FYI the package lux is like Big Bang and the package mode-lambda is like 2htdp/image. Right now, however, I am working on raart for doing ANSI user interfaces.
On Fri, Jan 5, 2018 at 11:04 AM Matthias Felleisen <matth...@ccs.neu.edu> wrote: > > Thanks for the feedback. > > Yes, b-b was designed for middle school, high school and college > freshman courses. But like all software, it eventually escapes and > makes it into the “real world”. > > [ ASIDE What does this tell you about the terrible > training that most students get and use to produce > code in industry during co-op and internships?] > > The drawback of b-b for “real” applications is that (1) it checks > way too many things (2) when something fails it works hard to > deliver error messages that are useful for beginners (as in the > kinds of students mentioned above). > > As I have said before, I need to design a path from b-b for students > to a b-b for “adults”. > > Alternatively, you could use Jay McCarthy’s replacement package > for b-b, which may already live up to your performance expectations. > I don’t have time to experiment but I am really interested on how it > would work out. > > Again thanks for the feedback — Matthias > > > > > > > On Jan 4, 2018, at 3:39 PM, Christopher Lemmer Webber < > cweb...@dustycloud.org> wrote: > > > > Hello all, > > > > Last night out of curiosity I started lazily adding some code to see how > > long it would take me to write a game of life implementation in Racket. > > Not exactly a challenging expidition game-authoring-wise, but a fun > > little exercise anyway. You can see and play with the results here: > > > > https://gitlab.com/dustyweb/racket-life > > > > (Don't expect astounding code or anything.) > > > > Here were my takeaways: > > > > - Racket is a real joy, especially due to its inclusion of its picture > > language, to write this kind of thing in. I started playing with > > this very idly last evening and was very quickly pulled in. > > > > - The icons library is a hidden gem in Racket... bitmap-render-icon > > is a lovely way in particular to create the kinds of sprites you use > > in puzzle games :) > > > > - The HTDP big-bang system is, from a programming perspective, a lot of > > fun to code in. I can easily see how it would be great to teach > > with. > > > > - It was easy to get an implementation of Conway's Game of Life going > > and have it even be fairly pretty within almost no time. However, as > > observed here: > > https://groups.google.com/forum/#!topic/racket-users/yjRuIxypUQc > > the functional drawing system isn't very fast once you get a lot of > > objects on the screen. Fortunately I found it was possible to not > > have to convert all my code, only the to-draw bit... I converted > > it to a bitmap canvas that I blitted to imperatively. > > > > - But even this was not fast enough... I found that a 50x50 graph was > > terribly slow. I found that even just creating the 1000x1000 px > > bitmap every frame was very expensive, even before blitting to it, so > > I stuck the bitmap in a parameter and kept it around between frames. > > > > - I then found out that the bitmap wasn't changing suddenly... I'm > > guessing big-bang has an optimization where (since it's expecting a > > functional program) if it sees an object that's eq? to the previous > > object come out of to-draw, it doesn't draw it. So instead I > > allocated two bitmaps as parameters and switched between which one I > > was blitting to. That effectively tricked big-bang into blitting > > to my reused bitmap every time ;) > > > > - With those optimizations in place, a 30x30 grid on my > > 10-year-old-laptop would run at full speed, and a a 50x50 tile grid > > (1000x1000 pixels) rendered at about 10FPS... a barely tolerable, but > > tolerable speed, for something like this ;) > > > > - It seems that the blitting of bitmaps to the canvas (I didn't do > > anything smart to "only blit the ones that changed", which would > > speed this up certainly by a lot) is by far the slowest part of > > my code, so I figured maybe it would be faster if I drew rects on > > the canvas instead of blitting my pretty icon-derived bitmaps. > > To my surprise it became 50% slower! > > > > I guess completely redrawing 2500 sprites per frame is just a lot for > > the vanilla canvas. I see there's an opengl canvas... maybe I should > > try that. > > > > Obviously there's "the most correct" optimization to do, given that I've > > already gone down the route of committing imperative-rendering sins: I > > ought to keep around the previous graph and see if it changed at all and > > only blit the ones that actually changed. Well, I'm sure that would > > make things lightning fast ;) > > > > I'm not sure if that's interesting to anyone at all. But I will say, > > Racket really is a joy to work with! Thanks for making a toolbox so > > much fun I accidentally lose a number of hours to something like this :) > > > > - Chris > > > > -- > > You received this message because you are subscribed to the Google > Groups "Racket Users" group. > > To unsubscribe from this group and stop receiving emails from it, send > an email to racket-users+unsubscr...@googlegroups.com. > > For more options, visit https://groups.google.com/d/optout. > > -- > You received this message because you are subscribed to the Google Groups > "Racket Users" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to racket-users+unsubscr...@googlegroups.com. > For more options, visit https://groups.google.com/d/optout. > -- -=[ Jay McCarthy http://jeapostrophe.github.io ]=- -=[ Associate Professor PLT @ CS @ UMass Lowell ]=- -=[ Moses 1:33: And worlds without number have I created; ]=- -- You received this message because you are subscribed to the Google Groups "Racket Users" group. 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