> On 13 Jan 2018, at 02:24, Jonathan Hull <jh...@gbis.com> wrote:
> 
> I think we have different definitions of consistency.  I am fine with the 
> ergonomics of (0…100).random() as a convenience, but it really worries me 
> here that everything is special cased.  Special cased things are fine for 
> individual projects, but not the standard library.  We should make sure that 
> the design is flexible and extensible, and that comes in part from having a 
> consistent interface.
> 

I think we just want different consistencies. Mine is that I want the same 
mental model of having to get a random value from some explicit ’set’/’space’.

> Also, as I said before, we really shouldn’t be doing these crazy contortions 
> to avoid ‘random() % 100’.  Instead we should look for that pattern and issue 
> with a warning + fixit to change it to random(in:).  I think that will be 
> much more effective in actually changing the behavior in the long run.
> 
> Finally, tying everything to Range is extremely limiting.  I understand if we 
> don’t want to add other types to the standard library, but I should be able 
> to build on what we add to do it myself without having to reinvent the wheel 
> for each type.  It is important to have a consistent story for these things 
> (including multi-dimensional types) so that they can interoperate.
> 

As a stated above I don’t think of it as being tied to a range, but rather a 
set of possible values. If you want to have multi-dimensional generators, could 
you not add an extension on an array to generate a value treating the array's 
elements as constraints?

Using CGPoint as an example with Nate’s api design of random.

public enum ConstraintKind<T: Comparable> {
        case constant(T)
        case range(T, T)
        case custom((RandomNumberGenerator) -> T)
}

public enum PointConstraint {
        case x(ConstraintKind<CGFloat>)
        case y(ConstraintKind<CGFloat>)
}

extension Array where Element == PointConstraint {
        func random(from constraintKind: ConstraintKind<CGFloat>,
                        using generator: RandomNumberGenerator = Random.default
                ) -> CGFloat {
                switch constraintKind {
                case let .constant(a): return a
                case let .range(min, max): return (min...max).random(using: 
generator)
                case let .custom(f): return f(generator)
                }
        }
        
        public func createRandom(using generator: RandomNumberGenerator = 
Random.default) -> CGPoint {
                var x: CGFloat? = nil
                var y: CGFloat? = nil
                
                for constraint in self {
                        switch constraint {
                        case let .x(c): x = random(from: c, using: generator)
                        case let .y(c): y = random(from: c, using: generator)
                        }
                }
                
                return CGPoint(x: x ?? 0.0, y: y ?? 0.0)
        }
}

let pointSpace: [PointConstraint] = [
        .x(.range(2, 32.5)),
        .y(.constant(4))
]

pointSpace.createRandom()



This uses the idea that constraints create a space of possible CGPoint values 
that createRandom 'gets' from.


You could make array conform to some ConstraintRandom protocol when we get 
conditional conformance.

> We really should be looking at GamePlayKit more for design inspiration.  
> There are several use-cases there that are being blatantly ignored in this 
> discussion.  For example, what if I want to randomly generate a game world 
> (e.g. The square from The Battle For Polytopia” formerly “SuperTribes”)?  Or 
> what if I want an effect where it randomly fades in letters from a String.  
> (…).random() will be completely inadequate for these things.
> 
> Thanks,
> Jon
> 
> 
> 
>> On Jan 12, 2018, at 5:11 AM, Letanyan Arumugam <letanya...@gmail.com 
>> <mailto:letanya...@gmail.com>> wrote:
>> 
>> Nate’s design follows a consistent idea of getting a random value from some 
>> set of values. Adding the static method random() to a type essentially 
>> creates an implicit set which you yourself said leads to inconsistency 
>> (Double/Int). Secondly I don’t see why random(in:) should be added when it 
>> is just a different spelling for what is already provided. If my second 
>> statement is incorrect and there’s something I’m missing please correct me?
>> 
>> I think that consistency outweighs the random trapping inconsistency, 
>> however I would actually be fine if random returned an optional. Though the 
>> way random is used would likely lead to less opportunities for a trap than 
>> the other methods you mention. 
>> 
>> 
>> Letanyan
>> 
>>> On 12 Jan 2018, at 04:39, Alejandro Alonso <aalonso...@outlook.com 
>>> <mailto:aalonso...@outlook.com>> wrote:
>>> 
>>> If anything, Nate’s design is inconsistent as properties like `.first` and 
>>> `.last` return an optional, and methods like `.min()` and `.max()` return 
>>> an optional as well. Having `.random()` on ranges be an exception and 
>>> return non optionals are inconsistent with other collection facilities, and 
>>> with other collections that aren’t ranges that return optionals on 
>>> `.random()`.
>>> 
>>> - Alejandro
>>> 
>>> On Jan 11, 2018, 12:06 PM -0600, Letanyan Arumugam via swift-evolution 
>>> <swift-evolution@swift.org <mailto:swift-evolution@swift.org>>, wrote:
>>>> This is really cool and seems very powerful. However I don’t think we 
>>>> should sacrifice consistency for extendability. Especially when the 
>>>> extendability would not be what most people need. 
>>>> 
>>>> What I am basically trying to say is that. I think the proposals current 
>>>> design direction fits better in a Random library rather than the Standard 
>>>> Library. And Nate’s design more directly addresses the motivating points 
>>>> of the proposal.
>>>> 
>>>> Letanyan
>>>> 
>>>>> 
>>>>> Sure. Small disclaimer that this was originally written back in the Swift 
>>>>> 1~2 days, so it is overdue for a simplifying rewrite.
>>>>> 
>>>>> Also, I should point out that the term “Source” has a special meaning in 
>>>>> my code.  It basically means that something will provide an ~infinite 
>>>>> collection of values of a type T.   I have what I call a “ConstantSource” 
>>>>> which just wraps a T and gives it back when asked.  But then I have a 
>>>>> bunch of other “sources" which let you create repeating patterns and do 
>>>>> deferred calculations and things like that.  Finally I have a 
>>>>> “RandomSource” which is part of what started this discussion.  You set up 
>>>>> a RandomSource with a set of constraints, and then it gives you random 
>>>>> values of T that adhere to those constraints (e.g. colors with a range of 
>>>>> hues but the same saturation) whenever you ask for them.
>>>>> 
>>>>> This is really useful for doing things like graphic effects because, for 
>>>>> example, I can ask for a source of colors and a source of line widths and 
>>>>> then get out a large variety of interesting patterns from the same 
>>>>> algorithm.  I can make simple stripes with ConstantSources, or I can make 
>>>>> repeating patterns of lines with repeating sources, or I can have random 
>>>>> colors which look good together by using a RandomSource.  I can take a 
>>>>> BezierPath and make it look hand-drawn by breaking it into a bunch of 
>>>>> lines and then offset the points a small amount using a RandomSource of 
>>>>> CGVectors.
>>>>> 
>>>>> Not sure how useful this concept of randomness (and pattern) is to 
>>>>> others, but I find it immensely useful!  Not sure of the best way to 
>>>>> implement it.  The way I do it is a type erased protocol with private 
>>>>> conforming structs and then public initializers on the type-erasing box.  
>>>>> The end result is that I can just say:
>>>>> 
>>>>> let myConst = Source(1) //ConstantSource with 1 as a value
>>>>> let myPattern = Source([1, 2]) //OrderedSource which repeats 1, then 2 
>>>>> over and over forever
>>>>> let myMeta = Source([myConst, myPattern]) //Will alternate between 
>>>>> sub-sources in order. Can be nested.
>>>>> //…and so on.
>>>>> 
>>>>> It is quite extensible and can make very complex/interesting patterns 
>>>>> very easily.  What I like about it is that (well controlled) random 
>>>>> values and patterns or constant values can be interchanged very easily.
>>>>> 
>>>>> The RandomSource has a RandomSourceCreatable Protocol that lets it take 
>>>>> random bits and turn them into objects/structs of T adhering to the given 
>>>>> constraints.  This is way more complex under the hood than it needs to 
>>>>> be, but it works well in practice, and I haven’t gotten around to 
>>>>> cleaning it up yet:
>>>>> 
>>>>> public protocol RandomSourceCreatable {
>>>>>     associatedtype ConstraintType = Self
>>>>>     
>>>>>     
>>>>> ///This should be implimented by simple types without internal components
>>>>>     
>>>>> static func createRandom(rnd value:RandomSourceValue, 
>>>>> constraint:RandomSourceConstraint<ConstraintType>)->Self
>>>>>     
>>>>> ///This should be implimented by complex types with multiple axis of 
>>>>> constraints
>>>>>     
>>>>> static func createRandom(rnd value:RandomSourceValue, 
>>>>> constraints:[String:RandomSourceConstraint<ConstraintType>])->Self
>>>>>     
>>>>>     
>>>>> ///Returns the proper dimension for the type given the constraints
>>>>>     
>>>>> static func dimension(given 
>>>>> contraints:[String:RandomSourceConstraint<ConstraintType>])->RandomSourceDimension
>>>>>     
>>>>>     
>>>>> ///Validates the given contraints to make sure they can create valid 
>>>>> objects. Only needs to be overridden for extremely complex types
>>>>>     static func validateConstraints(_ 
>>>>> constraints:[String:RandomSourceConstraint<ConstraintType>])->Bool
>>>>>     
>>>>>     
>>>>> ///Convienience method which provides whitelist of keys for implicit 
>>>>> validation of constraints
>>>>>     static var allowedConstraintKeys:Set<String> {get}
>>>>>    }
>>>>> 
>>>>> Most of these things also have default implementations so you only really 
>>>>> have to deal with them for complex cases like colors or points.  The 
>>>>> constraints are given using a dictionary with string keys and a 
>>>>> RandomSourceConstraint value, which is defined like this:
>>>>> 
>>>>> public enum RandomSourceConstraint<T> {
>>>>>     case none
>>>>>     case constant(T)
>>>>>     case min(T)
>>>>>     case max(T)
>>>>>     case range (T,T)
>>>>>     case custom ( (RandomSourceValue)->T )
>>>>> //A bunch of boring convenience code here that transforms values so I 
>>>>> don’t always have to switch on the enum in other code that deals with 
>>>>> this. I just ask for the bounds or constrained T (Note: T here refers to 
>>>>> the type for a single axis as opposed to the generated type. e.g. CGFloat 
>>>>> for a point) 
>>>>>     }
>>>>> 
>>>>> I have found that this handles pretty much all of the constraints I need, 
>>>>> and the custom constraint is useful for anything exotic (e.g. sig-figs).  
>>>>> The RandomSource itself has convenience inits when T is Comparable that 
>>>>> let you specify a range instead of having to create the constraints 
>>>>> yourself.
>>>>> 
>>>>> I then have conformed many standard types to RandomSourceCreatable so 
>>>>> that I can create Sources out of them.  Here is CGPoint for reference:
>>>>> 
>>>>> extension CGPoint:RandomSourceCreatable {
>>>>>     
>>>>>     
>>>>> public static func dimension(given 
>>>>> contraints:[String:RandomSourceConstraint<CGFloat>])->RandomSourceDimension
>>>>>  {
>>>>>         
>>>>> return RandomSourceDimension.manyWord(2)
>>>>>     }
>>>>>     
>>>>>     public typealias ConstraintType = CGFloat
>>>>>     public static var allowedConstraintKeys:Set<String>{
>>>>>         return ["x","y"]
>>>>>     }
>>>>>     
>>>>>     
>>>>> public static func createRandom(rnd value:RandomSourceValue, 
>>>>> constraints:[String:RandomSourceConstraint<CGFloat>])->CGPoint {
>>>>>         let xVal = value.value(at: 0)
>>>>>         let yVal = value.value(at: 1)
>>>>>         
>>>>> //Note: Ints have a better distribution for normal use cases of points
>>>>>         let x = CGFloat(Int.createRandom(rnd: xVal, constraint: 
>>>>> constraints["x"]?.asType({Int($0 * 1000)}) ?? .none))/1000
>>>>>         let y = CGFloat(Int.createRandom(rnd: yVal, constraint: 
>>>>> constraints["y"]?.asType({Int($0 * 1000)}) ?? .none))/1000
>>>>>         return CGPoint(x: x, y: y)
>>>>>     }
>>>>>     }
>>>>> 
>>>>> Notice that I have a RandomSourceValue type that provides the random bits 
>>>>> of the requested dimension. When I get around to updating this, I might 
>>>>> do something closer to the proposal, where I would just pass the 
>>>>> generator and grab bits as needed.  The main reason I did it the way I 
>>>>> did is that it lets me have random access to the source very easily.  
>>>>> 
>>>>> The ‘asType’ method converts a constraint to work with another type (in 
>>>>> this case Ints).
>>>>> 
>>>>> Colors are a bit more complicated, mainly because I allow a bunch of 
>>>>> different constraints, and I also have validation code to make sure the 
>>>>> constraints fit together properly. I also ask for different amounts of 
>>>>> randomness based on whether it is greyscale or contains alpha. Just to 
>>>>> give you a sense, here are the allowed constraint keys for a CGColor:
>>>>> public static var allowedConstraintKeys:Set<String>{
>>>>>         return ["alpha","gray","red","green","blue", "hue", "saturation", 
>>>>> "brightness"]
>>>>>     }
>>>>> 
>>>>> and here is the creation method when the keys are for RGBA (I have 
>>>>> similar sections for HSBA and greyscale):
>>>>> 
>>>>> let rVal = value.value(at: 0)
>>>>>     let gVal = value.value(at: 1)
>>>>>     let bVal = value.value(at: 2)
>>>>>     let aVal = value.value(at: 3)
>>>>>     let r = CGFloat.createRandom(rnd: rVal, constraint: 
>>>>> constraints["red"] ?? .range(0,1))
>>>>>     let g = CGFloat.createRandom(rnd: gVal, constraint: 
>>>>> constraints["green"] ?? .range(0,1))
>>>>>     let b = CGFloat.createRandom(rnd: bVal, constraint: 
>>>>> constraints["blue"] ?? .range(0,1))
>>>>>     let a = CGFloat.createRandom(rnd: aVal, constraint: 
>>>>> constraints["alpha"] ?? .constant(1.0))
>>>>>             
>>>>>     return self.init(colorSpace: CGColorSpaceCreateDeviceRGB(), 
>>>>> components: [r,g,b,a])!
>>>>> 
>>>>> 
>>>>> The end result is that initializing a source of CGColors looks like this 
>>>>> (either parameter can be omitted if desired):
>>>>> 
>>>>> let colorSource:Source<CGColor> = Source(seed: optionalSeed, 
>>>>> constraints:["saturation": .constant(0.4), "brightness": .constant(0.6)])
>>>>> 
>>>>> Anyway, I hope this was useful/informative.  I know the code is a bit 
>>>>> messy, but I still find it enormously useful in practice.  I plan to 
>>>>> clean it up when I find time, simplifying the RandomSourceValue stuff and 
>>>>> moving from String Keys to a Struct with static functions for the 
>>>>> constraints.  The new constraints will probably end up looking like this:
>>>>> 
>>>>> let colorSource:Source<CGColor> = Source(seed: optionalSeed, 
>>>>> constraints:[.saturation(0.4), .brightness(0.4...0.6)])
>>>>> 
>>>>> Thanks,
>>>>> Jon
>>>>> 
>>>>> 
>>>>> _______________________________________________
>>>>> swift-evolution mailing list
>>>>> swift-evolution@swift.org <mailto:swift-evolution@swift.org>
>>>>> https://lists.swift.org/mailman/listinfo/swift-evolution 
>>>>> <https://lists.swift.org/mailman/listinfo/swift-evolution>
>>>> 
>>>> _______________________________________________
>>>> swift-evolution mailing list
>>>> swift-evolution@swift.org <mailto:swift-evolution@swift.org>
>>>> https://lists.swift.org/mailman/listinfo/swift-evolution 
>>>> <https://lists.swift.org/mailman/listinfo/swift-evolution>
>> 
> 

_______________________________________________
swift-evolution mailing list
swift-evolution@swift.org
https://lists.swift.org/mailman/listinfo/swift-evolution

Reply via email to