Audit pass: - Frame rule counts frames since the last move, so every step lasts exactly movesEvery(score) frames, also right after a speed-up - clampTime + MAX_GAP_MS: a hidden tab no longer replays the whole gap - Pong Restart keeps held keys - Fact corrections (mulberry32 output coverage, Haskell IO, uniform) - New fixture cases from a mutation analysis Extensions (all three tracks, shared fixtures, course text): - Turn queue (Exercise 10.6), persisted high score (10.7), replay viewer (10.8), play() end-to-end helper (9.5) - Optional State (4.7) and optional Module 7b, stack-safe IO - Module 12, property-based testing with generators, shrinking, invariants and a model-based oracle - Module 13, Conway's Life with a Click event - JS type checking via jsconfig, JSDoc and types.d.ts - Maintainer tools: scripts/mutate.mjs, scripts/typecheck-js.sh, Playwright end-to-end suite (e2e/, scripts/e2e.sh) Docs: docs/contract.md is the canonical contract; specs and build log under docs/superpowers. Verified: JS 728, Scala 689, F# 691 unit tests; stubs and progression M01-M13 and M07b; 176 end-to-end tests on Chromium and WebKit. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
39 lines
1.7 KiB
JavaScript
39 lines
1.7 KiB
JavaScript
// The single impure place in the course (with browser.js and main.js): everything else only builds values.
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// Here we interpret IO descriptions against a Platform and hold the one mutable variable, the current stream.
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// Platform = { fillRect, fillText, randomSeed, loadBest, saveBest, startClock, onKeyDown, onKeyUp, onClick }
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/** @import { IO, Platform, Program } from './types' */
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// Perform one op on the platform and return its result.
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const perform = (op, platform) => {
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if (op.tag === 'RandomSeed') return platform.randomSeed()
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if (op.tag === 'LoadBest') return platform.loadBest()
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if (op.tag === 'SaveBest') return platform.saveBest(op.score)
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const s = op.shape
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return s.tag === 'Rect'
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? platform.fillRect(s.x, s.y, s.w, s.h, s.color)
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: platform.fillText(s.x, s.y, s.text, s.color, s.size, s.align)
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}
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// A loop, not recursion: a scene is hundreds of ops and the stack must not grow with them.
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/** @type {<A>(io: IO<A>, platform: Platform) => A} */
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export const runIO = (io, platform) => {
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let current = io
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while (current.tag === 'Effect') current = current.k(perform(current.op, platform))
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return current.value
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}
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/** @type {(main: Program, platform: Platform) => void} */
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export const runApp = (main, platform) => {
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let stream = runIO(main, platform)
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const feed = (input) => {
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const [ios, next] = stream.step(input)
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stream = next
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ios.forEach((io) => runIO(io, platform))
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}
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platform.onKeyDown((key) => feed({ tag: 'KeyDown', key }))
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platform.onKeyUp((key) => feed({ tag: 'KeyUp', key }))
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// m13: a fourth kind of input. Programs that do not listen for clicks simply ignore them.
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platform.onClick((x, y) => feed({ tag: 'Click', x, y }))
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platform.startClock((t) => feed({ tag: 'Time', t }))
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}
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