Talk:Remote agent

Revision as of 11:11, 17 December 2010 by rosettacode>Abu

Event parameters?

The color and ball events need to describe the color of their respective subjects; how is this done? –Donal Fellows 16:34, 10 November 2010 (UTC)

Wow, I wrote this a while ago. I'll have to look at it again and get back to you. I vaguely recall trying to write an implementation, then discovering a flaw in the spec. --Michael Mol 19:49, 10 November 2010 (UTC)
Hm. At a quick glance, I'd guess ORing the relevant events with one of four values situated in the high nibble would do it. However, it might make more sense to create four unique events each for 'color' and 'ball', to keep them in the printable range. Adjust to suit; nobody's written any code. --Michael Mol 19:53, 10 November 2010 (UTC)

Is this a multi-user game? I mean, is the world shared globally among all users, or is there only a single agent per world? In the latter case, a new world would be created whenever a client connects, and this world would last only for that client's session, right? --Abu 11:04, 16 December 2010 (UTC)

It's not yet clearly enough described, so… “maybe” has got to be the answer. –Donal Fellows 13:24, 16 December 2010 (UTC)
For this one, single-user makes the most sense, I think. I'll have to get back later today and fix some problems with the task description. --Michael Mol 13:28, 16 December 2010 (UTC)
Single-user, for sure; otherwise, clients would have to be forced to be in sync with each other, and there would be a race condition if two agents picked up a ball at the same time. The intent of the task was to have as a precisely defined protocol and virtual machine. --Michael Mol 22:31, 16 December 2010 (UTC)

"There may be 'wall' sectors within the area": Are there any specific rules for that? A percentage, like for the balls? How should the walls be arranged? The spec says that closed areas are prohibited, but in the extreme case this may still end up as a maze. --Abu 11:30, 16 December 2010 (UTC)

Maze circumstances are fine; the intent in description was to prevent a ball from existing in a place where it couldn't be reached. --Michael Mol 22:31, 16 December 2010 (UTC)
Great. Then I propose to pass another argument for the number of walls. For consistency, I would prefer to also pass the number of balls (instead of a percentage). What do you think?

Now I have a working server implementation (see the task). Concerning the color events, I propose to use upper- and lowercase characters: R G Y B for the fields (sectors), and r g y b for the ball. In an analog way, if we say that uppercase characters stand for sector attributes, and lowercase for ball attributes, and use some punctuation characters for special operations, the following makes sense to me:

name type character decimal hex
forward command ^ 94 0x5E
turn right command > 62 0x3E
turn left command < 60 0x3C
get command @ 64 0x40
drop command ! 33 0x21
game over event + 43 0x2B
stop event . 46 0x2E
color red event R 82 0x52
color green event G 71 0x47
color yellow event Y 89 0x59
color blue event B 66 0x42
ball red event r 114 0x72
ball green event g 103 0x67
ball yellow event y 121 0x79
ball blue event b 98 0x62
bump event | 124 0x7C
sector full event S 83 0x53
agent full event A 65 0x41
no ball in sector event s 115 0x73
no ball in agent event a 97 0x61
Epic timing. I'd just rewritten the commands myself. I like your command set better, though.--Michael Mol 22:27, 16 December 2010 (UTC)
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