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Scheme-Test-Unit

Moving my library from Chicken to Chez (when I moved it from Chez to Chicken originally, it was much smaller and I only used a few asserts to test), I discovered that:

  1. Chicken's test egg is pretty nice but non-standard.
  2. SRFI-64 (from Thunderchez ) is OK as far as it goes, but has an inadequate test runner (the default just lists PASS/FAIL with no explanation for each test, and has one total). Ridiculous when you have dozens or hundreds of tests.
  3. There's no good alternative. There's a SchemeUnit which is for PLT Scheme née Racket, and a couple others which aren't SRFI-64 and aren't for Chez.

So I ended up writing my own:

Here's how it works:

#!/usr/bin/env scheme-script
;; example-test.ss

(import (chezscheme)
    (srfi s64 testing) ;; thunderchez
    (scheme-test-unit)
)

(define (all-tests)
(test-group "All Tests"

(test-group "Math"
    (test-equal "add" 4 (+ 2 3))
)

(test-group "Strings"
    (test-equal "append" "foobar" (string-append "foo" "bar"))
)

) ;; test group "All Tests"
) ;; all-tests

(define (main argv)
    (scheme-test-configure argv)
    (all-tests)
)

(main (command-line-arguments))

----
% chmod 755 example-test.ss
% ./example-test.ss --help
Usage: scheme-test-configure [-v|--verbose|-q|--quiet|-o FILENAME|--output FILENAME]
% ./example-test.ss
*** All Tests START
*** Math START
- add [(+ 2 3)] expected <<<5>>> but got <<<4>>>
*** Math END, PASS: 0 / FAIL: 1
*** Strings START
+ append [(string-append foo bar)]
*** Strings END, PASS: 1 / FAIL: 0
*** All Tests END, PASS: 0 / FAIL: 0
FINAL PASS: 1 / FAIL: 1

My own test cases come out:

% ./marklib-test.ss -q
*** Control END, PASS: 4 / FAIL: 0
*** Logic END, PASS: 12 / FAIL: 0
*** Math END, PASS: 18 / FAIL: 0
*** Strings END, PASS: 29 / FAIL: 0
*** Any END, PASS: 31 / FAIL: 0
*** Hashtable END, PASS: 9 / FAIL: 0
*** List END, PASS: 6 / FAIL: 0
*** Maybe END, PASS: 6 / FAIL: 0
*** Stack END, PASS: 10 / FAIL: 0
*** Vector END, PASS: 8 / FAIL: 0
*** Data Structures END, PASS: 0 / FAIL: 0
*** Dice END, PASS: 7 / FAIL: 0
*** All Tests END, PASS: 0 / FAIL: 0
FINAL PASS: 140 / FAIL: 0

Programming on Your Phone

Pythonista lets you use your pocket UNIX workstation as a workstation. I use Pythonista, if not every day, very heavily on the days I use it. As always it's crippling of Apple that there's no upgrade pricing, so I can't give him more money every year that I keep using it. The new keyboard module is an interesting script launcher, but I already wrap a bunch of utilities in a main menu program.

There should really be more of these mobile programming environments. In the early days, Apple severely restricted you from shipping one; you could kind of cheat with JavaScript, and a few games snuck in some bytecode interpreters, but scripting was right out. They loosened up eventually, but are still dicks about you saving code anywhere it could be shared, so for example I have to keep my Pythonista stuff in iCloud, not DropBox where it'd make more sense.

  • Panic's Coda and Coda for iOS (née "Code Editor" WTF) is the only other one that's really functional; I've built real web sites out of it, but I mostly use it for ssh. Sweet baby Cthulhu, I hate Panic's crooked-text "designer" sites, I hit Reader view on those instantly. Designers shouldn't be allowed access to CSS or JS.
  • Hotpaw BASIC still works (as does his Chipmunk BASIC on the Mac), but hasn't been updated in 2 years. Not that I want to program in BASIC, but it's better than no programming at all.
  • The iPad used to have a very nice "BASIC!" (with a structured BASIC and a bunch of system functionality), and a very limited "iSkeme" (scheme interpreter, R5RS-ish? with nothing but text I/O), but they were killed in the 64-bit-pocalypse. Update 2020-09: miSoft Basic! has been updated. Searching for this is utterly impossible!
  • Workflow (née Apple Shortcuts) is great for putting a few tasks in a row but you'd go insane trying to write anything complex from drag-and-drop clicky boxes.
  • Apple's Swift Playgrounds on iPad is a tutorial, not really usable for applications AIUI.
  • There's a bunch of "kids learn to code!" apps that are mostly ripoffs charging $60/year to play robot tanks. Do not buy anything like this.

I dunno if the 'droids have anything comparable, I'm sure they can root their phone and try to use vi in a busybox shell, but that's not a reasonable work environment for a thumb-sized on-screen keyboard.

7DRL

I'm planning on doing the 7DRL challenge, which runs from Saturday Feb 29 to Saturday Mar 7.

I did some design work this morning, picking out tilesets and making some index card notes for my 7DRL. Think I have kind of a neat world model, and different combat/levelling system.

I expect to have my Chez graphics library fully ported by then (I can draw sprites now! Events are much harder.), but getting it to compile on Mac, Windows, & Linux? Way out of scope, as I found out when I did Eldritch, catastrophic waste of effort for a freebie game. So I'm probably doing it in JS, just so much easier to upload a web page.

What I'm Watching: BoJack Horseman

Finally finished BoJack Horseman's final sixth season, which could've been just 3 eps without any loss. Just endless character vamping; not even development, because they can't develop further and there's no arc, just everyone gets a pony and a birthday cake courtesy of the writers, except BoJack who continues to fuck up.

Season 3 was really the peak of the show, and would've been better if they'd wrapped up seasons 4-6 in season 4.

Disliked the supposedly emotional songs, which in previous seasons had been a little trite but fine, this one it's heavy-handed and mediocre lounge-pop.

The death dinner show, "The View From Halfway Down", was great, perfect, the kind of closure and horror of death we all need from this, except that it dragged on forever and I loathe BJ's family.

None of the people who get their lives together in S6 are capable of doing that, every one of them would be a terror to live with. OK, Mr Peanutbutter, sure, he's an oblivious narcissistic asshole so he's capable of happiness because of it. But Diane's not capable of not wrecking her life; control-freak Princess Carolyn's not capable of not overmanaging control-freak Judah, that'd last 10 days if they're lucky; Todd's attention span is slightly shorter than the lifespan of the little people he's supposed to be taking care of.

I honestly expected more of a "BJ is driven into the desert and digs his own grave" or just end the death dinner show in death. Maybe a funeral closer? But you can't put a dozen people pissing on his grave in an animated show, even one for adults. And killing him would prevent the inevitable revival series in 3 years.

★★★½☆ for the show as a whole, ★★★★½ for bits of it, please don't bring it back.

Green Window Means Thunderchez is Working

This weekend, I wanted to have dynamic access to SDL for some interactive graphing, and again ran into the problem from More Fun and Swearing with Scheme. With more experienced eyes, I read the Chez Scheme User's Guide and discovered everything I'd done wrong a year+ ago.

First, install Thunderchez somewhere, I just put it in ~/Code/CodeChezScheme

In particular, read ffi-utils.sls which provides somewhat easier wrapping of binary flags; thunderchez is a very low-level port.

Second, install SDL2, I used port install libsdl2 and that puts it in /opt/local/lib, but in production I'll use a local dir. Read the SDL2 API for reference.

Took me a few hours to translate the basic functions I needed, and now I have:

sdltest.ss:

#!/usr/bin/env scheme-script
;; sdltest.ss
;; Copyright © 2020 by Mark Damon Hughes. All Rights Reserved.

(import (chezscheme)
    (sdl2)  ;; thunderchez
)

;; Set this to your location. I used `port install libsdl2`, YMMV.
;; In production, I'll use a local dir with libs.
(load-shared-object "/opt/local/lib/libSDL2.dylib")

(define kWindowWidth 320)
(define kWindowHeight 240)

(define gWindow #f)
(define gRender #f)
(define gState 'quit)

(define (gr-init title x y w h)
    (sdl-set-main-ready)
    (sdl-init sdl-initialization-everything)
    (set! gWindow (sdl-create-window title x y w h (sdl-window-flags 'shown 'allow-highdpi)) )
    (set! gRender (sdl-create-renderer gWindow -1 (sdl-renderer-flags 'accelerated)) )
    (sdl-show-window gWindow)
    (sdl-raise-window gWindow)
)

(define (gr-event)
    (make-ftype-pointer sdl-event-t (foreign-alloc (ftype-sizeof sdl-event-t)))
)

(define (gr-rect x y w h)
    (let [ (rect (make-ftype-pointer sdl-rect-t (foreign-alloc (ftype-sizeof sdl-rect-t)))) ]
        (ftype-set! sdl-rect-t (x) rect x)
        (ftype-set! sdl-rect-t (y) rect y)
        (ftype-set! sdl-rect-t (w) rect w)
        (ftype-set! sdl-rect-t (h) rect h)
        rect
))

(define (gr-mainloop)
    (let [ (event (gr-event)) ]
        (let mainloop []
            ;; event
            (sdl-poll-event event)
            (let [ (evt-type (ftype-ref sdl-event-t (type) event)) ]
                (cond
                    [(eqv? evt-type (sdl-event-type 'quit))  (set! gState 'quit)]
                    [(eq? gState 'main)  (main-event evt-type event) ]
                ))
            ;; TODO: loop polling until no event left
            ;; update
            (case gState
                [(main)  (main-update) ]
            )
            ;; render
            (sdl-render-clear gRender)
            (case gState
                [(main)  (main-render) ]
            )
            (sdl-render-present gRender)
            ;; loop
            ;; TODO: wait timer, currently burns CPU
            (unless (eq? gState 'quit) (mainloop))
    ))
    (gr-shutdown)
)

(define (gr-shutdown)
    (sdl-quit)
)

(define (main-event evt-type event)
    #f ;; no event handling yet
)

(define (main-update)
    #f ;; no updates yet
)

(define (main-render)
    (sdl-set-render-draw-color gRender 0 255 0 255) ;; green
    (sdl-render-fill-rect gRender (gr-rect 0 0 kWindowWidth kWindowHeight))
)

(define (main argv)
    (gr-init "Hello, Thunderchez!" 100 100 kWindowWidth kWindowHeight)
    (set! gState 'main)
    (gr-mainloop)
)

(main (command-line-arguments))

To start it I just need:

% CHEZSCHEMELIBDIRS=thunderchez-trunk: ./sdltest.ss

Green window means it's working! And it can be closed with the window close button or Cmd-Q, but menu or other events don't work yet.

So… to port my graphics library from Chicken to Chez is probably a week's work, maybe less—I only fill rects, blit images, play sounds, and read a few events. My sound support on Chicken is minimal because the maintainer didn't bother to port the audio API, I had to do that myself.

Rehosting my game on Chez is an unknowably difficult debugging problem, but I code in a way that's usually portable. Large chunks of my large marklib library exist only to work around the non-portable parts and missing features of R5RS.

But the advantages are:

  1. Chez's R6RS is a better language than Chicken's R5RS++/R7RS-not-really.
  2. Chez is much faster, sometimes just 10-25%, sometimes hundreds of times, even compiled.
  3. Chez's JIT compiler is fast and invisible. Working on Chez is instant gratification. Chicken has a 30-second compile before I see anything, which has been impossibly frustrating.

At the very least, if I get my graphics library ported I can do the graphing I wanted last weekend.