This is really cool and seems very powerful. However I don’t think we should sacrifice consistency for extendability. Especially when the extendability would not be what most people need.
What I am basically trying to say is that. I think the proposals current design direction fits better in a Random library rather than the Standard Library. And Nate’s design more directly addresses the motivating points of the proposal. Letanyan > > Sure. Small disclaimer that this was originally written back in the Swift 1~2 > days, so it is overdue for a simplifying rewrite. > > Also, I should point out that the term “Source” has a special meaning in my > code. It basically means that something will provide an ~infinite collection > of values of a type T. I have what I call a “ConstantSource” which just > wraps a T and gives it back when asked. But then I have a bunch of other > “sources" which let you create repeating patterns and do deferred > calculations and things like that. Finally I have a “RandomSource” which is > part of what started this discussion. You set up a RandomSource with a set > of constraints, and then it gives you random values of T that adhere to those > constraints (e.g. colors with a range of hues but the same saturation) > whenever you ask for them. > > This is really useful for doing things like graphic effects because, for > example, I can ask for a source of colors and a source of line widths and > then get out a large variety of interesting patterns from the same algorithm. > I can make simple stripes with ConstantSources, or I can make repeating > patterns of lines with repeating sources, or I can have random colors which > look good together by using a RandomSource. I can take a BezierPath and make > it look hand-drawn by breaking it into a bunch of lines and then offset the > points a small amount using a RandomSource of CGVectors. > > Not sure how useful this concept of randomness (and pattern) is to others, > but I find it immensely useful! Not sure of the best way to implement it. > The way I do it is a type erased protocol with private conforming structs and > then public initializers on the type-erasing box. The end result is that I > can just say: > > let myConst = Source(1) //ConstantSource with 1 as a value > let myPattern = Source([1, 2]) //OrderedSource which repeats 1, then 2 > over and over forever > let myMeta = Source([myConst, myPattern]) //Will alternate between > sub-sources in order. Can be nested. > //…and so on. > > It is quite extensible and can make very complex/interesting patterns very > easily. What I like about it is that (well controlled) random values and > patterns or constant values can be interchanged very easily. > > The RandomSource has a RandomSourceCreatable Protocol that lets it take > random bits and turn them into objects/structs of T adhering to the given > constraints. This is way more complex under the hood than it needs to be, > but it works well in practice, and I haven’t gotten around to cleaning it up > yet: > > public protocol RandomSourceCreatable { > associatedtype ConstraintType = Self > > ///This should be implimented by simple types without internal > components > static func createRandom(rnd value:RandomSourceValue, > constraint:RandomSourceConstraint<ConstraintType>)->Self > > ///This should be implimented by complex types with multiple axis of > constraints > static func createRandom(rnd value:RandomSourceValue, > constraints:[String:RandomSourceConstraint<ConstraintType>])->Self > > ///Returns the proper dimension for the type given the constraints > static func dimension(given > contraints:[String:RandomSourceConstraint<ConstraintType>])->RandomSourceDimension > > ///Validates the given contraints to make sure they can create valid > objects. Only needs to be overridden for extremely complex types > static func validateConstraints(_ > constraints:[String:RandomSourceConstraint<ConstraintType>])->Bool > > ///Convienience method which provides whitelist of keys for implicit > validation of constraints > static var allowedConstraintKeys:Set<String> {get} > } > > Most of these things also have default implementations so you only really > have to deal with them for complex cases like colors or points. The > constraints are given using a dictionary with string keys and a > RandomSourceConstraint value, which is defined like this: > > public enum RandomSourceConstraint<T> { > case none > case constant(T) > case min(T) > case max(T) > case range (T,T) > case custom ( (RandomSourceValue)->T ) > > //A bunch of boring convenience code here that transforms values so I > don’t always have to switch on the enum in other code that deals with this. I > just ask for the bounds or constrained T (Note: T here refers to the type for > a single axis as opposed to the generated type. e.g. CGFloat for a point) > } > > I have found that this handles pretty much all of the constraints I need, and > the custom constraint is useful for anything exotic (e.g. sig-figs). The > RandomSource itself has convenience inits when T is Comparable that let you > specify a range instead of having to create the constraints yourself. > > I then have conformed many standard types to RandomSourceCreatable so that I > can create Sources out of them. Here is CGPoint for reference: > > extension CGPoint:RandomSourceCreatable { > > public static func dimension(given > contraints:[String:RandomSourceConstraint<CGFloat>])->RandomSourceDimension { > return RandomSourceDimension.manyWord(2) > } > > public typealias ConstraintType = CGFloat > public static var allowedConstraintKeys:Set<String>{ > return ["x","y"] > } > > public static func createRandom(rnd value:RandomSourceValue, > constraints:[String:RandomSourceConstraint<CGFloat>])->CGPoint { > let xVal = value.value(at: 0) > let yVal = value.value(at: 1) > //Note: Ints have a better distribution for normal use cases of > points > let x = CGFloat(Int.createRandom(rnd: xVal, constraint: > constraints["x"]?.asType({Int($0 * 1000)}) ?? .none))/1000 > let y = CGFloat(Int.createRandom(rnd: yVal, constraint: > constraints["y"]?.asType({Int($0 * 1000)}) ?? .none))/1000 > return CGPoint(x: x, y: y) > } > } > > Notice that I have a RandomSourceValue type that provides the random bits of > the requested dimension. When I get around to updating this, I might do > something closer to the proposal, where I would just pass the generator and > grab bits as needed. The main reason I did it the way I did is that it lets > me have random access to the source very easily. > > The ‘asType’ method converts a constraint to work with another type (in this > case Ints). > > Colors are a bit more complicated, mainly because I allow a bunch of > different constraints, and I also have validation code to make sure the > constraints fit together properly. I also ask for different amounts of > randomness based on whether it is greyscale or contains alpha. Just to give > you a sense, here are the allowed constraint keys for a CGColor: > > public static var allowedConstraintKeys:Set<String>{ > return ["alpha","gray","red","green","blue", "hue", "saturation", > "brightness"] > } > > and here is the creation method when the keys are for RGBA (I have similar > sections for HSBA and greyscale): > > let rVal = value.value(at: 0) > let gVal = value.value(at: 1) > let bVal = value.value(at: 2) > let aVal = value.value(at: 3) > let r = CGFloat.createRandom(rnd: rVal, constraint: constraints["red"] ?? > .range(0,1)) > let g = CGFloat.createRandom(rnd: gVal, constraint: constraints["green"] > ?? .range(0,1)) > let b = CGFloat.createRandom(rnd: bVal, constraint: constraints["blue"] > ?? .range(0,1)) > let a = CGFloat.createRandom(rnd: aVal, constraint: constraints["alpha"] > ?? .constant(1.0)) > > return self.init(colorSpace: CGColorSpaceCreateDeviceRGB(), components: > [r,g,b,a])! > > > The end result is that initializing a source of CGColors looks like this > (either parameter can be omitted if desired): > > let colorSource:Source<CGColor> = Source(seed: optionalSeed, > constraints:["saturation": .constant(0.4), "brightness": .constant(0.6)]) > > Anyway, I hope this was useful/informative. I know the code is a bit messy, > but I still find it enormously useful in practice. I plan to clean it up > when I find time, simplifying the RandomSourceValue stuff and moving from > String Keys to a Struct with static functions for the constraints. The new > constraints will probably end up looking like this: > > let colorSource:Source<CGColor> = Source(seed: optionalSeed, > constraints:[.saturation(0.4), .brightness(0.4...0.6)]) > > Thanks, > Jon > > > _______________________________________________ > swift-evolution mailing list > swift-evolution@swift.org > https://lists.swift.org/mailman/listinfo/swift-evolution
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