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Game Evolution

Game evolution

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open System.IO
open System.Collections.Concurrent

let q = ConcurrentQueue<int>()

let initialGameState = 0

let renderWorld state =
    printfn "world state %d" state

let rec physicsEngine state =
    match q.Count with
    | 0 -> state
    | _ ->
        let mutable update = 0
        if q.TryDequeue(&update) then physicsEngine(state + update) else physicsEngine(state)  

let rec evolveWorld(state)  = async {

    do! Async.Sleep(1000)

    let newState = physicsEngine(state)

    renderWorld(newState)

    Async.Start <| evolveWorld(newState)
}

evolveWorld(initialGameState) |> Async.Start 


let rand = System.Random()
while true do
    System.Threading.Thread.Sleep(rand.Next(0,1000))
    q.Enqueue(1)
namespace System
namespace System.IO
namespace System.Collections
namespace System.Collections.Concurrent
val q : ConcurrentQueue<int>

Full name: Script.q
Multiple items
type ConcurrentQueue<'T> =
  new : unit -> ConcurrentQueue<'T> + 1 overload
  member CopyTo : array:'T[] * index:int -> unit
  member Count : int
  member Enqueue : item:'T -> unit
  member GetEnumerator : unit -> IEnumerator<'T>
  member IsEmpty : bool
  member ToArray : unit -> 'T[]
  member TryDequeue : result:'T -> bool
  member TryPeek : result:'T -> bool

Full name: System.Collections.Concurrent.ConcurrentQueue<_>

--------------------
ConcurrentQueue() : unit
ConcurrentQueue(collection: System.Collections.Generic.IEnumerable<'T>) : unit
Multiple items
val int : value:'T -> int (requires member op_Explicit)

Full name: Microsoft.FSharp.Core.Operators.int

--------------------
type int = int32

Full name: Microsoft.FSharp.Core.int

--------------------
type int<'Measure> = int

Full name: Microsoft.FSharp.Core.int<_>
val initialGameState : int

Full name: Script.initialGameState
val renderWorld : state:int -> unit

Full name: Script.renderWorld
val state : int
val printfn : format:Printf.TextWriterFormat<'T> -> 'T

Full name: Microsoft.FSharp.Core.ExtraTopLevelOperators.printfn
val physicsEngine : state:int -> int

Full name: Script.physicsEngine
property ConcurrentQueue.Count: int
val mutable update : int
ConcurrentQueue.TryDequeue(result: byref<int>) : bool
val evolveWorld : state:int -> Async<unit>

Full name: Script.evolveWorld
val async : AsyncBuilder

Full name: Microsoft.FSharp.Core.ExtraTopLevelOperators.async
Multiple items
type Async
static member AsBeginEnd : computation:('Arg -> Async<'T>) -> ('Arg * AsyncCallback * obj -> IAsyncResult) * (IAsyncResult -> 'T) * (IAsyncResult -> unit)
static member AwaitEvent : event:IEvent<'Del,'T> * ?cancelAction:(unit -> unit) -> Async<'T> (requires delegate and 'Del :> Delegate)
static member AwaitIAsyncResult : iar:IAsyncResult * ?millisecondsTimeout:int -> Async<bool>
static member AwaitTask : task:Task<'T> -> Async<'T>
static member AwaitWaitHandle : waitHandle:WaitHandle * ?millisecondsTimeout:int -> Async<bool>
static member CancelDefaultToken : unit -> unit
static member Catch : computation:Async<'T> -> Async<Choice<'T,exn>>
static member FromBeginEnd : beginAction:(AsyncCallback * obj -> IAsyncResult) * endAction:(IAsyncResult -> 'T) * ?cancelAction:(unit -> unit) -> Async<'T>
static member FromBeginEnd : arg:'Arg1 * beginAction:('Arg1 * AsyncCallback * obj -> IAsyncResult) * endAction:(IAsyncResult -> 'T) * ?cancelAction:(unit -> unit) -> Async<'T>
static member FromBeginEnd : arg1:'Arg1 * arg2:'Arg2 * beginAction:('Arg1 * 'Arg2 * AsyncCallback * obj -> IAsyncResult) * endAction:(IAsyncResult -> 'T) * ?cancelAction:(unit -> unit) -> Async<'T>
static member FromBeginEnd : arg1:'Arg1 * arg2:'Arg2 * arg3:'Arg3 * beginAction:('Arg1 * 'Arg2 * 'Arg3 * AsyncCallback * obj -> IAsyncResult) * endAction:(IAsyncResult -> 'T) * ?cancelAction:(unit -> unit) -> Async<'T>
static member FromContinuations : callback:(('T -> unit) * (exn -> unit) * (OperationCanceledException -> unit) -> unit) -> Async<'T>
static member Ignore : computation:Async<'T> -> Async<unit>
static member OnCancel : interruption:(unit -> unit) -> Async<IDisposable>
static member Parallel : computations:seq<Async<'T>> -> Async<'T []>
static member RunSynchronously : computation:Async<'T> * ?timeout:int * ?cancellationToken:CancellationToken -> 'T
static member Sleep : millisecondsDueTime:int -> Async<unit>
static member Start : computation:Async<unit> * ?cancellationToken:CancellationToken -> unit
static member StartAsTask : computation:Async<'T> * ?taskCreationOptions:TaskCreationOptions * ?cancellationToken:CancellationToken -> Task<'T>
static member StartChild : computation:Async<'T> * ?millisecondsTimeout:int -> Async<Async<'T>>
static member StartChildAsTask : computation:Async<'T> * ?taskCreationOptions:TaskCreationOptions -> Async<Task<'T>>
static member StartImmediate : computation:Async<unit> * ?cancellationToken:CancellationToken -> unit
static member StartWithContinuations : computation:Async<'T> * continuation:('T -> unit) * exceptionContinuation:(exn -> unit) * cancellationContinuation:(OperationCanceledException -> unit) * ?cancellationToken:CancellationToken -> unit
static member SwitchToContext : syncContext:SynchronizationContext -> Async<unit>
static member SwitchToNewThread : unit -> Async<unit>
static member SwitchToThreadPool : unit -> Async<unit>
static member TryCancelled : computation:Async<'T> * compensation:(OperationCanceledException -> unit) -> Async<'T>
static member CancellationToken : Async<CancellationToken>
static member DefaultCancellationToken : CancellationToken

Full name: Microsoft.FSharp.Control.Async

--------------------
type Async<'T>

Full name: Microsoft.FSharp.Control.Async<_>
static member Async.Sleep : millisecondsDueTime:int -> Async<unit>
val newState : int
static member Async.Start : computation:Async<unit> * ?cancellationToken:System.Threading.CancellationToken -> unit
val rand : System.Random

Full name: Script.rand
Multiple items
type Random =
  new : unit -> Random + 1 overload
  member Next : unit -> int + 2 overloads
  member NextBytes : buffer:byte[] -> unit
  member NextDouble : unit -> float

Full name: System.Random

--------------------
System.Random() : unit
System.Random(Seed: int) : unit
namespace System.Threading
Multiple items
type Thread =
  inherit CriticalFinalizerObject
  new : start:ThreadStart -> Thread + 3 overloads
  member Abort : unit -> unit + 1 overload
  member ApartmentState : ApartmentState with get, set
  member CurrentCulture : CultureInfo with get, set
  member CurrentUICulture : CultureInfo with get, set
  member DisableComObjectEagerCleanup : unit -> unit
  member ExecutionContext : ExecutionContext
  member GetApartmentState : unit -> ApartmentState
  member GetCompressedStack : unit -> CompressedStack
  member GetHashCode : unit -> int
  ...

Full name: System.Threading.Thread

--------------------
System.Threading.Thread(start: System.Threading.ThreadStart) : unit
System.Threading.Thread(start: System.Threading.ParameterizedThreadStart) : unit
System.Threading.Thread(start: System.Threading.ThreadStart, maxStackSize: int) : unit
System.Threading.Thread(start: System.Threading.ParameterizedThreadStart, maxStackSize: int) : unit
System.Threading.Thread.Sleep(timeout: System.TimeSpan) : unit
System.Threading.Thread.Sleep(millisecondsTimeout: int) : unit
System.Random.Next() : int
System.Random.Next(maxValue: int) : int
System.Random.Next(minValue: int, maxValue: int) : int
ConcurrentQueue.Enqueue(item: int) : unit
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More information

Link:http://fssnip.net/qc
Posted:2 years ago
Author:Paul Orland
Tags: async , game