From: Ruby Quiz Date: 2006-12-08T00:31:32+09:00 Subject: [SUMMARY] Turtle Graphics (#104) I'm going to move my standard thank you note right to the beginning of this summary, because it's very important this time. Morton put in a lot of work prepping this problem so it would be Ruby Quiz size and fun at the same time. He even nursed me through my additions. Thank you Morton! More thanks to those who fiddled with the problem, showing Morton how much we appreciate his efforts. Alright, let's get to the solutions. Solving this problem isn't too tricky. The main issue is to have the Turtle track its state which consists of where it currently is, which way it is facing, and if the pen is currently up or down. Then you need to make the methods that alter this state functional. A surprising number of the methods have trivial implementations, but you do need a little trigonometry for some. Let's walk through Pete Yandell's turtle.rb file to see how a solution comes together. Here's the start of the code: class Turtle include Math # turtles understand math methods DEG = Math::PI / 180.0 attr_accessor :track alias run instance_eval def initialize clear end attr_reader :xy, :heading # ... The only line in there not provided by the quiz is the call to clear() in initialize(). We'll look at what that does in just a moment, but first let's talk a little about what the quiz gave us for free. We've already decided a little trig is needed so the functions of the Math Module are included for us. Now those Math methods expect arguments in radians, but our Turtle is going to work with degrees. The conversion formula is radians = degrees * (PI / 180) and that's exactly what the DEG constant sets up for us. Skipping down, we see that instance_eval() is given a new name, so we can invoke Turtle code more naturally. This tells us how our object will be used. Because user code is evaluated in the context of this object, it will have access to all the methods we are about to build and even the methods borrowed from Math. The rest of the code provides accessors to the elements of Turtle state we identified earlier. Since they are there, we might as well take the hint and tuck our instance data away in them. We still need to figure out how to track the pen's up/down state though. Finally, The track() method provides access to the Turtle path we are to construct. The viewer will call this to decide what to render. I'll jump ahead in the code now, to show you that clear() method and another method it makes use of: # ... # Homes the turtle and empties out it's track. def clear @track = [] home end # Places the turtle at the origin, facing north, with its pen up. # The turtle does not draw when it goes home. def home @heading = 0.0 @xy = [0.0, 0.0] @pen_is_down = false end # ... As you can see, clear() resets the Turtle to the beginning state (by calling home()) and clears any drawing that has been done. The constructor called this method to ensure all the state variables would be set before we run() any code. We can now see that pen state will be tracked via a boolean instance variable as well. Here are the methods that expose that to the user: # ... # Raise the turtle's pen. If the pen is up, the turtle will not draw; # i.e., it will cease to lay a track until a pen_down command is given. def pen_up @pen_is_down = false end # Lower the turtle's pen. If the pen is down, the turtle will draw; # i.e., it will lay a track until a pen_up command is given. def pen_down @pen_is_down = true @track << [@xy] end # Is the pen up? def pen_up? !@pen_is_down end # Is the pen down? def pen_down? @pen_is_down end # ... Most of those should be obvious implementations. The surprise, if any, comes from the fact that pen_down() puts a point on the track. This makes sense though, if you think about it. If you touch a pen to a piece of paper you have made a mark, even though you have not yet drawn a line. The Turtle should function the same way. Here are the other setters for our Turtle's state: # ... # Place the turtle at [x, y]. The turtle does not draw when it changes # position. def xy=(coords) raise ArgumentError unless is_point?(coords) @xy = coords end # Set the turtle's heading to . def heading=(degrees) raise ArgumentError unless degrees.is_a?(Numeric) @heading = degrees % 360 end # ... These should be pretty straight-forward as well. I haven't shown it yet, but is_point?() just validates that we received sensible parameters. Beyond the checks, these methods just make assignments, save that heading=() restricts the parameter to a value between 0 and 359. We've got the state, so it's time to get the Turtle moving. Let's start with turns: # ... # Turn right through the angle . def right(degrees) raise ArgumentError unless degrees.is_a?(Numeric) @heading += degrees @heading %= 360 end # Turn left through the angle . def left(degrees) right(-degrees) end # ... The right() method is the workhorse here. It validates, adds the requested number of degrees, and trims the heading if we have passed 360. Pete then wisely reuses the code by defining left() in terms of a negative right() turn. Two for the price of one. We can turn, so it's time to mix in a little motion: # ... # Move forward by turtle steps. def forward(steps) raise ArgumentError unless steps.is_a?(Numeric) @xy = [ @xy.first + sin(@heading * DEG) * steps, @xy.last + cos(@heading * DEG) * steps ] @track.last << @xy if @pen_is_down end # Move backward by turtle steps. def back(steps) forward(-steps) end # ... Remember your trig? We have the angle (@heading) and the length of the hypotenuse of a right triangle (steps). What we need are the lengths of the other two sides which would be the distance we moved along the X and Y axes. Note the use of DEG here to convert degrees to into the expected radians. Once you accept how forward() calculates the new location, drawing the line is almost a let down. The point where we were will already be on the track, either from a previous line draw or from a pen_down() call. Just adding the new point to that segment that contains the last point ensures that a line will be drawn to connect them. Again, we see that back() is just a negative forward(). Here are the rest of the Turtle movement commands: # ... # Move to the given point. def go(pt) raise ArgumentError unless is_point?(pt) @xy = pt @track.last << @xy if @pen_is_down end # Turn to face the given point. def toward(pt) raise ArgumentError unless is_point?(pt) @heading = atan2(pt.first - @xy.first, pt.last - @xy.last) / DEG % 360 end # Return the distance between the turtle and the given point. def distance(pt) raise ArgumentError unless is_point?(pt) return sqrt( (pt.first - @xy.first) ** 2 + (pt.last - @xy.last) ** 2 ) end # ... go() is just forward() without needing to calculate the new point. (In fact, forward() could have called go() with the new point for even more aggregation goodness.) toward() uses an arc tangent calculation to change headings and distance() uses the Pythagorean theorem to tell you how many steps the given point is from where you are. Here's the final bit of code: # ... # Traditional abbreviations for turtle commands. alias fd forward alias bk back alias rt right alias lt left alias pu pen_up alias pd pen_down alias pu? pen_up? alias pd? pen_down? alias set_h heading= alias set_xy xy= alias face toward alias dist distance private def is_point?(pt) pt.is_a?(Array) and pt.length == 2 and pt.first.is_a?(Numeric) and pt.last.is_a?(Numeric) end end Those aliases were provided with the quiz and is_point?() is the helper method used to check the passed arguments to xy=(), go(), toward(), and distance(). If you slot that file into the provided quiz project and start running samples, you should see pretty pictures and I'm a real sucker for pretty pictures. Thanks again Morton. Great quiz idea! Tomorrow we will tackle a fun algorithmic problem for us tournament players...