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Wednesday, August 6, 2014

Master of Orion II - missiles

Master of Orion II is an old, old game. It was released in 1996 but people still play it and await for worthy successor. One reason why fans still play MoO II is a deep and meaningful customization. Like in AAA "RPGs" (quotes because role play games get confused with "whatever has experience bars and level ups"), before the game starts player can spend an hour picking traits for his/hers race and empire. Many traits add or remove game mechanics such as lithovore: race doesn't need food or telepathic: empire can mind control colonies. When the game starts every few turns, depending on empire's research output, player has to choose one of the two or three mutually exclusive technologies (or take all is the empire has certain trait). This choices heavily influences which tools will player have at his/her disposal, much like deck building in CCGs. And finally, player can design combat units. I can't even start to explain how much game defining it is and considering the topic I presume you, dear reader, have played the game and are familiar with most of it's feature. If you haven't played it, please do, you can get it from GoG.com for 5$.

Every now and then I find new "build" I haven't tried so far. It sounds unbelievable considering that I play the game for many years (I'm not disclosing how many :)) but I was noob back then and only used one strategy, playing turtle until I got all technologies and then unleash invincible fleet on everyone. Last few years I was trying new stuff, diplomatic race, spy race, uncreative race, empire with heavy money generation bonuses, limiting my self to only the smallest ships and so on... Recently I've tried limiting my self on using weapons other then beams. It was surprising, I had no idea interceptors are so strong in early and mid game. So in the last game I excluded special weapons too, only missiles and bombs were allowed. It was fun and tense at first but AIs were not developing well so it became too easy. They managed to keep pace with armor upgrades but by turn 350 nobody managed to get anything beyond class I shields. Still, I managed to experience new stuff. Having no beam weapons leaves ships free from beam enhancing equipment and frees up nice amount of research points. I've used those points to speed up research of chemistry (better missiles, armor and ship range) and construction, to get automated repair sooner. You see where I was going, high quality armor and self repair equals invincible ship. Unless enemy has ion cannon and it so happened that AI was good enough to get it and bad enough get any better beam weapon for a long time. I was invincible in ship to ship combat but assaulting planet required some fancy footwork in order to have shielded part of the ship facing star base when it was about to fire ion cannon.

After reaching the end of chemistry techs, I've switched to power in order to try out torpedoes. Torpedoes are interesting weapons but in my opinion too high in tech "tree". Antimatter torpedo is OK, easily accessible for mid to late game. By the time proton torpedo becomes usable the game is almost over. Same holds for plasma torpedo that is very last technology in power field. As I said I was facing underdeveloped AIs so it was not fun upgrading torpedoes when antimatter was more then enough for the job. One the bright side, researching torpedoes gives player opportunity to get energy absorber which is great addition to ships designed around taking hits instead avoiding them. Combine it with hard shields and damage reduction will be so high that all but late game weapons would become ineffective.

I've finished the game by attacking Antares and I did it twice, separately with torpedoes and with missiles. Those two roads were very different. Torpedoes were reliable on doing the job given enough time, in fact I had to attack Antares twice with torpedo ships because I reached turn limit first time. I did some bad moves and star fortress managed to shoot down 5 out of 6 ships and the last one didn't have enough fire power to destroy it within 50 combat turns. I could have brought more ships but I wanted to give some chance to Antarans :). Anyway, going with missiles was a gamble, missiles can be destroyed before doing damage and the ammunition is limited so it was possible end up in situation where ships have to retreat because they can't attack any more. I brought extra ships, just in case. With missiles it's either overkill or stalemate and aside from EMG they aren't that interesting. Unlike torpedoes, missile have no twist, they just do damage and higher missile technologies are simply damage upgrades. That is somewhat spiced by EMG, a missile modification that applies damage directly to target's engines if it's shields are down. Unlike armor, engines have very few hit points and if they are destroyed the ship self-destructs. To balance that EMG greatly increases missile size. But AI was not challenging enough to give me opportunity to try it out...

All in all there is material for another playthrough. Maybe this time with smaller ships and no creative trait. Yep, Master of Orion II is still play worthy.

Saturday, June 14, 2014

Harry Turtledove - Worldwar series

About three years ago a friend recommended me the World War series. Setting is SF alternate history where aliens with modern day human's technology are invading Earth during World War II. The twist is that aliens have serious shortcoming in their character, they are very conservative, slow at accepting change and expected that humans are too. Much like Stargate TV show where humans start underdogs and work their way among big guys, the World War setting instantly grabbed my attention.

It took me some effort to find the books and it took even more effort to read them. There are eight of them! To be exact World War on it's own is quadrilogy (four books) but there are four more books (Colonization trilogy and Homebound book) that continue in the plot and it make more sense than not to include all eight books to consideration when talking about World War. So, are the books any good?

World War grabbed my attention very fast. Aliens are well thought out and their perspective on the matter is very interesting. Their culture, psychology and biology are all thought out and consistent within the story. Human plot lines are mixed bag, most are very good and few are boring though those boring ones have moments of shine. Among good stuff are political intrigues between Russians, Germans, Poles, USA and aliens. Harry Turtledove is experienced alternate history writer and student of history so it's no wonder that those are good parts. What Turtledove is not good at are religious subjects. Since the author is Jewish and first part of the story is set during the World War II, the subject of Jew is more than forced upon the reader while other religions, if mentioned at all, are depicted in bad light. Vatican has sided with alien invaders because they supposedly prefer monarchy and got nuked with a comment that they deserved it. Mind you, the Pope at the time was Pius XII who today (June 2014) holds the title of Blessed which is one step before being Saint. Even though he didn't do much to protect Jew at the time, I feel as if the author was expressing the hate against him. On top of that Colonization series depict Muslims as nothing but violent mob, so hate speech against them is there too. Why I make so much fuss about that? Because probably the strongest point of the books is unstereothypical depiction all (most) groups of people. There are good Russians and there are bad Russians, there good, grey and bad Americans. There are good and bad Nazis too, one Nazi solder even saves city full of Jews from German nuclear bomb. But the author fails to do that on groups of people and groups I can relate with: Catholics and Croats. For some reason Croats are just evil, without much explanation. Google fails me there and if anyone can enlighten me, please drop the comment. All in all Worldwar scores 7/10 for me and don't get me wrong about Jews, they get interesting when they start standing on their feet.

Colonization covers the events 20 years after Worldwar, when alien colonists came to populate what was supposed to be conquered world. Even though they are same species and nation aliens from the first wave (conquest fleet) and colonists didn't simply get along. The Earth and humans changed aliens as much as they changed humans, they had to learn to adapt, to trade and to recognize other nations than their own. Colonists on the other hand came fresh from civilization that had only one nation and didn't do any action until it was thoroughly analyzed. Sounds like good drama material but somehow this trilogy left me with the least memories. Most scenes were static where people lives played out and nothing of importance happened, there were some forgettable characters and I was eager to read the final book. On the up side, political intrigues were still present, there were a few plot lines that made up for the boring ones and alien perspective although predictable was still interesting. All in all 5/10.

Last book in the series was so full of potential. I wish Colonization was two books shorter and Homeward Bound at least a book longer. Homeward Bound covers multiple time periods starting from about 10 years after Colonization series and ending in near future where humans develop "warp drive" and technologically surpass the aliens. Like previous books it also covers a lot of topics, politics, cultural differences, how each side adopts parts of other's culture, how humans continues to progress while aliens stagnate but all of it compressed to a single book. I'd like to read more about the alien emperor's perspective and how aliens would fare with invention of FTL technology. The story has to end somewhere and it feels like the author wanted to end it there, still if only Colonization was shorter and Homeward Bound longer. 7/10.

Wednesday, January 8, 2014

IKON: human oriented JSON look-alike

So, yet another DSL/markup but please take a look:

{ Star
   size = 12
    x = 9
    y = 4
    name "Alpha Centaury"
    planets [
        { Planet size = 100 }
        { Planet size = 120 }
        { Planet size = 10 }
    ]
}
Looks like JSON. So why make up another language? Well, unlike JSON this one isn't designed with Javascript compatibility first, instead it's designed with human editor in mind. In general case IKON (Ivan Kravarčšan's object notation) looks like JSON with less double quotes but it can be expanded with domain specific syntax. Need shorthand syntax for matrices? No problem, plug it in. And even more customization can be achieved by extending IKADN (Ivan Kravarščan's abstract data notatins) but more about it later.

(Brief) history

Before unleashing language/notation specifics allow me to tell you a little about brief history of IKADN and IKON. DSLs (domain specific languages) have a tendency of cropping up in almost every project. A year ago I decided to rewrite the Stareater, a strategy game and a rather big project of mine and since it was rewrite I knew that I'll need not one DSL but three: one for settings and save file, another one for assets (statistical data about game objects such as how much they cost and what image present them) and yet another one for localization. Most of developers would simply pick XML, XML and XML. I find XML too heavily oriented on describing data organization instead of data itself. It's good for some purposes but it's overkill for my needs. JSON, YAML and plain INI were options I considered but at some point I figured what I was really looking for is something that can adapted to a specific problem. Settings file would work OK general markup language such as JSON but localization files would work better with text oriented solution. For instance there is no need numbers and arrays in localization data while simplified syntax for single line text is very useful. So, I decided to make my own solution that satisfies specific needs.

The solution I came up with are IKADN, an abstract notation that can be used for making other markup languages and IKON, a general purpose language. The rest are technicalities but I'll mention that I'm actively using IKON and two IKADN derivates in the Stareater project for a year and improve them regularly.

About IKON

As said before IKON is general purpose solution so, much like JSON and YAML it features three classes of data:
  • Scalars (atoms of data such as numbers or texts)
  • Tables (key-value pairs)
  • Array (much like tables but with values only and values are ordered)
For more information about data types consult with project's wiki page: https://code.google.com/p/ikon-library/wiki/IKON. Some differences to JSON are that notation doesn't limit range and precision of numbers (it's up parser implementation), array items are not comma separated, table keys are without double qoutes (but they can't contain white spaces) and there is no separator between key-value pairs. Since it known where each value ends, item separators in arrays and tables would be purely cosmetic so I decided to drop them entirely. Strings (textual atoms) are similar to JSON's "backslash escaped" strings and I'm not very fond of it. It makes multiline text blocks look like a single line text and hard to edit. I do have an idea for a syntax that to make text blocks look more natural but I'm working on details on how to introduce it without breaking too hard the compatibility with previous version of the notation.

About IKADN

The sexiest part of the solution is an abstract notation that simplifies implementation (and to some degree design) of your own notation. Projects wiki page https://code.google.com/p/ikon-library/wiki/IKADN contains more details but in short IKADN syntax consist of following rules:
  • Each data type starts with a specific character (such as "=" for numbers in IKON or "[" for array), 
  • Notation designer defines how data it self looks like 
  • White spaces between data are ignored.
Doesn't look like much but IKADN parser and writer considerably simplify parser and writer of  concrete notation. Official C# implementation (I intend to write more detailed post about it later), available on NuGet, contains:
  • Logic for reading stream
  • Handling of unexpected end of stream 
  • Deciding which data type to read
  • Helper methods for reading, skipping and substituting characters from the input stream 
  • Helper methods for writing nicely indented IKADN document. 
For comparison, official implemention of IKADN consists of 243 lines of code while IKON implementation that uses it has 328 lines. That's 40% job done by IKADN.

How to get it

Official project web site it at Google Project Hosting: https://code.google.com/p/ikon-library/. There are source code, wiki pages and most recent build for .Net. Build is also available through NuGet.

Here is an example how to use the library. Let's say IKON document from the top of the post is in input.txt. This the code that would print the name of the star:


using System;
using System.IO;
using Ikadn.Ikon;
using Ikadn.Ikon.Types;

namespace IKON_example
{
    class Program
    {
        static void Main(string[] args)
        {
            var reader = new StreamReader("input.txt");
            using(var parser = new IkonParser(reader))
            {
                IkonComposite star = parser.ParseNext().To<IkonComposite>();
               
                Console.WriteLine(star["name"].To<string>());
            }
        }
    }
}


Parser can read form any TextReader subclass so if you want to read from string instead of file, use StringReader instead StreamReader. Also parser implements disposable patters so you can use it with using statement to ensure that input stream is closed after use.

Notice To<T>() method, it's the helper method for converting objects and the alternative to usual C#'s cast-and-get (cast an object to target type and then call a getter method). In the first case IkadnBaseObject is simply cast to IkonComposite (table type). The second case is more complex and shows true power or the method. Instead of type casting, underlying IkonText (textual type) returns it's contents as .Net string. Which types can be requested depends on the underlaying IkadnBaseObject subclass. For example, in the case of IkonNumber (numeric type) valid conversions include most native .Net numeric type (decimal, int, float, ...). In case of IkonArray (array type) one can ask for T[] (native .Net array) or IEnumerable<T> if array elements can be converter to T.

If you have any questions out the project, feel free to drop a comment. If you have a feature request or bug to report, you can file an "issue" on the project site too.

Tuesday, May 21, 2013

Mouse click and drag

This is a little bugger I coped with recently. In Windows forms dragging (holding a mouse button and moving the mouse) produces mouse click event after the mouse button is released. That's OK when a program is interested in only drag or click events but when it has to handle both events, each with different logic then there has to be a way to differentiate between those two events. Let's start with simple case where only mouse click is needed (C#-ish and .Net-ish code):

void init(){
    control.MouseClick.Add(clickHandler);
}

void clickHandler(object sender, EventArgs e)
{
    // Click logic
}

Now let see simple drag handler:

Point lastPos = null;
 
void init(){
    control.MouseMove.Add(moveHandler);
}

void moveHandler(object sender, MouseEventArgs e)
{
    if (lastPos == null)
        lastPos = e.Location;

    if (e.Button.HasFlag(MouseButtons.Left))
    {

        Point change = (e.Location - lastPos);
 

        // Drag logic
    }

    lastPos = e.Location;

} 

There is no need to handle the situations when mouse leaves or enters control's area because once mouse is pressed over some control, only that control will receive mouse related events. That greatly simplifies the code for handling the mouse movement. Only overhead is checking if last position has been initialized. I hope it work the same on Linux and Mac OS with Mono.

If those two pieces of code were combined, mouse drag that ends inside starting control will trigger click handler. One solution is to simply track how far was mouse dragged:

Point? lastPos = null;
double dragDist = 0;
 
void init(){
    control.MouseClick.Add(clickHandler);
    control.MouseMove.Add(moveHandler);
}

void clickHandler(object sender, EventArgs e)
{
    if (dragDist > 0)
        return;


    // Click logic
} 

void moveHandler(object sender, MouseEventArgs e)
{
    if (!lastPos.HasValue)
        lastPos = e.Location;

    if (e.Button.HasFlag(MouseButtons.Left))
    {

        Point change = (e.Location - (Size)lastPos.Value);
        dragDist += Math.Abs(change.X) + Math.Abs(change.Y);

        // Drag logic
    }
    else
        dragDist = 0;

    lastPos = e.Location;

}

Well, Euclidean distance would do too. I used Manhattan distance because the line of code is narrower and has less chance of being broken to multiple lines in your browser. Neat thing about this solutions is that border between click and drag can be adjusted to tolerate some mouse movement.

Wednesday, March 27, 2013

Coco/R and parsing strings

Writing a parser for Stareater with Coco/R as parser generator was easy. Despite requiring slightly different way of thinking (all terminals "return void" so output is done through method parameters with keyword out) overhead imposed by Coco/R was minimal. And then I wanted to test the parser. I figured unit tests would be appropriate and while writing first unit test I got stuck at scanner constructor. The scanner is the part that converts input to tokens (lexeme) and default Coco/R scanner can be constructed either by providing a file name (or relative path) string or the Stream object. The problem was my parser was intended for in-memory strings.

Quick googling showed that string can written to memory stream with few lines[1]. If you want to be quick and don't mind bloat you can stop reading, here your solution:

var stream = new MemoryStream(Encoding.UTF8.GetBytes(text));

Parser parser = new Parser(new Scanner(stream);

Why do I call this bloated? Because:

Under the hood default scanner implementation wraps stream with buffer. The buffer does what the name says, buffering, plus conversion of bytes to characters. I'm not going to discuss their design decisions like why didn't they use BufferedStream. When implementing IKON reader for .Net I opted for TextReader as a base class for input because conversion form input to characters is guarantied by interface and there StreamReader and StringReader classes that implement TextReader and can read from any stream or from in-memory string. Maybe they had some reason to insist on the Stream but that is not the point of this post. What is the point is that I was talking about default Coco/R scanner.

Both Coco/R parser and scanner are based upon a frame file. Those files are sort of blueprints, a C# code interleaved with placeholders for generated code. When generating parser and scanner, command line tool must be supplied with those files along with grammar specification file though they don't have to be explicitly named if they are in the same folder as grammar file. By customizing scanner's frame file parsing bloat can be reduced. Below are steps for making a frame for a scanner that only accepts string as input.



Buffers can be ditched altogether since in-memory string is already buffered and converted to collection of characters. Feel free to completle delete Buffer and UTF8Buffer classes from scanner's frame but keep in mind that generated scanner's code depends on Buffer.EOF constant. I prefer to hide it as static private nested class inside Scanner class even but it's valid to just leave original Buffer as is.

static class Buffer
{
  public const int EOF = char.MaxValue + 1;
}



Next, make an reference to input string and initialize it in constructor.


public string input; // scanner input
public Scanner (string input) {
    this.input = input;
    Init();
}



Than clean up Init method. Aside form initialization, that method detect whether the stream is encoded in ASCII or UTF-8. Since new scanner works directly with characters, encoding detection can be omitted.


void Init() {
    pos = -1; line = 1; col = 0; charPos = -1;
    oldEols = 0;
    NextCh();
    pt = tokens = new Token();  // first token is a dummy
}



And finally modify NextCh method to raise "end of file" when end of string is reached.


    void NextCh() {
        if (oldEols > 0) { ch = EOL; oldEols--; }
        else {
            pos = charPos;
            charPos++;

            if (charPos >= input.Length)
                ch = Buffer.EOF;
            else
            {
                ch = input[charPos]; col++;
                // replace isolated '\r' by '\n' in order to make
                // eol handling uniform across Windows, Unix and Mac
                if (ch == '\r' && input.Length > charPos + 1 && input[charPos + 1] != '\n') ch = EOL;
                if (ch == EOL) { line++; col = 0; }
            }
        }
-->casing1
    }



That's it! In case you want to support both strings and streams you could do similar modifications with TextReader instead of string. I haven't tried that yet since the idea occurred to me while writing this post.

Saturday, March 9, 2013

Binary Domain and C-evo

It was almost to months since I wanted to write about this and there was always something in the way. I've seen first impressions of Binary Domain video game on Cynical Brit's YouTube channel and although the guy on the channel was not impressed by the game, a friend told me it was good and I was intrigued by the plot. I downloaded the demo version and what should have been fun was an agony. The controls were disaster! You'd understand my shock if I told you that I do not and never had owned a console and the game was ported from console meaning, among the other things, it was designed for a game pad instead of mouse and keyboard. On top of that I played quite a number of first person shooter on desktop computer back in '00 when they were blossoming genre there. My expectations were WASD movement, space for jump, shift for sprint, C or control for crouch, E for interaction, R for reload and mouse for aiming and shooting. Binary Domain being console port did this it's own way, WASD was there but space was kind of everything else button, sprint was some random letter (F or something like that), shift just turned character's facing direction to the left. That looked silly :). To rebind the keys you had to exit the game and use separate application. All of that would be bearable if there wasn't a lot bigger issue, aiming with mouse. When I moved mouse slowly aim kind of jumped few degrees at the time making it hard to "aim for a head", when I tried to make sharp turn, fast mouse movement was dampened to slow turn. Shooters are known to have an issue with mouse acceleration but this was opposite, mouse deceleration. Why??? Was it just on my machine or are there more players that think the game was never tested with mouse? I tried to find a quick workaround but except "use gamepad instead mouse" there was nothing. That's preposterous measure that I'm never going to take to just play a game.

After I stepped back from computer to calm down and eat lunch I figured that only reason why I wanted to play that game was a story and what is natural medium for story telling? In this case it's video and there are a few "let's plays" on the Internet for this game. "Let's plays" are something that big companies don't like and they may even be legal issue if they are monetized. But why people demand such content if video games are there to provide fun in the first place? Some games fail to deliver a fun, some games are broken, some cost more than they are worth and some people are plain lazy so they want somebody to play a game for them :). Binary Domain is broken and probably kind of game that is one time experience, once you play it through that's it, no more new stuff to do. Basically a 25€ movie, thereby it more fun to watch it than play it. What games aren't one time experience? I'd say most strategies (especially grand strategies such as Civilization series) and every game with healthy multiplayer. Out side the world of video games, chess and poker are great examples. It basically boils down to having big enough uncertainty factor and allowing player(s) to influence the outcome.

Watching a video didn't exactly fulfilled my need for interactive fun so I browsed through my good old library and decided to play a game of C-evo. C-evo is polar opposite of Binary Domain, it's PC native, can't be played without the mouse, it's turn based strategy and as most grand strategies has high replay value. I had that game for a few years and played it through about couple dozen times. It occurred to me that I never experimented much with the map size in C-evo. In grand strategies large maps tend to prolong the gameplay while not really adding to the experience, small maps on the other hand tend to be more aggressive. Peaceful expansion is concluded much sooner so wars start sooner. I opted for the smallest map, about half the size (1/4 of area) of normal map with a little bit more land. The game turned out to be easy, there were only two tiles I had to fortify in order to prevent other player from peeking and colonizing my territory and during the second session I had enough technological advantage to steam roll opponents. But the game didn't end there, oh no, it was the time form something more. It took me at least five more session to complete my plan. I could have achieved victory condition with very little effort but instead I chose to something else, something I've tried to do but never managed to pull off before, to cultivate whole planet. Since the map was small and I had almost hundred engineers (special units that can cultivate land) due to disbanding poorly placed AI's cities, it was doable. A little tedious but not to much.


That's what I expect from a game, to be a medium that can surprise and please more than once, to be significantly different experience over multiple playthroughs and to allow experimentation.

Thursday, January 3, 2013

ANTLR, second chance and rivals

This post continues the story from the introduction and first impression.

It has been long month and it took me quite a while to gather the material for this post. Long story short ANTLR is no go for C#, it's rival in alpha stage is lacking and the third option finally proved worthy. Now the long story:

Last time I tried ANTLR with separate files for lexer, parser and tree processor grammars which produced "mouth feeding" process in the user code using those grammars. This time i tried ANTLR with combined grammar file, basically all three grammars in one file.

grammar MyLogoCombined;

options {
language=CSharp3;
output=AST;
}

@header {
using System;
}

fragment SIGN
: '+' | '-';
fragment SPACE
: ' ' | '\t';

NUMBER : '0' | SIGN? '1'..'9' '0'..'9'*;
FORWARD : 'FD';
ROTATE : 'RT';

NEWLINE : ('\r'? '\n')+ { Skip(); };
WHITESPACE
: SPACE+ { Skip(); };

public script : statement* EOF!;

statement
: FORWARD v=NUMBER {
double length = toDouble($v);
angle = Math.PI * this.angle / 180;
x += Math.Cos(angle) * length;
y += Math.Sin(angle) * length;
Console.WriteLine("Moved to {0}, {1}", x.ToString("0.#"), y.ToString("0.#"));
}
| ROTATE v=NUMBER {
angle += toDouble($v);
Console.WriteLine("Facing {0}°", angle.ToString("0.#"));
};

It doesn't look bad or crammed and generated code is better too. Generated classes are lexer and merged parser and tree processor. As an effect a user code required to utilize those classes got considerably simpler.

static void CombinedLogo()
{
using (var input = new StreamReader("input.txt")) {
MyLogoCombinedLexer lexer = new MyLogoCombinedLexer(new ANTLRReaderStream(input));
MyLogoCombinedParser parser = new MyLogoCombinedParser(new CommonTokenStream(lexer));
parser.script();
}
}

Now we have something usable. But I wasn't satisfied, generated code requires 100 kB run-time library (may look weird compared to executable weighting 30 kB) and is riddled with comments mentioning full path to original grammar file. And there is no way to generate code without those comments. Well, not exactly critical issues, more like unnecessary vice. There is another issue I haven't mentioned earlier, documentation is not quite there. It exists, that's good, there are a lot of examples, that's good too but you won't get your question answered on the single page. You'll have to look in the official docs, unofficial examples and still do a few experiments to get definite answers.

Irony.Net

On the Stack Overflow webpage that led me to ANTLR next recommended thing was Irony.Net. It's the project hosted on CodePlex with professional looking home page. I've downloaded source code and started looking around. The nicest thing about Irony.Net is the way of defining a grammar, there is no code generations from specially formatted text file, it's defined as ordinary C# class. I usually post code as plain text but for the sake of presentation you'll get an image this time.


That's as awesome as ANTLR's state diagram for grammar rules. Operator overloading is usually syntax evil but in some cases it's OK thing to do and Irony.Net has found one. As you can see plus and bitwise OR operators are overloaded to operate on non-terminals so the grammar rules can resemble BNF notation as closely as possible. At the same time the image presents three issues with the Irony.Net: piece of code commented out, first parameter of MakeStarRule method and lack of rule attributes (tree processor actions).

Commented out code is left on purpose to demonstrate the existence of various flags and properties. While trying to make it work I read somewhere that I should explicitly specify creation of abstract syntax tree which is usually normal process in parsers so I added that line. It turned out that Irony.Net creates syntax tree by default and that flag actually confuses it. Alright, it confused me too because it didn't work with educational material, it required extra information that I couldn't figure out within the time I had at the moment. I figured it is supposed to indicate that custom tree node objects are being used and that creation of those objects is mysterious art.

That leads us to the lack of rule attributes problem. In order to process the tree you have to either traverse the tree on your own or use the mysterious art. I really tried to figure out the mysterious art but the lack of education materials and limited time bested me (a year later after writing this post I did learn how to use visitor pattern but still, there better ways). The biggest problem with Irony.Net is the lack of documentation. It has so many features and only way to figure them out is to dig in their source code.

The weirdness of MakeStarRule method may not be obvious but why does it require destination non-terminal and why is it class member? In my opinion it should be static and have only one mandatory parameter, the repeatable BNF term. The reason why it requires destination non-terminal is because it secretly modifies the rule instead of just building the BNF term. The reason it is non-static is because it uses certain flag from the grammar object. That is actually OK because the grammar object is used to build the "language" object, not for direct parsing.

Now that I mentioned it, using the grammar is quite simple, build parser using the grammar, feed the input and get the tree:


Parser parser = new Parser(new IronyLogo());
ParseTree tree;
using (var input = new StreamReader("input.txt"))
tree = parser.Parse(input.ReadToEnd());

For processing the tree I opted for no mysterious art approach, doing it in the user code and it's not a big hassle:

double x = 0, y = 0, angle = 0;

foreach (ParseTreeNode statement in tree.Root.ChildNodes) {
ParseTreeNode node = statement.ChildNodes[0];
int value = (int)node.ChildNodes[1].Token.Value;

switch (node.Term.Name) {
case "forward":
x += value * Math.Cos(angle);
y += value * Math.Sin(angle);
break;

case "rotate":
angle += Math.PI * value / 180.0;
break;
}

Console.WriteLine("Turtle at {0}, {1}", x.ToString("0.#"), y.ToString("0.#"));
}

Neat thing is that NumberLiteral type of literals handles string to number conversion on it's own. In fact Irony.Net has a lot of features for building programming languages, custom literals for number and identifiers, methods for defining operator precedence to name a few.

So why is Irony.Net on go for C#? If you are building a compiler or interpreter, it's good but if you are build parser for domain specific language it's simply not the right tool. You can chop wood with hammer but using an axe would be more practical. First of all it requires 160 kB of run-time library, that's more than ANTLR, doesn't have elegant grammar attributes and is undocumented. Oh my God, it is so undocumented that I have to involve the God to the issue. Author himself claims that source code is enough and is unwilling to write decent documentation (well, the project is still in alpha phase so I can forgive him) and sometimes doesn't give an answer beyond "look in the code of a certain example shipped with Irony". There is a moderate number of examples included with Irony.Net source code but they are either grammars without attributes or proofs of concept (such as fully featured interpreter with a lot of layers between grammar and attributes) that are hard to follow while learning stuff.

Coco/R

Goggling for third solution led me back to Stack Overflow but to a different page this time. Answers on that page presented various new solutions and I've checked the first one (actually the second one because the first is for F#), Coco/R. The link led me to a clean black on white page where I've quickly found my way to the tutorial that hooked me up. At first I was skeptical, zip file with 5 years old Powerpoint presentation but after skipping language processing theory, presentation arrived at very simple example describing whole process, from writing a grammar to running the parser. Few slides further presented grammar attributes and gimmicks such as how to ignore new line characters, make grammar case insensitive and so on. The post is already long, but heck, I'll publish my first class Logo grammar anyway:

COMPILER Logo
double turtleX = 0, turtleY = 0, angle = 0;

IGNORECASE

CHARACTERS
digit = "0123456789".

TOKENS
number = digit {digit}.

IGNORE '\t' + '\r' + '\n'

PRODUCTIONS
Logo = {Statement}.
Statement = Forward | Rotate.

Forward (. double length; .)
= "fd" Parameter<out length>
(. turtleX += Math.Cos(angle) * length;
turtleY += Math.Sin(angle) * length;
Console.WriteLine("Turtle at {0}, {1}", 
turtleX.ToString("0.#"), 
turtleY.ToString("0.#"));
.)
.

Rotate (. double ang; .)
= "rt" Parameter<out ang>
(. angle += Math.PI * ang / 180; .)
.

Parameter<out double n>
= number (. n = Convert.ToDouble(t.val); .)


.
END Logo.

You've already seen something similar with ANTLR grammar, lexical tokens, extenden BNF production, c# header and attributed code. This one has a period character after almost everything. One thing I should point out is that parts of definition have to strictly follow an order of appearance. For instance IGNORE part can't appear before TOKENS or CHARACTERS blocks. Correct order of appearance can be found in the documentation that exists and is informative. Before I start praising it's documentation, let's conclude the usage of Coco/R. This is what user code looks like:

static void Main(string[] args)
{
Scanner scanner = new Scanner("input.txt");
Parser parser = new Parser(scanner);
parser.Parse();
}

As simple as that. Scanner can also accept Stream object instead of file name, for those insisting on abstraction (which is good requirement).

Conclusion


Unlike ANTLR or Irony.Net, Coco/R didn't catch me with nasty surprises, it's simple, it works, requires no run-time files and it is well documented. Though it doesn't have fancy grammar editor or grammar visualisation it's a tool that I would use in my projects.