- I have to be careful to check the results of coroutine operations, because the underlying coroutine might have thrown an error.
- Errors in Lua include a call stack, but errors within coroutines don't return the stack by default.
- If I create a higher-order helper to abstract away the coroutine munging just to smear a computation across frames, does that impact the quality of debug information in the call stack? (Answer: no it doesn't in Lua, but it wasn't obvious.)
- Call stacks returned by LÖVE aren't quite as clean as plain Lua.
- simplifying the problems to this parsimonious "Rectangle world" setting;
- starting out really easy and gradually building up to harder problems; and
- building up some tools for visual debugging along the way.
Setup:
- I have a graphical program.
- Debugging it can get subtle. It's often not easy to tell, when tracing through it, whether a value at a specific point is right or wrong.
- I'd like domain-specific debugging experiences.
- I'd like to be able to create such experiences quickly on the fly without getting side-tracked from the problem I'm working on.
Here's a potential solution that slows time down without quite pausing like a breakpoint would.
Kind of a sequel to this post, if you squint.
Transcript:
I've been doing a lot more graphical and numerical programming lately, and I've been reminded of some of the unique challenges such programs pose.
It's hard to write automated tests for them.
Also, errors can be subtle. It's very difficult, when I'm tracing through a program, to stare at a line of code and a value of a variable and tell if it's right or wrong.
So I've been thinking about how I can improve the debugging experience for myself, now that I have this live programming environment. I feel like I'm not using it to its full potential.
Here's a very simple testbed program. I press a key, it performs some computation and it prints a value on the on the screen.
Let's look at the code for it.
As I said, it's printing a result to the screen and the result is computed on a keypress. And this is the computation over here.
The result is computed in a single shot. But if I insert a line that looks like this, now I can see the intermediate results render as the computation is performed.
This is kind of nice and of course, we don't have to be limited to textual rendering. It's like debug print but with greater expressivity.
However, there are some drawbacks. For one, I keep finding myself pushed when I program in this style, to not have local variables. Any intermediate result I might want to render wants to be a global variable.
That's why the result of the computation is a global. Instead of saving the result to the global in the caller, which makes the computation purely functional, I need to compute directly into the global.
I'm using coroutines under the hood and by writing directly to the globals, I don't have to think too hard about how to resume the coroutine. I can treat arbitrary computations the same way. Each coroutine is responsible for its side effects.
But again, globals all over the place, which makes me nervous.
Anyway, that's where I am. Thank you.
On my Android web browser, I can download a .love file and open it.
After downloading the file, I can open it in my file browser.
I can copy the file into Android using the USB port -- but I CANNOT open it there. Identical bits in storage.
And mobile browsers don't understand file:// So I need the internet to transfer data between two devices right next to me -- even WHEN I have the right wire.
Local-first?! I'd settle for local-somehow-anyhow.
< 60 LoC; it was a pretty nice experience to build it on Android using Lua+LÖVE+MiniIDE.
Check it out on the LÖVE Forums.
To recreate the above you need:
- To install LÖVE for your platform (really just Android or iOS since we're talking multitouch in this post.)
- Download a special build of MiniIDE containing Ivan's samples.
- Paste in the following 70-line script and hit 'Run':
g = love.graphics draw, line, circ, pt, color = g.draw, g.line, g.circle, g.points, g.setColor abs,min,max = math.abs, math.min, math.max audio = love.audio.newSource if od == nil then od,ou,omp,omr,okp,okr = love.draw, love.update, love.mousepressed, love.mousereleased, love.keypressed, love.keyreleased end W,H = g.getDimensions() -- visuals cs, N = {}, 100 function sq(x) return x*x end function dist2(x1,y1, x2,y2) return sq(x2-x1) + sq(y2-y1) end -- audio ts = {} function love.draw() -- od() for _,c in pairs(cs) do circ(c[1],c[2]) end end function circ(cx,cy) for x=cx-N,cx+N do for y=cy-N,cy+N do local dist = dist2(cx,cy, x,y) if dist < N*N then color(abs(x-cx)/N, abs(y-cy)/N, 0.5) --, dist/N/N) pt(x,y) end end end end function love.update(dt) ou(dt) local touches = love.touch.getTouches() for _,id in ipairs(touches) do if cs[id] then cs[id][1], cs[id][2] = love.touch.getPosition(id) ts[id]:setPitch(pitch(cs[id][2])) end end end function pitch(y) if y <= H/2 then return 2 - y*2/H -- vary pitch from 2 to 1 else return 1.5 - y/H -- vary pitch from 1 to 0.5 end end function love.keypressed(key, ...) okp(key, ...) escape() end function love.touchpressed(id, x,y, ...) cs[id] = {x,y} ts[id] = audio('ivanish/MaternalBowedGuitar.mp3', 'static') ts[id]:setLooping(true) ts[id]:play() end function love.touchreleased(id, ...) cs[id] = nil if ts[id] then ts[id]:stop() end ts[id] = nil end function escape() error('StopScript') end
One of those 70 lines contains 'ivanish', and I've been playing with that line by varying the sample. (Unfortunately there isn't a way to browse the list, so you have to look inside the love/zip file.)