Universe
, defined as follows: data Universe a = Universe [a] a [a]
left, right :: Universe a -> Universe a left (Universe (a:as) x bs) = Universe as a (x:bs) right (Universe as x (b:bs)) = Universe (x:as) b bs
extract :: Universe a -> a extract (Universe _ x _) = x
Universe [-1, -2..] 0 [1, 2..]
is all integers. However, Universe [0, -1..] 1 [2, 3..]
are the same integers, but with a slightly changed context (we point to another element).(2**)
to the Universe
integers. It is easy to define an instance of the class Functor, which obeys all laws: instance Functor Universe where fmap f (Universe as x bs) = Universe (fmap f as) (fx) (fmap f bs) -- powersOf2 = fmap (2**) (Universe [-1, -2..] 0 [1, 2..]) -- ..0.25, 0.5, 1, 2, 4..
Universe
all shifts and the rule of their convolution: duplicate :: Universe a -> Universe (Universe a) duplicate u = Universe (tail $ iterate left u) u (tail $ iterate right u)
Universe a -> a
, so for the Universe Bool
an example of a rule might be: rule :: Universe Bool -> Bool rule u = lx /= cx where lx = extract $ left u cx = extract u
next :: Universe a -> (Universe a -> a) -> Universe a next ur = fmap r (duplicate u) -- un = Universe (repeat False) True (repeat False) `next` rule
extract . duplicate = id fmap extract . duplicate = id duplicate . duplicate = fmap duplicate . duplicate
Universe
forms a comonad , and the next
function corresponds to the operator (=>>)
. Komonada is a dual monad, in connection with which one can trace some analogies between their operations. For example, join
combines nested contexts, and duplicate
, on the contrary, doubles the context; return
puts context, extract
extracts from it, etc.Universe
: newtype Universe2 a = Universe2 { getUniverse2 :: Universe (Universe a) }
fmap
composition, so writing an instance of the Functor
class for Universe2
will be no problem: instance Functor Universe2 where fmap f = Universe2 . (fmap . fmap) f . getUniverse2
extract
simply enough to run twice. In duplicate
, however, we have to receive shifts of nested contexts, for which an auxiliary function is defined. instance Comonad Universe2 where extract = extract . extract . getUniverse2 duplicate = fmap Universe2 . Universe2 . shifted . shifted . getUniverse2 where shifted :: Universe (Universe a) -> Universe (Universe (Universe a)) shifted u = Universe (tail $ iterate (fmap left) u) u (tail $ iterate (fmap right) u)
(=>>)
. In Game of Life, a new state of a cell depends on the state of neighboring cells, so we define the function of their location: nearest3 :: Universe a -> [a] nearest3 u = fmap extract [left u, u, right u] neighbours :: (Universe2 a) -> [a] neighbours u = [ nearest3 . extract . left , pure . extract . left . extract , pure . extract . right . extract , nearest3 . extract . right ] >>= ($ getUniverse2 u)
data Cell = Dead | Alive deriving (Eq, Show) rule :: Universe2 Cell -> Cell rule u | nc == 2 = extract u | nc == 3 = Alive | otherwise = Dead where nc = length $ filter (==Alive) (neighbours u)
rule
function. We get an infinite field as a gift, thanks to lazy calculations, although this creates such a problem as linear memory consumption. module Universe where import Control.Comonad data Universe a = Universe [a] a [a] newtype Universe2 a = Universe2 { getUniverse2 :: Universe (Universe a) } left :: Universe a -> Universe a left (Universe (a:as) x bs) = Universe as a (x:bs) right :: Universe a -> Universe a right (Universe as x (b:bs)) = Universe (x:as) b bs makeUniverse fl fr x = Universe (tail $ iterate fl x) x (tail $ iterate fr x) instance Functor Universe where fmap f (Universe as x bs) = Universe (fmap f as) (fx) (fmap f bs) instance Comonad Universe where duplicate = makeUniverse left right extract (Universe _ x _) = x takeRange :: (Int, Int) -> Universe a -> [a] takeRange (a, b) u = take (b-a+1) x where Universe _ _ x | a < 0 = iterate left u !! (-a+1) | otherwise = iterate right u !! (a-1) instance Functor Universe2 where fmap f = Universe2 . (fmap . fmap) f . getUniverse2 instance Comonad Universe2 where extract = extract . extract . getUniverse2 duplicate = fmap Universe2 . Universe2 . shifted . shifted . getUniverse2 where shifted :: Universe (Universe a) -> Universe (Universe (Universe a)) shifted = makeUniverse (fmap left) (fmap right) takeRange2 :: (Int, Int) -> (Int, Int) -> Universe2 a -> [[a]] takeRange2 (x0, y0) (x1, y1) = takeRange (y0, y1) . fmap (takeRange (x0, x1)) . getUniverse2
import Control.Comonad import Control.Applicative import System.Process (rawSystem) import Universe data Cell = Dead | Alive deriving (Eq, Show) nearest3 :: Universe a -> [a] nearest3 u = fmap extract [left u, u, right u] neighbours :: (Universe2 a) -> [a] neighbours u = [ nearest3 . extract . left , pure . extract . left . extract , pure . extract . right . extract , nearest3 . extract . right ] >>= ($ getUniverse2 u) rule :: Universe2 Cell -> Cell rule u | nc == 2 = extract u | nc == 3 = Alive | otherwise = Dead where nc = length $ filter (==Alive) (neighbours u) renderLife :: Universe2 Cell -> String renderLife = unlines . map concat . map (map renderCell) . takeRange2 (-7, -7) (20, 20) where renderCell Alive = "โโ" renderCell Dead = " " fromList :: a -> [a] -> Universe a fromList d (x:xs) = Universe (repeat d) x (xs ++ repeat d) fromList2 :: a -> [[a]] -> Universe2 a fromList2 d = Universe2 . fromList ud . fmap (fromList d) where ud = Universe (repeat d) d (repeat d) cells = [ [ Dead, Alive, Dead] , [Alive, Dead, Dead] , [Alive, Alive, Alive] ] main = do gameLoop $ fromList2 Dead cells gameLoop :: Universe2 Cell -> IO a gameLoop u = do getLine rawSystem "clear" [] putStr $ renderLife u gameLoop (u =>> rule)
Source: https://habr.com/ru/post/225473/
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