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Antoine Bartuccio 2017-06-22 11:02:17 +02:00
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# MVC pattern
This application follows a MVC (Model-View-Controller) pattern for the GUI communication.
![MVC pattern applied on this project](MVC_en.pdf)
# Fireworks demonstration
The goal of this demo is to bring out some fireworks using SARL agents.
The application is composed of 4 agents. The whole structure holonic.
![Agents organization in the fireworks demo](Firework_en.pdf| width=150px |height=300px)
The main agent is the *LaunchingArea* which is linked with the GUI and and contains the other agents inside its inner context.
This agent creates the *RocketLauncher*, one by rocket asked by the user. It also transmits the gravity and other parameters.
This agent also registers the GUI on a dedicated OpenEventSpace for communication.
```Scala
agent LaunchingArea {
...
/*
* Get setup event from the GUI
*/
on SetupSettings {
this.rocketsQuantity = occurrence.rocketsQuantity
this.fireQuantity = occurrence.fireQuatity
this.gravity = occurrence.gravity
this.maxWidth = occurrence.maxWidth
}
/*
* Agent initialisation when spawned by the GUI
* A communication space is opened between
* the GUI and this agent
*/
on Initialize [!occurrence.parameters.empty] {
var ctrl = occurrence.parameters.get(0) as FXMLViewerController
var ispace = defaultContext.createSpace(
OpenEventSpaceSpecification, UUID.randomUUID)
ctrl.setGUISpace(ispace)
ispace.register(asEventListener)
ctrl.listenAndDraw(grid)
info("Finishing initialization of Launching Area")
}
...
}
```
![Application with the GUI](firework_screenshot.png| width=350px | height=300px)
Then, each RocketLauncher creates a *Rocket*. When this one is destroyed, the *RocketLauncher* is going to generate another one. This allows to displace the verification of the existence of the *Rocket* out of the LaunchingArea. It also isolates the *Rocket* and avoid that emitted events disrupt the managing of the simulation.
```Scala
agent RocketLauncher {
...
/*
* A new rocket is launched when the previous
* one is destroyed
*/
on MemberLeft [!isFromMe(occurrence) && !exited] {
// wake allows to send the event at the agent itself
wake(new Launch)
}
...
}
```
*Rocket* agents are the heart of this demo. Each one create a task with a fixed delay where they updates their position by writing it in a object shared with the GUI, here named *Positions*. When the *Rocket* reach the end of its lifetime, they create *Fire* agent within their inner context according to the quantity asked by the user and then wait for the destruction of every *Fire* to kill themselves.
```Scala
agent Rocket {
...
on Initialize {
...
/*
* Create a new background task to update
* the agent position at a fixed delay
*/
move = atFixedDelay(
Configuration.RocketLifeCycleSchedulingRate) [
try {
wake(new UpdateRocketPosition);
} catch (e : Exception) {
e.printStackTrace
}
]
}
on UpdateRocketPosition [isFromMe(occurrence) &&
!frozen && !exploded] {
var vect = new Vector(2)
x = x + speedx
y = y + speedy
vect.clear()
vect.add(x)
vect.add(y)
lifetime = lifetime - 10
/* Updates the Position object */
if (grid !== null)
grid.setRocketPosition(id, vect)
if (lifetime <= 0) {
exploded = true
move.cancel(true)
grid.hideHocketPosition(id)
wake(new Explode)
}
}
...
}
```
The *Fire* is the last agent of the demo. It have a list of positions and is subjected to gravity. As *Rocket* agent, the *Fire* launch a task at a fixed delay to update its actual position, add it at the end of the actual list and then update the *Positions* object. When its lifetime is over, the *Fire* is destroyed.
When the GUI is closed, an event *Exit* is sent to the *LaunchingArea* which transmits it to the other agents she owns. It waits for their elimination to destroy the next one, until itself.

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