1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265
|
use ui;
use layout;
use progvis:program;
use core:geometry;
/**
* Object containing callbacks that is called by the system as a response to different things the
* program is doing. This is used to encapsulate the entire behavior of the front-end depending on
* its current state.
*/
class Behavior on Ui {
// Called when something went wrong in the running program.
void onProgramError(ProgramError error) {}
// Called when the user performed some action. If the string is recorded, the same sequence can
// then be played back.
void onUserAction(Str action) {}
// Called when the program is restarted.
void onRestart() {}
// Called when this behavior is disposed.
void onDispose() {}
// Allow reloading this program?
Str? allowReload() { null; }
// Allow starting the model checker.
Str? allowModelCheck() { null; }
// Allow spawning another thread?
Str? allowSpawnThread() { null; }
// Allow changing "track reads/writes". If this returns "false", track memory is forced on.
Bool allowTrackMemory() { true; }
// Allow disabling leak checking.
Bool allowNoLeaks() { true; }
// Get the panel to show during rendering.
ProblemPanel? panel() { null; }
// Data used by the painter. In a separate object to avoid thread switches.
BehaviorConfig config;
}
/**
* Behavior config. Communicates with the painter efficiently.
*/
class BehaviorConfig on Render {
init() {
init {
// Default is to allow stepping.
step = true;
}
}
// Return an action to mark.
Str? mark() { data; }
// Set the mark.
assign mark(Str m) { data = m; }
assign mark(Str? m) { data = m; }
// Allow single-stepping threads?
Bool allowStep() { step; }
// Set allow step.
assign allowStep(Bool v) { step = v; }
// The data.
private Str? data;
// Data.
private Bool step;
}
/**
* Default callbacks for the main Progvis window.
*
* Simply displays any errors and ignores the user actions.
*/
class DefaultBehavior extends Behavior {
protected MainWin window;
init(MainWin window) {
init { window = window; }
}
void onProgramError(ProgramError error) : override {
if (error as ThreadError) {
showMessage(window, "Thread ${error.threadId} crashed", "Thread ${error.threadId} crashed:\n" + error.message);
} else if (error as DataRaceError) {
showMessage(window, "Data race found", "You found data races:\n" + error.message);
} else if (error as DeadlockError) {
showMessage(window, "Deadlock found", error.message);
} else if (error as LivelockError) {
showMessage(window, "Livelock found", error.message);
} else if (error as MemoryLeakError) {
showMessage(window, "Memory leak found", error.message);
} else if (error as NoError) {
// Nothing needed, we just don't want to show "program error".
} else {
showMessage(window, "Program error: " + error.type, error.message);
}
}
}
/**
* Behavior for playing back a solution.
*
* We inherit from default behavior to get default error messages.
*/
class ReplayBehavior extends DefaultBehavior {
private Str[] steps;
private Nat pos;
// Auto step currently active.
private Bool autoStep;
// Stop the auto step?
private Bool stopAuto;
// Allow cancelling.
private Bool allowCancel;
init(MainWin window, Str solution) {
init(window) {}
Char sep = ";".begin.v;
Str:Iter last = solution.begin();
do {
Str:Iter next = solution.find(sep, last);
if (last != next)
steps << solution.substr(last, next);
} while (next != solution.end) {
last = next + 1;
}
updateConfig();
}
init(MainWin window, check:Action[] steps) {
init(window) {
allowCancel = true;
}
for (x in steps)
this.steps << x.toS;
updateConfig();
}
void onProgramError(ProgramError error) : override {
stop();
super:onProgramError(error);
}
void onRestart() : override {
stop();
pos = 0;
updateConfig();
}
void onDispose() : override {
stop();
}
ProblemPanel? panel() {
ProblemPanel p("Showing the problem");
p.button("Restart", &window.onRestart());
p.button("Next step", &this.onStep());
p.button("Play/Pause", &this.onAuto());
if (allowCancel)
p.button("Close", &window.resetBehavior());
p;
}
private void onStep() {
if (!autoStep)
applyStep();
}
private void onAuto() {
if (autoStep) {
stop();
} else {
stopAuto = false;
(spawn autoStepFn()).detach();
}
}
private void applyStep() {
if (pos >= steps.count) {
(spawn showMessage(window, "End", "No more steps are available. Press \"Restart\" to see it again, or explore more on your own.")).detach();
return;
}
// Must update the mark first, otherwise we might show the wrong thing.
pos++;
updateConfig();
if (!window.applyAction(steps[pos - 1])) {
// Something was running, restore.
pos--;
updateConfig();
}
}
private void stop() {
stopAuto = true;
while (autoStep)
yield();
}
// Update the mark.
private void updateConfig() {
if (pos < steps.count) {
config.mark = steps[pos];
config.allowStep = false;
} else {
config.mark = null;
config.allowStep = true;
}
}
// Function running in another UThread.
// We're constantly monitoring the "main" thread. It is a bit wasteful, but OK.
private void autoStepFn() {
Moment next;
autoStep = true;
try {
while (!stopAuto) {
if (next < Moment()) {
next += 1 s;
applyStep();
}
if (pos >= steps.count)
break;
sleep(10 ms);
}
} catch (Exception e) {
print("Internal error: ${e}");
}
autoStep = false;
}
Bool allowTrackMemory() : override { false; }
Str? allowReload() : override {
if (allowCancel) {
window.resetBehavior();
return null;
} else {
return "You can not reload problems while showing a problem. Open a new problem instead.";
}
}
Str? allowSpawnThread() { "You can not spawn new threads now. Please open a new program first."; }
}
|