racket/collects/teachpack/htdp/Docs/world.thtml
Matthias Felleisen 36c8deb65c re-organized docs for world and image
svn: r5192
2006-12-28 16:25:06 +00:00

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{ (define LIBNAME "Animated Images, Simulating Worlds")
(include "head.tinc") }
<p>The teachpack provides two kinds of functions. The first five allow
students to simulate a small world of animated drawings and games:
<menu>
<li><code>{(idx run-simulation)} : Nat Nat Number [Nat -> Image] -> true</code><br>
<code>(run-simulation width height r create-image)</code>
creates and shows a <code>width</code> x <code>height</code> canvas,
starts a clock, ticking every <code>r</code> (usually fractional) seconds,
and, every time the clock ticks, it applies <code>create-image</code> to
the number of ticks passed since this function call.
<p>In addition, the function pops up a frame and displays the pictures that
<code>create-image</code> generates. The result is a simple animation.
</p>
<p><b>Example:</b>
<pre>
<code>
(define (create-UFO-scene height)
(place-image UFO 50 height (empty-scene 100 100)))
(define UFO (overlay (circle 10 'solid 'green) (rectangle 40 4 'solid 'green)))
(run-simulation 100 100 (/ 1 28) create-UFO-scene)
</code>
</pre>
</p>
<p>
The <code>Stop</code> button on the frame allows users to stop the clock
and thus the simulation. It also enables the <code>Images</code> button,
which then allows users to create images of all the steps taken since the
beginning of time.
</p>
<li><code>{(idx big-bang)} : Nat Nat Number World -> true</code><br>
<code>(big-bang width height n w)</code>
creates and shows a <code>width</code> x <code>height</code> canvas,
starts the clock,
makes it tick every n seconds,
and makes w the first world
<li><code>{(idx on-tick-event)} : (World -> World) -> true</code><br>
<code>(on-tick-event tock)</code> means that DrScheme must call <code>tock</code>
on the current world every time the clock ticks; it uses the result as the next world
<li><code>{(idx on-key-event)} : (World KeyEvent -> World) -> true</code><br>
<code>(on-key-event change)</code> means that DrScheme must call
<code>change</code> on the current world and a (representation of the)
keyevent for every keystroke the programmer (user of the computer) makes; it uses
the result as the next world
<pre>
<code>
;; A KeyEvent is one of:
;; -- Char (char?)
;; -- Symbol (symbol?)
</code>
When the Keyevent is a char, the programmer (user of the computer) has hit an
alphanumeric key. Symbols such as <code>'left</code>, <code>'right</code>,
<code>'up</code>, <code>'down</code>, <code>'release</code> denote arrow keys
or the events of releasing a key on the keypad.
</pre>
<li><code>{(idx on-mouse-event)} : (World Nat Nat MouseEvent ->
World) -> true</code><br> <code>(on-mouse-event clack)</code> means that
DrScheme must call <code>clack</code> on the current world, the current
<code>x</code> and <code>y</code> coordinates of the mouse, and and a
(representation of the) mouse event for every action of the mouse the
programmer (user of the computer) makes; it uses the result as the next
world
<pre>
<code>
;; A MouseEvent is one of:
;; - 'button-down
;; - 'button-up
;; - 'drag
;; - 'move
;; - 'enter
;; - 'leave
</code>
The symbols denote the appropriate action with the mouse and (any of)
its button(s).
</pre>
<li><code>{(idx on-redraw)} : (World -> Scene) -> true</code><br>
<code>(on-redraw world->scene)</code> means that DrScheme calls
<code>world->image</code> whenever the canvas must be redrawn (usually
after a tick event/a keyboard event/a mouse event has occurred);
the function consumes the current world and produces a scene, which is
then displayed in the teachpack's canvas
<li><code>{(idx end-of-time)} : String u Symbol -> World</code><br> When DrScheme
evaluates <code>(end-of-time)</code>, it stops the clock and displays the
given string or symbol; no further tick events, key events, or redraw events
take place until the world is created again. </menu></p>
<p>The rest are functions for creating scenes:
<menu>
<li><code>{(idx nw:rectangle)} : Nat Nat Mode Color -> Image</code><br>
<code>(nw:rectangle width height mode color)</code>
creates a width x height rectangle, solid or outlined,
with its anchor in the NW corner
<li><code>{(idx empty-scene)} : Nat Nat -> Scene</code><br>
<code>(empty-scene width height)</code>
creates a width x height "scene" (frame with origin in NW)
<li><code>{(idx place-image)} : Image Number Number Scence -> Scene</code><br>
<code>(place-image image x y scene)</code>
places image at (x,y) into scene; (x,y) are comp. graph. coordinates
<li><code>{(idx add-line)} : Scene Number Number Number Number Color -> Scene</code><br>
<code>(add-line scene x0 y0 x1 y1 c)</code>
places a line of color <code>c</code> from <code>(x0,y0)</code> to
<code>(x1,y1)</code> into <code>scene</code>;
<code>(x,y)</code> are comp. graph. coordinates;
in contrast to the {(idx image.ss)} <code>add-line</code> function, this
one cuts off those portions of the line that go beyond the boundaries of
the given <code>Scene.</code>
<li><code>{(idx run-movie)} : (Listof Image) -> true </code><br>
<code>(run-movie loi)</code>
shows the list of images in loi, time-delayed
</menu></p>
<hr />
<h3>Image Manipulation</h3>
<p>Finally, the teachpack provides all the functions that image.ss provides
except <code>add-line</code>, which has a slightly different
functionality. For completeness, the documentation of this teackpack is
included here:
{(include "image-content.tinc")}
</p>
{(include "foot.tinc")}