dev fsharp

Going over the F# Pluralsight course I learned a few more things and thought I should use them to improve my world-famous Rock-Paper-Too-Long-To-Type game.

New tidbits and improvements in the game

  • new keyword is only required when the type implements IDisposable. So no need to use them on my RPSLS object. It works exactly the same.

  • default constructor can be defined such as

new() = Car("red", 3)
  • You can access the constructor parameters anywhere in the object so there is no need to assign it to another value.

  • Assigning values to enum values makes it compatible with other.NET languages. When I assigned values to moves an interesting thing happened. I stated getting this error: Enumerations cannot have members So you can overload operators in a discriminated union in F# and you can use it in F# only but if you want your type be compatible with other CLR languages than you can only use it as a regular enum.

After I assigned the values my Move discriminated union became:

type Move = 
    | Rock = 0
    | Spock = 1
    | Paper = 2
    | Lizard = 3
    | Scissors = 4

So no more overloaded minus operator which significantly reduced the lines of code in the type. After Googling a bit I found out that generally the above values are assigned to moves the winner is determined by extracting computer number from the player number and applying modulo operator. For example: When player plays rock (0) and computer plays paper (2)

difference = player - computer = 0 - 2 = -2
result = -2 % 5 = 3 --> Python returns 3 after this operation

if result < 3 then player wins
if result >= 3 then computer wins 

Apparently in F#, -2 % 5 = -2! So I had to add 5 before applying modulo operator:

let diff = ((int)(this.PlayerMoves.Item(i) - ComputerMoves.Item(i)) + 5) % 5

Conclusion

I’m still working with the PluralSight course. In the next post I’ll examine type casting, abstract types and do bindings etc

Resources

dev fsharp

When I first came up with a complete program here I was extremely happy. Functional programming feels like insurmountable (less so now but still) and building a fully functional program in F# felt great. Unfortunately, the moment has passed very quickly! Now it’s time to revisit and improve the Rock-Paper-Scissors-Lizard-Spock game. My main goal now is add

  • Convert the game into a class
  • Add exception handling to handle invalid user input
  • Add unit tests

What’s needed

So first I had to investigate a few concepts to accomplish these goals. PluralSight course on F# was a very helpful resource.

First version was not testable because it generated random moves inside the game and there was no way of anticipating the outcome. So I needed to harness some constructor Dependency Injection like this.

type RPSLS(userInput: string, moveGenerator: IMoveGenerator) = 
    let mutable playerScore = 0
    let mutable computerScore = 0
    let moveGen = moveGenerator

When the game is run from the console application the RPSLS object is created with a random move generator as usual so the gameplay has not been affected. But now the tests can build the object with a FakeMoveGenerator that implements the same IMoveGenerator interface.

So the actual move generator the game uses becomes a separate object like this:

type RandomMoveGenerator() = 
    member this.GenerateMove(n) = (this :> IMoveGenerator).GenerateMove(n)
    interface IMoveGenerator with
        member this.GenerateMove(n) = 
            let rnd = System.Random()
            let output = [ for i in 1 .. n -> 
                let index = rnd.Next(0, 5)
                match index with
                | 0 -> Move.Rock
                | 1 -> Move.Paper
                | 2 -> Move.Scissors
                | 3 -> Move.Lizard
                | 4 -> Move.Spock
                | _ -> failwith "Unexpected move"
            ]
            output

and the one tests use is like this:

type FakeMoveGenerator(moves : List<Move>) = 
    let mutable moveList = moves
    
    member this.MoveList 
        with get () = moveList
        and set (value) = (moveList <- value)

    member this.GenerateMove(n) = (this :> IMoveGenerator).GenerateMove(n)
    
    interface IMoveGenerator with
        member this.GenerateMove(n) = 
            let output = [ for i in 1 .. n -> 
                moveList.Item(i-1)
            ]
            output

And they both implement the same interface IMoveGenerator:

type IMoveGenerator =
    abstract member GenerateMove : int ->  List<Move>

Another benefit of this is the game can be improved easily with advanced move generators. For example a move generator can be implemented to generate specific move sequences. There is an advanced strategy guide here which is an interesting read.

Installing xUnit and xUnit Runner

Installing xUnit is pretty straightforward. Just use NuGet and add the package. For runner, apparently there was VS etension that needed to be installed separately but it’s no longer the case. Check out this guide to find out how to install xUnit test runner. It makes

Testing

I added a library to project for my tests, added xUnit and xUnit runner from NuGet I was ready to go.

So by decorating the test methoids with [] attributes I was able to run my tests to my predictable version of the game:

[<Fact>]
let Game_Ends_With_Correct_Output_3_Moves_0_to_1() =
    let fakeGen = new FakeMoveGenerator([Move.Rock; Move.Rock; Move.Paper])
    let newGame = new RPSLS("r r r", fakeGen)
    newGame.RunGame()
    Assert.Equal(0, newGame.PlayerScore)
    Assert.Equal(1, newGame.ComputerScore)

Exception Handling

As the game is created with the user input I wanted it to check the user input before it ran the game and throw an exception if the input was erroneous. Throwing an exception is carried out with failwith keyword. That’s straightforward. Handling it on the other hand came with a little surprise:

There is a try…with block which is corresponds to standard try…catch. And there is a try…finally block but they is no try…catch…finally block so they had to be used separately:

[<EntryPoint>]
let main argv = 

    try
        try
            let userInput = Console.ReadLine()
            let newGame = new RPSLS(userInput, new RandomMoveGenerator())
            newGame.RunGame()
        with
            _ -> printfn "An error occured"
    finally
        printfn "Press any key to quit"
        Console.ReadKey()

    0

In order to accomplish what I set out for I had to use two nested try blocks. Can’t say it looks great but until I get more accustomed with it I’ll just go along with quirks. At the moment it’s entirely possible that there’s a better alternative so I hope that’s the case here. Either way, it does the job after all.

Conclusion

Final version is on GitHub. I might set sail to other seas and start new small projects before I revisit this one.

Resources

hobbydev gadget, dotnet_gadgeteer

My problem is I have a ton of gadgets and keep getting more before building meaningful projects with the previous ones. So I decided to be a good boy and create at least one full project with the existing ones before I move on to new shiny toys. First target is my .NET Gadgeteer hardware kit set that’s been lying around for a quite some time. For the sake of completeness here are the previous posts about Gadgeteer so far:

My main goal now is to discover the capabilities of the kit I have and try to come up with a fun project. So as I have no clue at the moment I will play around with each component I have and create sample projects for each them. By the end I hope I’ll get a nice idea.

What is it anyway?

The official definiton is: “Microsoft .NET Gadgeteer is an open-source toolkit for building small electronic devices using the .NET Micro Framework” I think it’s a great kit for children because it makes development a lot easier than say Arduino.

All sockets are labelled and all you have to do is connect the mathcing sockets in the module and mainboard:

Cerberus Mainboard

Gadgeteer Socket Letters

Also if you are a .NET developer there is absolutely no learning curve. You just build your application just like you’ve been building all along.

Setting up the development environment!

Well, there is no learning curve but still you need to make some preparations. First thing you need to do is install the .NET Micro Framework. Then the next step I took is install the Gadgeteer project templates for Visual Studio 2013. All of these can be found at the downloads section at GHI Electronics website.

Once you install the Gadgeteer package you should be able to create new Gadgeteer projects when you select File -> New Project in Visual Studio:

Visual Studio Add Gadgeteer Project

Next step is to select the mainboard you’re going to use in the project:

Gadgeteer Mainboard Selection

First rule of gadget development: Fork over the money!

Once you install the required software you will of course need the actually hardware to run your applications on. The bulk of modules I currently have came from the starter kit I initially bought:

FEZ Spider Starter Kit

Then I added a few more components but there are so many more that can be purchased. Since it’s an open hardware platform any vendor can build their own modules. But looks like, even though it’s open-source, a company called GHI Electronics are taking the lead in this market.

Let’s get down to business!

I will explain each module in depth in the upcoming posts but for the purposes of testing the development environment I’ll just build a sample project consisting of Spider mainboard and 3 LEDs.

First component I’m going to play around is multi color LED. I happen to have 3 of them and added all of them to my design. Once you drag and drop the modules you want to use in your project you can simply right-click on an empty point on the canvas and select Connect All Modules. It automatically connects using the appropriate slots for each module. So you can instantly get something like this:

Sample design

And the source code I’m going to use to test it is as follows:

public partial class Program
{
	void ProgramStarted()
	{
		multicolorLED.TurnOff();
		multicolorLED2.TurnOff();
		multicolorLED3.TurnOff();

		multicolorLED.TurnBlue();
		multicolorLED2.TurnGreen();
		multicolorLED3.TurnRed();
	}
}

Once you get such a visual design it’s very easy to build the actual hardware by referring to this:

Sample hardware

By the way, I’m using Tamiya universal plate to keep modules nice and tidy otherwise they hang around uncontrollably. So it is quite handy.

Conclusion

I’ll leave it here. I’m hoping this post should have enough information for anyone who wants to start developing projects with .NET Gadgeteer hardware kit. In the next post I’ll go over each component and discover their capabilities. If you already have a Gadgeteer kit your mileage may vary as I can only cover the devices I own. I’d appreciate if you submit any project ideas. I can acquire the modules needed and add to my projects.

Resources