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Merge pull request #5 from tmickel/feature/sequencing
Add basics of threads and sequencing
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commit
ab5c79730c
7 changed files with 736 additions and 330 deletions
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@ -1,16 +1,39 @@
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var EventEmitter = require('events');
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var Sequencer = require('./sequencer');
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var Thread = require('./thread');
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var util = require('util');
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/**
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* A simple runtime for blocks.
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* Manages blocks, stacks, and the sequencer.
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*/
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function Runtime () {
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// Bind event emitter
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EventEmitter.call(this);
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// State
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// State for the runtime
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/**
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* All blocks in the workspace.
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* Keys are block IDs, values are metadata about the block.
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* @type {Object.<string, Object>}
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*/
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this.blocks = {};
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/**
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* All stacks in the workspace.
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* A list of block IDs that represent stacks (first block in stack).
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* @type {Array.<String>}
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*/
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this.stacks = [];
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/**
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* A list of threads that are currently running in the VM.
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* Threads are added when execution starts and pruned when execution ends.
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* @type {Array.<Thread>}
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*/
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this.threads = [];
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/** @type {!Sequencer} */
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this.sequencer = new Sequencer(this);
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}
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/**
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@ -18,6 +41,15 @@ function Runtime () {
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*/
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util.inherits(Runtime, EventEmitter);
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/**
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* How rapidly we try to step threads, in ms.
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*/
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Runtime.THREAD_STEP_INTERVAL = 1000 / 60;
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/**
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* Block management: create blocks and stacks from a `create` event
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* @param {!Object} block Blockly create event to be processed
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*/
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Runtime.prototype.createBlock = function (block) {
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// Create new block
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this.blocks[block.id] = block;
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@ -38,6 +70,10 @@ Runtime.prototype.createBlock = function (block) {
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this.stacks.push(block.id);
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};
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/**
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* Block management: change block field values
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* @param {!Object} args Blockly change event to be processed
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*/
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Runtime.prototype.changeBlock = function (args) {
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// Validate
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if (args.element !== 'field') return;
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@ -48,6 +84,10 @@ Runtime.prototype.changeBlock = function (args) {
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this.blocks[args.id].fields[args.name].value = args.value;
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};
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/**
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* Block management: move blocks from parent to parent
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* @param {!Object} e Blockly move event to be processed
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*/
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Runtime.prototype.moveBlock = function (e) {
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var _this = this;
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@ -82,6 +122,10 @@ Runtime.prototype.moveBlock = function (e) {
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}
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};
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/**
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* Block management: delete blocks and their associated stacks
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* @param {!Object} e Blockly delete event to be processed
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*/
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Runtime.prototype.deleteBlock = function (e) {
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// @todo Stop threads running on this stack
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@ -114,16 +158,73 @@ Runtime.prototype.deleteBlock = function (e) {
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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/**
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* Create a thread and push it to the list of threads.
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* @param {!string} id ID of block that starts the stack
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*/
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Runtime.prototype._pushThread = function (id) {
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if (this.stacks.indexOf(id) < -1) return;
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var thread = new Thread(id);
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this.threads.push(thread);
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};
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/**
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* Remove a thread from the list of threads.
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* @param {!string} id ID of block that starts the stack
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*/
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Runtime.prototype._removeThread = function (id) {
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var i = this.threads.indexOf(id);
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if (i > -1) this.threads.splice(i, 1);
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};
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/**
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* Repeatedly run `sequencer.stepThreads` and filter out
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* inactive threads after each iteration.
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*/
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Runtime.prototype._step = function () {
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var inactiveThreads = this.sequencer.stepThreads(this.threads);
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for (var i = 0; i < inactiveThreads.length; i++) {
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this._removeThread(inactiveThreads[i]);
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}
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};
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/**
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* Set up timers to repeatedly step in a browser
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*/
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Runtime.prototype.start = function () {
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if (!window.setInterval) return;
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window.setInterval(function() {
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this._step();
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}.bind(this), Runtime.THREAD_STEP_INTERVAL);
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};
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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/**
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* Helper to remove a stack from `this.stacks`
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* @param {?string} id ID of block that starts the stack
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*/
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Runtime.prototype._deleteStack = function (id) {
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var i = this.stacks.indexOf(id);
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if (i > -1) this.stacks.splice(i, 1);
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};
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/**
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* Helper to get the next block for a particular block
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* @param {?string} id ID of block to get the next block for
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* @return {?string} ID of next block in the sequence
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*/
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Runtime.prototype._getNextBlock = function (id) {
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if (typeof this.blocks[id] === 'undefined') return null;
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return this.blocks[id].next;
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};
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/**
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* Helper to get the substack for a particular C-shaped block
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* @param {?string} id ID for block to get the substack for
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* @return {?string} ID of block in the substack
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*/
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Runtime.prototype._getSubstack = function (id) {
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if (typeof this.blocks[id] === 'undefined') return null;
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return this.blocks[id].fields['SUBSTACK'];
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@ -1,5 +1,67 @@
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function Sequencer () {
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// @todo
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var Timer = require('../util/timer');
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function Sequencer (runtime) {
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/**
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* A utility timer for timing thread sequencing.
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* @type {!Timer}
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*/
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this.timer = new Timer();
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/**
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* Reference to the runtime owning this sequencer.
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* @type {!Runtime}
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*/
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this.runtime = runtime;
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}
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/**
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* The sequencer does as much work as it can within WORK_TIME milliseconds,
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* then yields. This is essentially a rate-limiter for blocks.
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* In Scratch 2.0, this is set to 75% of the target stage frame-rate (30fps).
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* @const {!number}
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*/
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Sequencer.WORK_TIME = 1000 / 60;
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/**
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* Step through all threads in `this.threads`, running them in order.
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* @return {Array.<Thread>} All threads which have finished in this iteration.
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*/
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Sequencer.prototype.stepThreads = function (threads) {
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// Start counting toward WORK_TIME
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this.timer.start();
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// List of threads which have been killed by this step.
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var inactiveThreads = [];
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// While there are still threads to run and we are within WORK_TIME,
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// continue executing threads.
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while (threads.length > 0 &&
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this.timer.timeElapsed() < Sequencer.WORK_TIME) {
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// New threads at the end of the iteration.
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var newThreads = [];
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// Attempt to run each thread one time
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for (var i = 0; i < threads.length; i++) {
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var activeThread = threads[i];
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this.stepThread(activeThread);
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if (activeThread.nextBlock !== null) {
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newThreads.push(activeThread);
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} else {
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inactiveThreads.push(activeThread);
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}
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}
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// Effectively filters out threads that have stopped.
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threads = newThreads;
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}
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return inactiveThreads;
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};
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/**
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* Step the requested thread
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* @param {!Thread} thread Thread object to step
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*/
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Sequencer.prototype.stepThread = function (thread) {
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// @todo Actually run the blocks
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// Currently goes to the next block in the sequence.
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var nextBlock = this.runtime._getNextBlock(thread.nextBlock);
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thread.nextBlock = nextBlock;
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};
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module.exports = Sequencer;
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@ -1,5 +1,20 @@
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function Thread () {
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// @todo
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/**
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* A thread is a running stack context and all the metadata needed.
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* @param {?string} firstBlock First block to execute in the thread.
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* @constructor
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*/
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function Thread (firstBlock) {
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/**
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* Next block that the thread will execute.
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* @type {string}
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*/
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this.nextBlock = firstBlock;
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/**
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* Stack for the thread. When the sequencer enters a control structure,
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* the block is pushed onto the stack so we know where to exit.
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* @type {Array.<string>}
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*/
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this.stack = [];
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}
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module.exports = Thread;
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@ -13,8 +13,8 @@ Timer.prototype.start = function () {
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this.startTime = this.time();
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};
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Timer.prototype.stop = function () {
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return this.startTime - this.time();
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Timer.prototype.timeElapsed = function () {
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return this.time() - this.startTime;
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};
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module.exports = Timer;
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@ -10,7 +10,7 @@ test('spec', function (t) {
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t.type(timer.startTime, 'number');
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t.type(timer.time, 'function');
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t.type(timer.start, 'function');
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t.type(timer.stop, 'function');
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t.type(timer.timeElapsed, 'function');
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t.end();
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});
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t.end();
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});
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test('start / stop', function (t) {
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test('start / timeElapsed', function (t) {
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var timer = new Timer();
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var delay = 100;
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var threshold = 1000 / 60; // 60 hz
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// Start timer
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timer.start();
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// Wait and stop timer
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// Wait and measure timer
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setTimeout(function () {
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var stop = timer.stop();
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t.ok(stop >= -(delay + threshold) && stop <= -(delay - threshold));
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var timeElapsed = timer.timeElapsed();
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t.ok(timeElapsed >= 0);
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t.ok(timeElapsed >= (delay - threshold) &&
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timeElapsed <= (delay + threshold));
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t.end();
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}, delay);
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});
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10
vm.min.js
vendored
10
vm.min.js
vendored
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