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use std::fmt::Debug;
use std::sync::{Arc, Mutex};
use std::thread;
use std::time::Duration;
use indicatif::{MultiProgress, ProgressBar, ProgressStyle};
use once_cell::sync::Lazy;
use rand::rngs::ThreadRng;
use rand::{Rng, RngCore};
#[derive(Debug, Clone)]
enum Action {
AddProgressBar(usize),
IncProgressBar(usize),
}
#[derive(Clone, Debug)]
struct Elem {
key: String,
index: usize,
indent: usize,
progress_bar: ProgressBar,
}
static ELEMENTS: Lazy<[Elem; 9]> = Lazy::new(|| {
[
Elem {
indent: 1,
index: 0,
progress_bar: ProgressBar::new(32),
key: "jumps".to_string(),
},
Elem {
indent: 2,
index: 1,
progress_bar: ProgressBar::new(32),
key: "lazy".to_string(),
},
Elem {
indent: 0,
index: 0,
progress_bar: ProgressBar::new(32),
key: "the".to_string(),
},
Elem {
indent: 3,
index: 3,
progress_bar: ProgressBar::new(32),
key: "dog".to_string(),
},
Elem {
indent: 2,
index: 2,
progress_bar: ProgressBar::new(32),
key: "over".to_string(),
},
Elem {
indent: 2,
index: 1,
progress_bar: ProgressBar::new(32),
key: "brown".to_string(),
},
Elem {
indent: 1,
index: 1,
progress_bar: ProgressBar::new(32),
key: "quick".to_string(),
},
Elem {
indent: 3,
index: 5,
progress_bar: ProgressBar::new(32),
key: "a".to_string(),
},
Elem {
indent: 3,
index: 3,
progress_bar: ProgressBar::new(32),
key: "fox".to_string(),
},
]
});
/// The example implements the tree-like collection of progress bars, where elements are
/// added on the fly and progress bars get incremented until all elements is added and
/// all progress bars finished.
/// On each iteration `get_action` function returns some action, and when the tree gets
/// complete, the function returns `None`, which finishes the loop.
fn main() {
let mp = Arc::new(MultiProgress::new());
let sty_main = ProgressStyle::with_template("{bar:40.green/yellow} {pos:>4}/{len:4}").unwrap();
let sty_aux = ProgressStyle::with_template("{spinner:.green} {msg} {pos:>4}/{len:4}").unwrap();
let pb_main = mp.add(ProgressBar::new(
ELEMENTS
.iter()
.map(|e| e.progress_bar.length().unwrap())
.sum(),
));
pb_main.set_style(sty_main);
for elem in ELEMENTS.iter() {
elem.progress_bar.set_style(sty_aux.clone());
}
let tree: Arc<Mutex<Vec<&Elem>>> = Arc::new(Mutex::new(Vec::with_capacity(ELEMENTS.len())));
let tree2 = Arc::clone(&tree);
let mp2 = Arc::clone(&mp);
let _ = thread::spawn(move || {
let mut rng = ThreadRng::default();
pb_main.tick();
loop {
thread::sleep(Duration::from_millis(15));
match get_action(&mut rng, &tree) {
None => {
// all elements were exhausted
pb_main.finish();
return;
}
Some(Action::AddProgressBar(el_idx)) => {
let elem = &ELEMENTS[el_idx];
let pb = mp2.insert(elem.index + 1, elem.progress_bar.clone());
pb.set_message(format!("{} {}", " ".repeat(elem.indent), elem.key));
tree.lock().unwrap().insert(elem.index, elem);
}
Some(Action::IncProgressBar(el_idx)) => {
let elem = &tree.lock().unwrap()[el_idx];
elem.progress_bar.inc(1);
let pos = elem.progress_bar.position();
if pos >= elem.progress_bar.length().unwrap() {
elem.progress_bar.finish_with_message(format!(
"{}{} {}",
" ".repeat(elem.indent),
"✔",
elem.key
));
}
pb_main.inc(1);
}
}
}
})
.join();
println!("===============================");
println!("the tree should be the same as:");
for elem in tree2.lock().unwrap().iter() {
println!("{} {}", " ".repeat(elem.indent), elem.key);
}
}
/// The function guarantees to return the action, that is valid for the current tree.
fn get_action(rng: &mut dyn RngCore, tree: &Mutex<Vec<&Elem>>) -> Option<Action> {
let elem_len = ELEMENTS.len() as u64;
let list_len = tree.lock().unwrap().len() as u64;
let sum_free = tree
.lock()
.unwrap()
.iter()
.map(|e| {
let pos = e.progress_bar.position();
let len = e.progress_bar.length().unwrap();
len - pos
})
.sum::<u64>();
if sum_free == 0 && list_len == elem_len {
// nothing to do more
None
} else if sum_free == 0 && list_len < elem_len {
// there is no place to make an increment
Some(Action::AddProgressBar(tree.lock().unwrap().len()))
} else {
loop {
let list = tree.lock().unwrap();
let k = rng.gen_range(0..17);
if k == 0 && list_len < elem_len {
return Some(Action::AddProgressBar(list.len()));
} else {
let l = (k % list_len) as usize;
let pos = list[l].progress_bar.position();
let len = list[l].progress_bar.length();
if pos < len.unwrap() {
return Some(Action::IncProgressBar(l));
}
}
}
}
}
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