Better off looking at my blog. http://awelonblue.wordpress.com
I'm still working on a concept of generative grammars for stable pseudo-state. It's described in a few of my blog articles, including the most recent ones. On Mon, Mar 19, 2012 at 2:52 PM, John Nilsson <[email protected]> wrote: > Maybe not what you are looking for, but you might find > http://awelon.org/ interesting. > > BR, > John > > 2012/3/19 Benoît Fleury <[email protected]>: > > Hi, > > > > I was wondering if there is any language out there that lets you describe > > the behavior of an "object" as a grammar. > > > > An object would receive a stream of events. The rules of the grammar > > describe the sequence of events the object can respond to. The "semantic > > actions" inside these rules can change the internal state of the object > or > > emit other events. > > > > We don't want the objects to send message to each other. A bus-like > > structure would collect events and dispatch them to all interested > objects. > > To avoid pushing an event to all objects, the "bus" would ask first to > all > > objects what kind of event they're waiting for. These events are the > > possible alternatives in the object's grammar based on the current > internal > > state of the object. > > > > It's different from object-oriented programming since objects don't talk > > directly to each other. > > > > A few questions the come up when thinking about this: > > - do we want backtracking? probably not, if the semantic actions are > > different, it might be awkward or impossible to undo them. If the > semantic > > actions are the same in the grammar, we might want to do some factoring > to > > remove repeated semantic actions. > > - how to represent time? Do all objects need to share the same clock? > Do we > > have to send "tick" events to all objects? > > - should we allow the parallel execution of multiple scenarios for the > same > > object? What does it make more complex in the design of the object's > > behavior? What does it make simpler? > > > > If we assume an object receive a tick event to represent time, and using > a > > syntax similar to ometa, we could write a simplistic behavior of an ant > this > > way: > > > > # the ant find food when there is a food event raised and the ant's > position > > is in the area of the food > > # food indicates an event of type "food", the question mark starts a > > semantic predicate > > findFood = food ?(this.position.inRect(food.area)) > > > > # similar rule to find the nest > > findNest = nest ?(this.position.inRect(nest.area)) > > > > # at every step, the ant move > > move = tick (=> move 1 unit in current direction (or pick random > > direction if no direction)) > > > > # the gatherFood scenario can then be described as finding food then > finding > > the nest > > gatherFood = findFood (=> pick up food, change direction to nest) > > findNest (=> drop food, change direction to food > source) > > > > There is probably a lot of thing missing and not thought through. > > > > But I was just wondering if you know a language to do this kind of > things? > > > > Thanks, > > Benoit. > > > > _______________________________________________ > > fonc mailing list > > [email protected] > > http://vpri.org/mailman/listinfo/fonc > > > _______________________________________________ > fonc mailing list > [email protected] > http://vpri.org/mailman/listinfo/fonc > -- bringing s-words to a pen fight
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