dime ($.10) increases attendance by 15. Unfortunately, the increased attendance also comes at an increased cost. Every performance costs the owner $180. Each attendee costs another four cents ($0.04). The owner would like to know the exact relationship between profit and ticket price so that he can determine the price at which he can make the highest profit.
The problem statement also specifies how the number of attendees depends on the ticket price. Computing this number is clearly a separate task and thus deserves its own function definition:
(define (attendees ticket-price) (+ 120 (* (/ 15 0.1) (- 5.0 ticket-price)))) The revenue is exclusively generated by the sale of tickets, meaning it is exactly the product of ticket price and number of attendees:
(define (revenue ticket-price) (* (attendees ticket-price) ticket-price)) The costs consist of two parts: a fixed part ($180) and a variable part that depends on the number of attendees. Given that the number of attendees is a function of the ticket price, a function for computing the cost of a show also consumes the price of a ticket and uses it to compute the number of tickets sold with attendees:
(define (cost ticket-price) (+ 180 (* 0.04 (attendees ticket-price)))) Finally, profit is the difference between revenue and costs:
(define (profit ticket-price) (- (revenue ticket-price) (cost ticket-price))) Even the definition of profit suggests that we use the functions revenue and cost. Hence, the profit function must consume the price of a ticket and hand this number to the two functions it uses.
Exercise 23: Determine the potential profit for the following ticket prices: $1, $2, $3, $4, and $5. Which price should the owner of the movie theater choose to maximize his profits? Determine the best ticket price down to a dime.
(define (profit price) (- (* (+ 120 (* (/ 15 0.1) (- 5.0 price))) price) (+ 180 (* 0.04 (+ 120 (* (/ 15 0.1) (- 5.0 price)))))))
Exercise 24: After studying the cost structure of a show, the owner discovered several ways of lowering the cost. As a result of his improvements, he no longer has a fixed cost. He now simply pays $1.50 per attendee.
Modify both programs to reflect this change. When the programs are modified, test them again with ticket prices of $3, $4, and $5 and compare the results.
2.2.3 Programs
batch programs, which consist of one main function, which uses auxiliary functions, which in turn use additional auxiliary functions, and so on. To launch a batch program means to call the main function on some inputs and to wait for its output.
interactive programs, which consists of several main functions, and an expression that informs the computer which of the functions takes care of which input and which of the functions produces output. Naturally, all of these functions may use auxiliary functions.
In this section we present some simple examples of both batch programs and interactive programs. Before we do so, however, we need one more ingredient: variable definitions.
write “(define ”,
write down the name of the variable,
... followed by a space and an expression,
write down “)”.
; temperature (in deg F) when water freezes: (define FREEZING 32) ; useful to compute the area of a disk: (define ALMOST-PI 3.14) ; a blank line: (define NL "\n") ; an empty scene: (define MT (empty-scene 100 100))
(define ALMOST-PI 3.14159) ; an empty scene: (define MT (empty-scene 200 800))
(define WIDTH 100) (define HEIGHT 200) (define MID-WIDTH (/ WIDTH 2)) (define MID-HEIGHT (/ HEIGHT 2))
Batch Programs: As mentioned, a batch program consists of one main function, which performs all the computations. On rare occasions, a program is just this one function. Most of the time, though, the main function employs numerous auxiliary functions, which in turn may also use other functions.
> (letter "Robby" "Flatt" "Felleisen") "Dear Robby,\nwe have discovered that all people with the last name \nFlatt have won our lottery. So, Robby, hurry \nand pick up your prize.\nSincerely,\nFelleisen"
> (letter "Christopher" "Columbus" "Felleisen") "Dear Christopher,\nwe have discovered that all people with the last name \nColumbus have won our lottery. So, Christopher, hurry \nand pick up your prize.\nSincerely,\nFelleisen"
> (letter "ZC" "Krishnamurthi" "Felleisen") "Dear ZC,\nwe have discovered that all people with the last name \nKrishnamurthi have won our lottery. So, ZC, hurry \nand pick up your prize.\nSincerely,\nFelleisen"
Programs are even more useful if you can retrieve the input from some file on your computer and deliver the output to some other file. The name batch program originates from programs in the early days of computing when a program read an entire file and created some other file, without any other intervention.
read-file, which reads the content of an entire file as a string, and
write-file, which creates a file from a given string.
212 |
> (write-file "sample.dat" "212") "sample.dat"
> (read-file "sample.dat") "212"
(write-file "Matthew-Krishnamurthi.txt" (letter "Matthew" "Krishnamurthi" "Felleisen"))
Dear Matthew, |
we have discovered that all people with the last name |
Krishnamurthi have won our lottery. So, Matthew, hurry |
and pick up your prize. |
Sincerely, |
Felleisen |
(define (main fst last signature-name) (write-file (string-append fst "-" last ".txt") (letter fst last signature-name)))
This first batch program requires users to actually open DrRacket and to apply the function main to three strings. With read-file, we can do even better, namely we can construct batch programs that do not rely on any DrRacket knowledge from their users.
Let us illustrate the idea with a simple program just to see how things work. Suppose we wish to create a program that converts a temperature measured on the Fahrenheit thermometer into a Celsius temperature. Don’t worry, this question isn’t a test about your physics knowledge (though you should know where to find this kind of knowledge); here is the conversion formula:
Naturally in this formula f is the Fahrenheit temperature and c is the Celsius temperature. Translating this into BSL is straightforward:
(define (f2c f) (* 5/9 (- f 32)))
Recall that 5/9 is a number, a rational fraction to be precise, and more importantly, that c depends on the given f, which is what the function notation expresses.
> (f2c 32) 0
> (f2c 212) 100
> (f2c -40) -40
(define (convert in out) (write-file out (number->string (f2c (string->number (read-file in))))))
the function convert consumes two filenames: in for the file where the Fahrenheit temperature is found and out for where we want the Celsius result;
(read-file in) retrieves the content of the file called in as a string;
string->number turns it into a number;
f2c interprets the number as a Fahrenheit temperature and converts it into a Celsius temperature;
number->string consumes this Celsius temperature and turns it into a string;
which write-file out ... places in the file named out.
> (convert "sample.dat" "out.dat") "out.dat"
(define (convert in out) (write-file out (number->string (f2c (string->number (read-file in)))))) (define (f2c f) (* 5/9 (- f 32))) (convert "sample.dat" "out.dat")
In addition to running the batch program, you should also step through the computation. Make sure that the file "sample.dat" exists and contains just a number, then click the STEP button. Doing so opens another window in which you can peruse the computational process that the call to the main function of a batch program triggers. In this case, the process follows the above outline, and it is quite instructive to see this process in action.
With the choice of a menu entry, DrRacket can also produce a so-called
executable, a stand-alone program like DrRacket
itself. Specifically, choose the entry Create Executable from the
Racket menu, and DrRacket will place a package—
Interactive Programs: No matter how you look at it, batch programs are old-fashioned and somewhat boring. Even if businesses have used them for decades to automate useful tasks, interactive programs are what people are used to and prefer over batch programs. Indeed, in this day and age, people mostly interact with programs via a keyboard and a mouse, that is, events such as key presses or mouse clicks. Furthermore, interactive programs can also react to computer-driven events, e.g., the fact that the clock has ticked or that a message has arrived from some other computer.
Launching interactive programs requires more work than launching a batch program. Specifically, an interactive program designates some function as the one that takes care of keyboard events, another function as the one that presents pictures, a third function for dealing with clock ticks, etc. Put differently, there isn’t a main function that is launched; instead there is an expression that tells the computer how to handle interaction events and the evaluation of this expression starts the program, which then computes in response to user events or computer events.
In BSL, the "universe" teachpack provides the mechanisms for specifying connections between the computer’s devices and the functions you have written. The most important mechanism is the big-bang expression. It consists of one required sub-expression, which must evaluate to some piece of data, and a number of optional clauses, which determine which function deals with which event.
The following examples don’t work and need to be revised because big-bang now requires a to-draw clause precisely to avoid this problem.
(big-bang 0)
(define (render t) (text (number->string t) 12 "red"))
Copy this definition of render and the third big-bang example into the definitions area of DrRacket Then click RUN, and observe a separate window that counts down from 100 to 0. At that point, the evaluation stops and a 0 appears in the interactions area.
An explanation of this schematic expression must start with is the first,
required sub-expression. The value of this first expression is installed as
a world, specifically the current world. Furthermore,
this big-bang expression tells the computer to apply the function
tock to the current world whenever the clock ticks. The result of
this application—
clock tick | 1 | 2 | 3 | 4 | 5 | ... |
current world (cw) | cw0 | cw1 | cw2 | cw3 | cw4 | ... |
(tock cw) | cw1 | cw2 | cw3 | cw4 | cw5 | ... |
Each current world is turned into an image with an application of render and this series of images is displayed in a separate window. Finally, the function end? is used to inspect each current world. If the result is true, the evaluation of the big-bang expression is stopped; otherwise it continues.
Coming up with big-bang expressions for interactive programs demands a different skill, namely, the skill of systematically designing a program. Indeed, you may already feel that these first two chapters are somewhat overwhelming and that they introduced just too many new concepts. To overcome this feeling, the next chapter takes a step back and explains how to design programs from scratch, especially interactive programs.
2.3 How to Design Programs
The first few chapters of this book show that learning to program requires some mastery of many concepts. On the one hand, programming needs some language, a notation for communicating what we wish to compute. The languages for formulating programs are artificial constructions, though acquiring a programming language shares some elements with acquiring a natural language: we need to understand the vocabulary of the programming language; we need to figure out its grammar; and we must know what “phrases” mean.
On the other hand, when we are learning to program, it is critical to learn how to get from a problem statement to a program. We need to determine what is relevant in the problem statement and what we can ignore. We need to understand what the program consumes, what it produces, and how it relates inputs to outputs. We must know, or find out, whether the chosen language and its libraries provide certain basic operations for the data that our program is to process. If not, we might have to develop auxiliary functions that implement these operations. Finally, once we have a program, we must check whether it actually performs the intended computation. And this might reveal all kinds of errors, which we need to be able to understand and fix.
In his book “The Mythical Man-Month” Fred Brooks describes and contrasts these forms of programming on the first pages. In addition to “garage programming” and a “programming product,” he also recognizes “component programming” and “systems programming.” This book is about the “programming products;” our next two books will cover “components” and “systems” design. All this sounds rather complex and you might wonder why we don’t just muddle our way through, experimenting here and there, and leaving it all alone when the results look decent. This approach to programming, often dubbed “garage programming,” is common and succeeds on many occasions; on some it is even the foundation for a start-up company. Nevertheless, the company cannot sell the results of the “garage effort” because they are usable only by the programmers themselves. These programs are like the first two batch programs we wrote in the preceding chapter.
In practice, a good program must come with a short write-up that explains what it does, what inputs it expects, and what it produces. Ideally, it also comes with some assurance that it actually works. Best of all the program should be connected to the problem statement in such a way that a small change to the problem statement is easy to translate into a small change to the program. Software engineers call this a “programming product.”
The word “other” also includes older versions of the programmer who usually cannot recall all the thinking that the younger version put into the production of the program.
All this extra work is necessary because programmers don’t create programs for themselves. Programmers write programs for other programmers to read, and on occasion, people run these programs to get work done. The reason is that most programs are large, complex collections of collaborating functions, and nobody can write all these functions in a day. So programmers join projects, write code, leave projects, and others take over their work. One part of the problem is that the programmer’s customers tend to change their mind about what problem they really want solved. They usually have it almost right, but more often than not, they get some details wrong. Worse, complex logical constructions such as programs almost always suffer from human errors; in short, programmers make mistakes. Eventually someone discovers these errors and programmers must fix them. They need to re-read the programs from a month ago, a year ago, or twenty years ago and change them.
Exercise 25: Research the “year 2000” problem and what it meant for programmers.
In this book, we present a design recipe that integrates a step-by-step
process with a way of organizing programs around problem data. For the
readers who don’t like to stare at blank screens for a long time, this
design recipe offers a way to make progress in a systematic manner. For
those of you who teach others to design program, the design recipe is a
device for diagnosing a novice’s difficulties. For yet others, the design
recipe may just be something that they can apply to other areas, say
medicine, journalism, or engineering, because program design isn’t the
right choice for their careers. Then again, for those of you who wish to
become real programmers, the design recipe also offers a way to understand
and work on existing programs—
2.3.1 Designing Functions
Information and Data: The purpose of a program is to describe a
computation, a process that leads
from collection of information to another. In a sense, a program is like
the instruction a mathematics teacher gives to grade school
students. Unlike a student, however, a program works with more than
numbers; it calculates with navigation information, looks up a person’s
address, turns on switches, or processes the state of a video game. All
this information comes from a part of the real world—
One insight from this concise description is that information plays a central role. Think of information as facts about the program’s domain. For a program that deals with a furniture catalog, a “table with five legs” or a “square table of two by two meters” are pieces of information. A game program deals with a different kind of domain, where “five” might refer to the number of pixels per clock tick that some objects travels on its way from one part of the screen to another. Or, a payroll program is likely to deal with “five deductions” and similar phrases.
For a program to process information, it must turn it into some form data, i.e., values in the programming language; then it processes the data; and once it is finished, it turns the resulting data into information again. A program may even intermingle these steps, acquiring more information from the world as needed and delivering information in between. You should recall that we apply the adjective “batch” to the plain programs and the others are called “interactive.”
We use BSL and DrRacket so that you do not have to worry about the
translation of information into data. In DrRacket’s BSL you can apply a
function directly to data and observe what it produces. As a result, we
avoid the serious chicken-and-egg problem of writing functions that
convert information into data and vice versa. For simple kinds of
information designing such program pieces is trivial; for anything other
than trivial information, you should know about parsing—
BSL and DrRacket cleanly separate these tasks so that you can focus on designing the “core” of programs and, when you have enough expertise with that, you can learn to design the rest. Indeed, real software engineers have come up with the same idea and have a fancy name for it, model-view-control (MVC), meaning a program should separate its information processing view from the data processing model. Of course, if you really wish to make your programs process information, you can always use the "batch-io" teachpack to produce complete batch programs or the "universe" teachpack to produce complete interactive programs. As a matter of fact, to give you a sense of how complete programs are designed, this book and even this chapter provide a design recipe for such programs.
Given the central role of information and data, program design must clearly
start with the connection between them. Specifically, we—
42 may refer to the number of pixels from the top margin in the domain of images;
42 may denote the number of pixels per clock tick that a simulation or game object moves;
42 may mean a temperature, on the Fahrenheit or Kelvin scale for the domain of physics;
42 may specify the size of some table if the domain of the program is a furniture catalog; or
42 could just count the number of chars a batch program has read.
The word “class” is a popular computer science substitute for the word “set.” In analogy to other set theory mathematics, we also say a value is some element of a class.
Since this knowledge is so important for everyone who reads the program, we often write it down in the form of comments, which we call data definitions. The purpose of a data definition is two-fold. On one hand, it names a class or a collection of data, typically using a meaningful word. On the other hand, it informs readers how to create elements of this class of data and how to decide whether some random piece of data is an element of this collection.
At this point, we know only a few forms of data (numbers, strings, images, and Boolean values) and we deal with just those. For now, picking a data representation for your function’s input and output data is as simple as choosing one of those four classes of data, though keep in mind that you need to understand how to go from the domain of information to the world of data and back. Also, starting with the next chapter, this book introduces other forms of data and situations where the design of data representations becomes a complex task.
Write down a signature, a purpose statement, and a function header.
A function signature (but always shortened to signature here) is a BSL comment that tells the readers of your design how many inputs your function consumes, from what collection of data they are drawn, and what kind of output data it produces. Here are three examples:
- for a function that consumes one string and produces a number:
- for a function that consumes a temperature and a Boolean and that produces a string:
; Temperature Boolean -> String
Recall that we have a data definition for Temperature. - for a function that consumes a number, a string, and an image and that produces an image:
A purpose statement is a BSL comment that summarizes the purpose of the function in a single line. If you are ever in doubt about a purpose statement, write down the shortest possible answer to the questionwhat does the function compute?
Every reader of your program should understand what your functions compute without having to read the function itself.A multi-function program should also come with a purpose statement. Indeed, good programmers write two purpose statements: one for the reader who may have to modify the code and another one for the person who wishes to use the program but not read it.
Finally, a header is a simplistic function definition, also called a stub. Pick a parameter per input data class in the signature; the body of the function can be any piece of data from the output class. The following three function headers match the above three signatures:(define (f a-string) 0)
(define (g n b) "a")
(define (h num str img) (empty-scene 100 100))
Our parameter names somehow reflect what kind of data the parameter represents. In other cases, you may wish to use names that suggest the purpose of the parameter.When you formulate a purpose statement, it is often useful to employ the parameter names to clarify what is computed. For example,; Number String Image -> Image ; add s to img, y pixels from top, 10 pixels to the left (define (add-image y s img) (empty-scene 100 100)) At this point, you can click the RUN button and experiment with the function. Of course, the result is always the same value, which makes these experiments quite boring.
Illustrate the signature and the purpose statement with some functional examples. To construct a functional example, pick one piece of data from each input class from the signature and determine what you expect back.
Suppose you are designing a function that computes the area of a square. Clearly this function consumes the length of the square’s side and that is best represented with a (positive) number. The first process step should have produced something like this:
; Number -> Number ; compute the area of a square whose side is len (define (area-of-square len) 0) Add the examples between the purpose statement and the function header:
; Number -> Number ; compute the area of a square whose side is len ; given: 2, expect: 4 ; given: 7, expect: 49 (define (area-of-square len) 0) The third step is to take inventory, i.e., to understand what are the givens and what we do need to compute. For the simple functions we are considering right now, we know that they are given data via parameters. While parameters are placeholders for values that we don’t know yet, we do know that it is from this unknown data that the function must compute its result. To remind ourselves of this fact, we replace the function’s body with a template.
For now, the template contains just the parameters, e.g.,; Number -> Number ; compute the area of a square whose side is len ; given: 2, expect: 4 ; given: 7, expect: 49 (define (area-of-square len) (... len ...)) The dots remind you that this isn’t a complete function, but a template, a suggestion for an organization.The templates of this section look boring. Later, when we introduce complex forms of data, templates become interesting, too.
It is now time to code. In general, to code means to program, though often in the narrowest possible way, namely, to write executable expressions and function definitions.
To us, coding means to replace the body of the function with an expression that attempts to compute from the pieces in the template what the purpose statement promises. Here is the complete definition for area-of-square:; Number -> Number ; compute the area of a square whose side is len ; given: 2, expect: 4 ; given: 7, expect: 49 (define (area-of-square len) (sqr len)) To complete the add-image function takes a bit more work than that:; Number String Image -> Image ; add s to img, y pixels from top, 10 pixels to the left ; given: ; 5 for y, ; "hello" for s, and ; (empty-scene 100 100) for img ; expected: ; (place-image (text "hello" 10 "red") 10 5 (empty-scene 100 100)) (define (add-image y s img) (place-image (text s 10 "red") 10 y img)) In particular, the function needs to turn the given string s into an image, which is then placed into the given scene.- The last step of a proper design is to test the function on the examples that you worked out before. For now, click the RUN button and enter function applications that match the examples in the interactions area:
> (area-of-square 2) 4
> (area-of-square 7) 49
The results must match the output that you expect; that is, you must inspect each result and make sure it is equal to what is written down in the example portion of the design. If the result doesn’t match the expected output, consider the following three possibilities:You miscalculated and determined the wrong expected output for some of the examples.
Alternatively, the function definition computes the wrong result. When this is the case, you have a logical error in your program, also known as a bug.
Both the examples and the function definition are wrong.
When you do encounter a mismatch between expected results and actual values, we recommend that you first re-assure yourself that the expected result is correct. If so, assume that the mistake is in the function definition. Otherwise, fix the example and then run the tests again. If you are still encountering problems, you may have encountered the third, rather rare situation.
2.3.2 Finger Exercises
The first few of the following exercises are almost copies of previous exercise. The difference is that this time they used the word “design” not “define,” meaning you should use the design recipe to create these functions and your solutions should include the relevant pieces. (Skip the template; it is useless here.) Finally, as the title of the section says these exercises are practice exercises that you should solve to internalize the process. Until you internalize the design process, you should never skip a step; it leads to easily-avoided errors and unproductive searches for the causes of errors. There is plenty of room left in programming for complex errors. We have no need to waste our time on silly errors.
Exercise 26: Design the function string-first, which extracts the first character from a non-empty string. Don’t worry about empty strings.
Exercise 27: Design the function string-last, which extracts the last character from a non-empty string.
Exercise 28: Design the function image-area, which computes the area of a given image. Note: The area is also the number of pixels in the picture.
Exercise 29: Design the function string-rest, which produces a string like the given one with the first character removed.
Exercise 30: Design the function string-remove-last, which produces a string like the given one with the last character removed.
2.3.3 Domain Knowledge
Knowledge from external domains such as mathematics, music, biology, civil engineering, art, etc. Because programmers cannot know all of the application domains of computing, they must be prepared to understand the language of a variety of application areas so that they can discuss problems with domain experts. This language is often that of mathematics, but in some cases, the programmers must create a language as they work through problems with domain experts.
And knowledge about the library functions in the chosen language. When your task is to translate a mathematical formula involving the tangent function, you need to know or guess that your chosen language comes with a function such as BSL’s tan. When, however, you need to use BSL to design image-producing functions, you should understand the possibilities of the "2htdp/image" teachpacks.
You can recognize problems that demand domain knowledge from the data definitions that you work out. As long as the data definitions use the data classes that exist in the chosen programming language, the definition of the function body (and program) mostly relies on expertise in the domain. Later, when the book introduces complex forms of data, the design of functions demands deep knowledge in computer science.
2.3.4 From Functions to Programs
Not all programs consist of a single function definition. Some require several functions, for many you also want to use constant definitions. No matter what, it is always important to design each function of a program systematically, though both global constants and the presence of auxiliary functions change the design process a bit.
When you have defined global constants, your functions may use those global constants to compute the results from the given data. In some sense, you should add these global constants to your template, because they belong to the inventory of things that may contribute to the definition. Adding global constants to templates, however, can quickly make those templates look messy. In short, keep global constants in mind when you define functions.
The issue with multi-function programs is complex. On one hand, the design of interactive functions automatically demands the design of several functions. On the other hand, even the design of batch programs may require dealing with several different tasks. Sometimes the problem statement itself suggests different tasks; other times you will discover the need for auxiliary functions as you are in the middle of designing some function.
For all cases, we recommend keeping around a list of “desired functions” or a wish list.The term “wish list” in this context is due to Dr. John Stone. Each entry on a wish list should consist of three things: a meaningful name for the function, a signature, and a purpose statement. For the design of a batch program, put the main function on the wish list and start designing it. For the design of an interactive program, you can put the event handlers, the stop-when function, and the scene-rendering function on the list. As long as the list isn’t empty, pick a wish and design the function. If you discover during the design that you need another function, put it on the list. When the list is empty, you are done.
2.3.5 On Testing
Testing quickly becomes a labor-intensive chore. While it is easy to run tests and discover syntactic errors (clicking the RUN button does this) and run-time errors (the application of a primitive operation to the wrong kind of data), comparing the result of an interaction with the expected result is tiresome. For complex programs, you will tend to write lots of examples and tests and you will have to compare complex (large) values. If you haven’t thought so, you will soon think that this is burdensome and perform sloppy comparisons.
At the same time, testing is a major step to discover flaws in a program. Sloppy testing quickly leads to functions with hidden problems, also known as bugs. Buggy functions then stand in the way of progress on large systems that use these functions, often in multiple ways.
For these reasons—
; Number -> Number ; convert Fahrenheit temperatures to Celsius temperatures ; given 32, expected 0 ; given 212, expected 100 ; given -40, expected -40 (define (f2c f) (* 5/9 (- f 32)))
(check-expect (f2c -40) -40) (check-expect (f2c 32) 0) (check-expect (f2c 212) 100)
(check-expect (f2c -40) 40)
; Number -> Number ; convert Fahrenheit temperatures to Celsius temperatures (check-expect (f2c -40) -40) (check-expect (f2c 32) 0) (check-expect (f2c 212) 100) (define (f2c f) (* 5/9 (- f 32)))
You can place check-expect specifications above or below the
function definition that they test. When you click RUN, DrRacket
collects all check-expect specifications and evaluates them
after all function definitions have been added to the
“vocabulary” of operations. The above figure shows how to exploit this
freedom to combine the example and test step. Instead of writing down the
examples as comments, you can translate them directly into tests. When
you’re all done with the design of the function, clicking RUN
performs the test. And if you ever change the function for some
reason—
(check-expect (render 50) )
(check-expect (render 200) )
(check-expect (render 50) (place-image CAR 50 Y-CAR BACKGROUND)) (check-expect (render 200) (place-image CAR 200 Y-CAR BACKGROUND))
Because it is so useful to have DrRacket conduct the tests and not to check everything yourself manually, we immediately switch to this style of testing for the rest of the book. This form of testing is dubbed unit testing though BSL’s unit testing framework is especially tuned for novice programmers. One day you will switch to some other programming language, and one of your first tasks will be to figure out its unit testing framework.
2.3.6 Designing World Programs
The "universe" teachpack supports the construction of some interactive programs. Specifically, you can use the "universe" teachpack to construct so-called world programs, i.e., interactive programs that deal with clock ticks, mouse clicks, and key strokes. In order to interact with people, world programs also create images that DrRacket displays in a graphical canvas.
While the previous chapter introduces the "universe" teachpack in an ad hoc way, this section demonstrates how the design recipe helps you create world programs. The first section provides some basic knowledge about big-bang, the major construct for wiring up world programs. The second section extends this knowledge to deal with mouse clicks and key strokes. Once you have digested this terminology, you are ready to design world programs. The last section is the beginning of a series of exercises, which run through a couple of chapters in this book; take a close look and create your own favorite virtual pet.
Describing Worlds: A raw computer is a nearly useless piece of physical equipment, often called hardware because you can touch it. This equipment becomes useful once you install software, and the first piece of software is usually installed on a computer is an operating system. It has the task of managing the computer for you, including connected devices such as the monitor, the keyboard, the mouse, the speakers, and so on. When you press a key on the keyboard, the operating system runs a function that processes the key stroke. We say that the key stroke is an key event, and the function is an event handler. Similarly, when the clock ticks, the operating system runs an event handler for clock ticks and, when you perform some action with the mouse, the operating system launches the event handler for mouse clicks.
Naturally, different programs have different needs. One program may interpret key strokes as signals to control a nuclear reactor; another passes them to a word processor. To make one and the same computer work on these radically different tasks, programs install event handlers. That is, they tell the operating system to use certain functions for dealing with clock ticks and other functions for dealing with mouse clicks. If a program doesn’t need to handle key strokes, the program says nothing about key events and the operating system ignores them.
The key question is what arguments DrRacket supplies to your event handlers for key strokes, mouse clicks, and clock ticks and what kind of results it expects from these event handlers. Like a real operating system, DrRacket gives these functions access to the current state of the world. For key events and mouse events, DrRacket also supplies information about these events.
The initial state is the value of w0, because our big-bang expression says so. It also is the state that DrRacket hands to the first event handling function that it uses. DrRacket expects that this event handling function produces a new state of the world, and DrRacket keeps this result around until the second event happens. Here is a table that describes this relationship among worlds and event handling functions:
event: | e1 | e2 | e3 | e4 | |
current world: | w0 | w1 | w2 | w3 | w4 |
clock tick: | (cth w0) | (cth w1) | (cth w2) | (cth w3) | (cth w4) |
key stroke: | (keh w0 ...) | (keh w1 ...) | (keh w2 ...) | (keh w3 ...) | (keh w4 ...) |
mouse click: | (meh w0 ...) | (meh w1 ...) | (meh w2 ...) | (meh w3 ...) | (meh w4 ...) |
w1 is the result of (keh w0 "a"), i.e., the fourth cell in the e1 column;
w2 is the result of (cth w1), i.e., the third cell in the e2 column;
w3 is (cth w2), i.e., again the third cell in the e3 column; and
(meh w3 90 100 "button-down") produces w4 assuming e4 is the mouse event “button down” taking place at the position (90,100).
w4 == (meh (cth (cth (keh w0 "a"))) 90 100 "button-down")
In short, the sequence of events determines in which order you traverse the above tables of possible worlds to arrive at the one and only one current world for each time slot. Note that DrRacket does not touch the current world; it merely safeguards it and passes it to event handling functions when needed.
Designing Worlds: Now that you understand how big-bang works, you can focus on the truly important problem of designing world programs. As you might guess, the design starts with the data definition for the states of the “world.” To this end we assume that you have a problem statement and that you are able to imagine what the world program may display in various situations.
Sample Problem: Design a program that moves a car across the world canvas, from left to right, at the rate of three pixels per clock tick.
- For all those properties of the world that remain the same, introduce constant definitions. In BSL, we capture constants via global variable definitions. For the purpose of designing worlds, we distinguish between two kinds of constants:
“physical” constants, which describe general attributes of objects in the domain, such as the speed or velocity of an object, its color, its height, its width, its radius, etc. Of course these constants don’t really refer to physical facts, but many are analogous to physical aspects of the real world.
In the context of the car animation from the previous section, the WHEEL-RADIUS constant is a “physical” constant, and its definition may look like this:(define WHEEL-RADIUS 5) (define WHEEL-DISTANCE (* WHEEL-RADIUS 5)) (define BODY-LENGTH (+ WHEEL-DISTANCE (* 6 WHEEL-RADIUS))) (define BODY-HEIGHT (* WHEEL-RADIUS 2)) Note how some constants are computed from others.graphical constants, which are images that the program uses to create the scenes that appear on the canvas.
Here are some graphical constant definitions:(define WHL (circle WHEEL-RADIUS "solid" "black")) (define BDY (above (rectangle (/ BODY-LENGTH 2) (/ BODY-HEIGHT 2) "solid" "red") (rectangle BODY-LENGTH BODY-HEIGHT "solid" "red"))) (define SPC (rectangle WHEEL-DISTANCE 1 "solid" "white")) (define WH* (beside WHL SPC WHL)) (define CAR (underlay/xy BDY WHEEL-RADIUS BODY-HEIGHT WH*)) Graphical constants are usually computed, and the computations tend to involve the physical constants. To create good looking images, you need to experiment. But, keep in mind that good images are not important to understand this book; if you have fun creating them, feel free to spend time on the task. We are happy with simple images.
Those properties that change over time or in reaction to other events make up the current state of the world. Your task is to render the possible states of the world, i.e., to develop a data definition that describes all possible states of the world. As before, you must equip this data definition with a comment that tells readers how to represent world information as data and how to interpret data as information in the world.
For the running example of an animated car, it should be obvious that the only thing that changes is its distance to the left (or right) border of the canvas. A distance is measured in numbers, meaning the following is an adequate data definition for this example.
An alternative is of course to count the number of clock ticks that have passed and to use this number as the state of the world. We leave this design variant to an exercise.Once you have a data representation for the state of the world, you need to decide which kind of interactions you wish to use for which kind of transitions from one world state to another. Depending on what you decide you need to design several or all of the following four functions:
- if your world should react to clock ticks:
- if your world should react to key strokes:
- if your world should react to mouse clicks:
- if you want the world to be rendered to the canvas:
Last but not least, you need to define a main function that puts it all together. Unlike all other functions, a main function for world programs doesn’t demand design. As a matter of fact, it doesn’t require testing. Its sole reason for existing is that you can run your world program conveniently once all tests for the event handling functions are completed.
Here is our proposed main function for the sample problem:; main : CarState -> CarState ; launch the program from some initial state (define (main ws) (big-bang ws (on-tick tock) (to-draw render))) The definition assumes that you have named the clock tick handler tock and the draw function render.In other words, the desire to design an interactive program dictates several initial entries for your wish list. Later we introduce additional entries so that you can also design world programs that deal with key presses and mouse events. After you have designed the event handling functions, you can launch an interactive program with a big-bang expression:
(main SomeCarState)
A note on names: Naturally, you don’t have to use the name “CarState” for the class of data that represents the states of the world; any name will do as long as you use it consistently for the signatures of the big-bang functions. Also, you don’t have to use the names tock, render, or end?; you can name these functions whatever you like, as long as you use the same names when you write down the clauses of the big-bang expression.
A note on design: Even after settling on the data definition, a careful programmer shouldn’t be completely happy. The image of the car (and a car itself) isn’t just a mathematical point without width and height. Thus, to write “the number of pixels from the left margin” is an ambiguous interpretation statement. Does this statement measure the distance between the left margin and the left end of the car? Its center point? Or even its right end? While this kind of reflection may seem far-fetched, it becomes highly relevant and on occasion life-critical in some programming domains. We ignore this issue for now and leave it to BSL’s image primitives to make the decision for us.
Good programs establish a single point of control for all aspects, not just the graphical constants. Several chapters deal with this issue.
Exercise 31: Good programmers ensure that an image such as CAR can be enlarged or reduced via a single change to a constant definition. We started the development of our car image with a single plain definition:(define WHEEL-RADIUS 5)
All other dimensions of the car and its pieces are based on the wheel’s radius. Changing WHEEL-RADIUS from 5 to 10 “doubles” the size of the car image, and setting it to 3 reduces it. This kind of program organization is dubbed single point of control, and good design employs single point of control as much as possible.Now develop your favorite image of a car; name the image CAR. Remember to experiment and make sure you can re-size the image easily.
The rest of this section demonstrates how to apply the third design step to our sample problem. Since the car is supposed to move continuously across the canvas, and since the problem statement doesn’t mention any other action, we have two functions on our wish list: tock for dealing with a clock tick and render for creating an image from the state of the world.
; CarState -> CarState ; the clock ticked; move the car by three pixels ; example: ; given: 20, expected 23 ; given: 78, expected 81 (define (tock ws) (+ ws 3))
> (tock 20) 23
> (tock 78) 81
; CarState -> Image ; place the car into a scene, according to the given world state (define (render ws) (empty-scene 300 50))
ws = | 50 |
|
ws = | 100 |
|
ws = | 150 |
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ws = | 200 |
|
ws = | 50 |
|
| ||||
ws = | 100 |
|
| ||||
ws = | 150 |
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ws = | 200 |
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|
; CarState -> Image ; place the car into a scene, according to the given world state (define (render ws) (place-image CAR ws Y-CAR BACKGROUND))
And then, you just need to test, which means evaluating expressions such as (render 50), (render 100), (render 150), and (render 200) and making sure that the resulting image is what you want. Naturally, this is somewhat more difficult than checking that a number is what you want. For now, we and you need to rely on your eyes, which is why doing so is called an eyeball test. In the penultimate subsection, we return to the testing issue in general and the one for images in particular.
Exercise 32: Finish the sample exercise and get the program to run. That is, assuming that you have solved the exercise of creating the image of a car, define the constants Y-CAR and BACKGROUND. Then assemble the appropriate big-bang expression. When your program runs to your satisfaction, add a tree to scenery. We used
(define tree (underlay/xy (circle 10 'solid 'green) 9 15 (rectangle 2 20 'solid 'brown))) to create a tree-like shape. Also add a clause to the big-bang expression that stops the animation when the car has disappeared on the right side of the canvas.
Like the original data definition, this one also equates the states of the world with the class of numbers. Its interpretation, however, explains that the number means something entirely different.Design functions tock and render and develop a big-bang expression so that you get once again an animation of a car traveling from left to right across the world’s canvas.
How do you think this program relates to the animate function from Prologue: How to Program?
Exercise 34: Use the data definition from the preceding exercise to design a program that moves a red dot according to a sine wave.
Of Mice and Characters: Before you design world programs that deal with key strokes and mouse events, it is a good idea to practice with small, nearly trivial examples to understand what the event handlers can and cannot compute. We start with a simple problem concerning key strokes:
Sample Problem: Design a program that keeps track of all key strokes. The program should display the accumulated key strokes as a red text in the 11 point font.
; AllKeys is a String. ; interp. the sequence of keys pressed since ; big-bang created the canvas
; physical constants: (define WIDTH 100) (define HEIGHT 50) ; graphical constant: (define MT (empty-scene WIDTH HEIGHT))
- the function remember to manage key strokes:
- the function show to display the current state of the world:
; AllKeys String -> AllKeys ; add ke to ak, the state of the world (check-expect (remember "hello" " ") "hello ") (check-expect (remember "hello " "w") "hello w") (define (remember ak ke) ak)
; AllKeys String -> AllKeys ; add ke to ak, the state of the world (check-expect (remember "hello" " ") "hello ") (check-expect (remember "hello " "w") "hello w") (define (remember ak ke) (string-append ak ke))
; AllKeys -> Image ; render the string as a text and place it into MT (check-expect (show "hello") (place-image (text "hello" 11 "red") 10 20 MT)) (check-expect (show "mark") (place-image (text "mark" 11 "red") 10 20 MT)) (define (show ak) (place-image (text ak 11 "red") 10 20 MT))
Exercise 35: Key event handlers are also applied to strings such as "\t" (the tab key) and "\r". Appearances are deceiving, however. These strings consists of a single character and remember therefore adds them to the end of the current world state. Read the documentation of on-key and change remember so that it also ignores all special one-character strings.
Let us look at a program that interacts with the mouse. The figure below displays the simplest such program, i.e., an interactive program that just records where the mouse events occur via small dots. It is acceptable to break the rule of separating data representations and image rendering for such experimental programs, whose purpose it is to determine how newly introduced things work. It ignores what kind of mouse event occurs, and it also ignore the first guideline about the separation of state representation and its image. Instead the program uses images as the state of the world. Specifically, the state of the world is an image that contains red dots where a mouse event occurred. When another event is signaled, the clack function just paints another dot into the current state of the world.
; AllMouseEvts is an element of Image. ; graphical constants (define MT (empty-scene 100 100)) ; clack : AllMouseEvts Number Number String -> AllMouseEvts ; add a dot at (x,y) to ws (check-expect (clack MT 10 20 "something mousy") (place-image (circle 1 "solid" "red") 10 20 MT)) (check-expect (clack (place-image (circle 1 "solid" "red") 1 2 MT) 3 3 "") (place-image (circle 1 "solid" "red") 3 3 (place-image (circle 1 "solid" "red") 1 2 MT))) (define (clack ws x y action) (place-image (circle 1 "solid" "red") x y ws)) ; show : AllMouseEvts -> AllMouseEvts ; just reveal the current world state (check-expect (show MT) MT) (define (show ws) ws)
(big-bang (empty-scene 100 100) (to-draw show) (on-mouse clack))
Normal interactive programs don’t ignore the kind of mouse events that takes place. Just like the key event tracker above, they inspect the string and compute different results, depending on what kind of string they received. Designing such programs requires a bit more knowledge about BSL and a bit more insight into design than we have presented so far. And the next chapter introduces all this.
2.3.7 Virtual Pet Worlds
The purpose of this exercise section is to create the first two elements of a virtual pet game. It starts with just a display of a cat that keeps walking across the screen. Of course, all the walking makes the cat unhappy and its unhappiness shows. Like all pets, you can try petting, which helps some, or you can try feeding, which helps a lot more.
So let’s start with an image of our favorite cat:
Copy the cat image and paste it into DrRacket, then give the image a name with define.
Exercise 36: Design a “virtual cat” world program that continuously moves the cat from left to right, by three pixels at a time. Whenever the cat disappears on the right it should re-appear on the left.
Exercise 37: Improve the cat animation with a second, slightly different image:
Adjust the rendering function so that it uses one cat image or the other based on whether x coordinate is odd. Read up on odd? in the help desk.
Exercise 38: Our virtual pet game will need a gauge to show how happy the cat is. If you ignore the cat, it becomes less happy. If you pet the cat, it becomes happier. If you feed the cat, it becomes much, much happier. We feed the cat by pressing the down arrow key, and we pet it by pressing the up arrow key.
This program is separate from the cat world program in the first two exercises. Do not integrate this program with the cat program of the previous exercise; you don’t know enough yet. If you think you want to make the cat and the happiness gauge play together read the next section. Design a world program that maintains and displays a “happiness gauge” over time. With each clock tick, happiness decreases by -0.1, starting with 100, the maximum score; it never falls below 0, which is the minimum happiness score.
To show the level of happiness, we use a scene with a solid, red rectangle with a black frame. For a happiness level of 0, the red bar should be gone; for a happiness level of 100, the bar should go all the way across the scene.
2.4 Intervals, Enumerations, etc.
Thus far you have four choices for data representation: numbers, strings, images, and Boolean values. For many problems this is enough, but there are many more for which these four collections of data in BSL (or different ones in different programming languages) don’t suffice. Put differently, programming with just the built-in collections of data is often clumsy and therefore error prone.
At a minimum, good programmers must learn to design programs with restrictions of these built-in collections. One way to restrict is to enumerate a bunch of elements from a collection and to say that these are the only ones that are going to be used for some problem. Enumerating elements works only when there is a finite number of them. To accommodate collections with “infinitely” many elements, we introduce intervals, which are collections of elements that satisfy a specific property.
Infinite may just mean “so large that enumerating the elements is entirely impractical.”
Defining enumerations and intervals means distinguishing among different kinds of elements. To distinguish in code requires conditional functions, i.e., function that choose different ways of computing results depending on the value of some argument. Both Many Ways to Compute and Mixing It Up with Booleans illustrate with examples how to write such functions. In both cases, however, there is no design system; all you have is some new construct in your favorite programming language (that’s BSL) and some examples on how to use it.
In this chapter, we introduce enumerations and intervals and discuss a general design strategy for these forms of input data. We start with a second look at the cond expression. Then we go through three different scenarios of distinct subclasses of data: enumerations, intervals, and itemizations, which mix the first two. The chapter ends with a section on the general design strategy for such situations.
2.4.1 Conditional Computations
(cond [ConditionExpression1 ResultExpression1] [ConditionExpression2 ResultExpression2] .... [ConditionexpressionN ResultExpressionN])
(define (next traffic-light-state) (cond [(string=? "red" traffic-light-state) "green"] [(string=? "green" traffic-light-state) "yellow"] [(string=? "yellow" traffic-light-state) "red"]))
A note on pragmatics: Contrast cond expressions with if expressions from Mixing It Up with Booleans. The latter distinguish one situation from all others. As such, if expressions are just much less suited for multi-situation contexts; they are best used when all we wish to say is "one or the other." We therefore always use cond for situations when we wish to remind the reader of our code that some distinct situations come directly from data definitions, i.e., our first analysis of problem statements. For other pieces of code, we use whatever construct is most convenient.
(cond [ConditionExpression1 ResultExpression1] [ConditionExpression2 ResultExpression2] .... [else DefaultResultExpression])
> (cond [(> x 0) 10] [else 20] [(< x 10) 30]) cond: found an else clause that isn't the last clause in
its cond expression
Imagine designing a function that, as part of a game-playing program, computes some good-bye sentence at the end of the game. You might come up with a definition like this one:
| |||||||||||||||||
|
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(< 20 s)
2.4.2 How It Works
If you just look at the cond expression it is impossible to know which of the three cond clauses is going to be used. And that is the point of a function of course. The function deals with many different inputs here: 2, 3, 7, 18, 29, etc. For each of these inputs, it may have to proceed in a different manner. Differentiating the different classes of inputs is the purpose of the cond expression.
(reward 3)
(cond [(<= 0 3 10) "bronze"] [(and (< 10 3) (<= 3 20)) "silver"] [else "gold"]) = (cond [true "bronze"] [(and (< 10 3) (<= 3 20)) "silver"] [else "gold"]) = "bronze"
(reward 21) = (cond [(<= 0 21 10) "bronze"] [(and (< 10 21) (<= 21 20)) "silver"] [else "gold"]) = (cond [false "bronze"] [(and (< 10 21) (<= 21 20)) "silver"] [else "gold"]) = (cond [(and (< 10 21) (<= 21 20)) "silver"] [else "gold"])
... = (cond [(and (< 10 21) (<= 21 20)) "silver"] [else "gold"]) = (cond [(and true (<= 21 20)) "silver"] [else "gold"]) = (cond [(and true false) "silver"] [else "gold"]) = (cond [false "silver"] [else "gold"]) = (cond [else "gold"]) = "gold"
Exercise 39: Enter the definition of reward and the application (reward 18) into the Definitions area of DrRacket and use the stepper to find out how DrRacket evaluates applications of the function.
2.4.3 Enumerations
; A MouseEvt is one of these strings: ; – "button-down" ; – "button-up" ; – "drag" ; – "move" ; – "enter" ; – "leave"
; A TrafficLight shows one of three colors: ; – "red" ; – "green" ; – "yellow" ; interp. each element of TrafficLight represents which colored ; bulb is currently turned on
; TrafficLight -> TrafficLight ; given state s, determine the next state of the traffic light (check-expect (traffic-light-next "red") "green") (define (traffic-light-next s) (cond [(string=? "red" s) "green"] [(string=? "green" s) "yellow"] [(string=? "yellow" s) "red"]))
Exercise 40: If you copy and paste the above function definition into the definitions area of DrRacket and click RUN, DrRacket highlights two of the three cond lines. This coloring tells you that your test cases do not cover all possible cases. Add enough cases to make DrRacket happy.
Exercise 41: Design a function that renders the state of a traffic light as a solid circle of the appropriate color. When you have tested this function sufficiently, enter a big-bang expression that displays your traffic light and that changes its state on every clock tick.
The main ingredient of an enumeration is that it defines a collection of data as one of a number of pieces of data. Each item of the sequence explicitly spells out which piece of data belongs to the class of data that we name. Usually, the piece of data is just shown as is; on some occasions, the item of an enumeration is an English sentence that describes a finite number of elements of pieces of data with a single phrase.
; A 1String is a string of length 1, ; including " " (the space bar), "\t" (tab), ; "\r" (return), and "\b" (backspace).
(= (string-length s) 1)
; A 1String is one of: ; – "q" ; – "w" ; – "e" ; – "r" ; – "t" ; – "y" ; ...
; A KeyEvent is one of: ; – a single-character string, i.e., a string of length 1 ; – "left" ; – "right" ; – "up" ; – "down" ; – ...
; TrafficLight KeyEvent -> ... (define (handle-key-events w ke) (cond [(= (string-length ke) 1) ...] [(string=? "left" ke) ...] [(string=? "right" ke) ...] [(string=? "up" ke) ...] [(string=? "down" ke) ...] ...))
; Position is a Number. ; interp. distance between the left periphery and the ball ; Position KeyEvent -> Position ; compute the next location of the ball (check-expect (nxt 13 "left") 8) (check-expect (nxt 13 "right") 18) (check-expect (nxt 13 "a") 13)
(define (nxt p k) (cond [(= (string-length k) 1) p] [(string=? "left" k) (- p 5)] [(string=? "right" k) (+ p 5)] [else p]))
(define (nxt p k) (cond [(string=? "left" k) (- p 5)] [(string=? "right" k) (+ p 5)] [else p]))
When programs rely on data definitions that are defined by a programming language (such as BSL) or its libraries (such as the "universe" teachpack), it is common that they use only a part of the enumeration. To illustrate this point, let us look at a representative problem.
Sample Problem: Design an interactive program that moves a red dot left or right on a horizontal line in response keystrokes on the "left" or "right" arrow key.
Figure 10 presents two solutions to this problem. The function on the left is organized according to the basic idea of using one cond line per clause in the data definition of the input, here KeyEvent. In contrast, the right-hand side displays a function that uses the three essential lines: two for the keys that matter and one for everything else. The re-ordering is appropriate because only two of the cond-lines are relevant and they can be cleanly separated from other lines. Naturally, this kind of re-arrangement is done after the function is designed properly.
2.4.4 Intervals
Sample Problem: Design a program that simulates the landing of a UFO.
; WorldState is a Number ; interp. height of UFO (from top) ; constants: (define WIDTH 300) (define HEIGHT 100) (define CLOSE (/ HEIGHT 3)) ; visual constants: (define MT (empty-scene WIDTH HEIGHT)) (define UFO (overlay (circle 10 "solid" "green") (rectangle 40 2 "solid" "green"))) ; WorldState -> WorldState ; compute next location of UFO (check-expect (nxt 11) 14) (define (nxt y) (+ y 3)) ; WorldState -> Image ; place UFO at given height into the center of MT (check-expect (render 11) (place-image UFO (/ WIDTH 2) 11 MT)) (define (render y) (place-image UFO (/ WIDTH 2) y MT)) ; run program run ; WorldState -> WorldState (define (main y0) (big-bang y0 (on-tick nxt) (to-draw render)))
Sample Problem: The status line should say "descending" when the UFO’s height is above one third of the height of the canvas. It should switch to "closing in" below that. And finally, when the UFO has reached the bottom of the canvas, the status should notify the player that the UFO has "landed."
In this case, we don’t have a finite enumeration of distinct elements or distinct subclasses of data. After all conceptually the interval between 0 and HEIGHT (for some number greater than 0) contains an infinite number of numbers and a large number of integers. Therefore we use intervals to superimpose structure on the generic data definition, which just uses "numbers" to describe the class of coordinates.
An interval is a description of a class of (real or rational or integer) numbers via boundaries. The simplest interval has two boundaries: left and right. If the left boundary is to be included in the interval, we say it is a closed on the left. Similarly, a right-closed interval includes its right boundary. Finally, if an interval does not include a boundary, it is said to be open at that boundary.
Pictures of, and notations for, intervals use brackets for closed boundaries and parentheses for open boundaries. Here are four pictures of simple intervals:
[3,5] is a closed interval:

(3,5] is a left-open interval:

[3,5) is a right-open interval:

and (3,5) is an open interval:

Exercise 42: Determine the integers that each of the four intervals contains.








