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-rw-r--r--behaviors/SwitchBehavior.py36
-rw-r--r--config/C5Sign.xml2
-rw-r--r--config/FireflyDemo.xml4
-rw-r--r--docs/Behaviors/Behavior.jpgbin0 -> 21577 bytes
-rw-r--r--docs/Behaviors/Behaviors.pdfbin0 -> 148809 bytes
-rw-r--r--docs/Behaviors/Behaviors.tex155
-rw-r--r--docs/Behaviors/BehaviorwithRecursiveHook.jpgbin0 -> 27186 bytes
-rw-r--r--docs/ClassOverview.pdfbin0 -> 132526 bytes
-rw-r--r--docs/designDocs.pdfbin129631 -> 0 bytes
-rw-r--r--docs/tex/Behaviors.tex143
-rw-r--r--docs/tex/ClassOverview.tex (renamed from docs/designDocs.tex)16
-rwxr-xr-xga1
-rw-r--r--tests/TestSwitchBehavior.py41
13 files changed, 384 insertions, 14 deletions
diff --git a/behaviors/SwitchBehavior.py b/behaviors/SwitchBehavior.py
new file mode 100644
index 0000000..1377b42
--- /dev/null
+++ b/behaviors/SwitchBehavior.py
@@ -0,0 +1,36 @@
+from operationscore.Behavior import *
+import util.ComponentRegistry as compReg
+import json
+
+class SwitchBehavior(Behavior):
+ """
+ SwitchBehavior is a behavior that transform into different behaviors base on the input data.
+ The behavior expects a JSON formatted argument 'PrefixToBehavior' that maps prefixes to behaviors. The behavior detects the prefix on the data and use the corresponding Behavior to process the data and return the outputs.
+ In Config file, include:
+ <PrefixToBehavior>JSON format dict with prefix keys and behavior ID values</PrefixToBehavior>
+ <DefaultBehavior>Default behavior's ID</DefaultBehavior>
+ An example config excerpt:
+ <Behavior>
+ <Class>behaviors.SwitchBehavior</Class>
+ <Args>
+ <Id>switch</Id>
+ <PrefixToBehavior>{'@':'game1', '#':'game2', '$':'game3'}</PrefixToBehavior>
+ <DefaultBehavior>game1</DefaultBehavior>
+ </Args>
+ </Behavior>
+ """
+ def behaviorInit(self):
+ self.defaultBehavior = compReg.getComponent(self['DefaultBehavior'])
+ self.prefixDict = json.loads(self['PrefixToBehavior'])
+ self.currBehavior = None
+ self.setBehavior(self.defaultBehavior)
+
+ def processResponse(self, sInputs, rInputs):
+ dataStr = sInputs[-1]['Data']
+ if dataStr[0] in self.prefixDict:
+ self.setBehavior(compReg.getComponent(self.prefixDict[dataStr[0]]))
+ sInputs[-1]['Data'] = sInputs[-1]['Data'][1:] # remove prefix
+ return self.currBehavior.processResponse(sInputs, rInputs)
+
+ def setBehavior(self, behavior):
+ self.currBehavior = behavior
diff --git a/config/C5Sign.xml b/config/C5Sign.xml
index 024f0d8..77f6bcc 100644
--- a/config/C5Sign.xml
+++ b/config/C5Sign.xml
@@ -208,7 +208,7 @@
<Id>centerleft</Id>
<Id>center</Id>
</Inputs>
- <TimeMap>{'scanningbars':0,'runcolordecay':10,'expandingcircles':10}</TimeMap>
+ <TimeMap>{'scanningbars':10,'runcolordecay':10,'expandingcircles':10}</TimeMap>
<InputMap>{'scanningbars':'centerleft', 'runcolordecay':'center',\
'expandingcircles':'center'}</InputMap>
<RenderToScreen>True</RenderToScreen>
diff --git a/config/FireflyDemo.xml b/config/FireflyDemo.xml
index 856569e..de639d9 100644
--- a/config/FireflyDemo.xml
+++ b/config/FireflyDemo.xml
@@ -81,7 +81,7 @@
<Class>behaviors.RestrictLocation</Class>
<Args>
<Id>xbounce</Id>
- <Action>{val}*-1</Action>
+ <Action>'{val}*-1'</Action>
<ParamName>XStep</ParamName>
<LocationRestriction>{x}&lt;0 or {x}&gt;800</LocationRestriction>
</Args>
@@ -90,7 +90,7 @@
<Class>behaviors.RestrictLocation</Class>
<Args>
<Id>ybounce</Id>
- <Action>{val}*-1</Action>
+ <Action>'{val}*-1'</Action>
<ParamName>YStep</ParamName>
<LocationRestriction>{y}&lt;0 or {y}&gt;200</LocationRestriction>
</Args>
diff --git a/docs/Behaviors/Behavior.jpg b/docs/Behaviors/Behavior.jpg
new file mode 100644
index 0000000..c96ee84
--- /dev/null
+++ b/docs/Behaviors/Behavior.jpg
Binary files differ
diff --git a/docs/Behaviors/Behaviors.pdf b/docs/Behaviors/Behaviors.pdf
new file mode 100644
index 0000000..32c5b75
--- /dev/null
+++ b/docs/Behaviors/Behaviors.pdf
Binary files differ
diff --git a/docs/Behaviors/Behaviors.tex b/docs/Behaviors/Behaviors.tex
new file mode 100644
index 0000000..5105588
--- /dev/null
+++ b/docs/Behaviors/Behaviors.tex
@@ -0,0 +1,155 @@
+\documentclass{article}
+\usepackage{fullpage}
+\usepackage{graphicx}
+\begin{document}
+ \title{Behaviors: An Introduction and Exercises}
+ \author{Russell Cohen}
+ \date{\today}
+ \maketitle
+ \section{What is a behavior?}
+ At its most basic, a behavior is machine with two input terminals and two
+ output terminals. One of these input terminals is external input. The
+ other is feedback from the behavior. Similarly, the behavior has two output
+ terminals. One gets released externally as output, and the other gets fed
+ back to the behavior. At their core, behaviors have nothing to do with
+ pixels are light effects -- this is merely how we commonly use them.
+ \begin{center}
+ \includegraphics[width=4 in]{Behavior.jpg}
+ \end{center}
+ \section{How do I write a behavior?}
+ At the core of a behavior is its \texttt{ProcessResponse} method which
+ tells a behavior what to get on input. As you might expect, it has 2
+ input ports, and two output ports. The `type' of inputs and outputs can be
+ anything -- numbers, strings, lists, however, in our system, the inputs
+ and outputs are all python dictionaries. This allows us to have an
+ arbitrary number of named parameters. As sample input might look
+ something like \texttt{{'Location':(20,20), 'Height':10}}. When we
+ return a value, we return a tuple of \texttt{(list<dict>,list<dict>)}. Note that on a
+ process response method you will actually be given a \textbf{List of
+ dictionaries} and you should iterate over them.
+ \textbf{Important:} You should not directly modify the inputs! Use
+ \texttt{dict(input)} to create a copy of them!
+ \section{Exercise 1: addFive}
+ Our goal: Create a behavior that will add 5 to the 'Value' field of the
+ input. If no 'Value' field exists, we will set it to five. Below is a
+ sample \verb processResponse method to do this. Note that process
+ response is the only part of a behavior that must be written (everything
+ else happens behind the scenes when you \textbf{inherit} from the
+ \texttt{Behavior} class.
+ \begin{verbatim}
+ def processResponse(self, inputs, recurrences):
+ output = [] #empty list
+ for inp in inputs:
+ inpCopy = dict(inp)
+ if not ('Value' in inpCopy):
+ inpCopy['Value'] = 0
+ inpCopy['Value'] += 5
+ output.append(inpCopy)
+ return (output, []) #empty list, no recurrences
+ \end{verbatim}
+ \section{Exercise 2: A Sum-er}
+ Create a behavior that outputs the sum of all previous input. Hint:
+ You will need to use recurrences!
+ \section{Declaring and Configuring Behaviors}
+ Once you've written your behavior (or are using an already written
+ behavior, you will need to tell the light installation to use the
+ behavior. This is done via XML in the configuration file. When you
+ run the system, you specify a configuration file eg:
+ \texttt{python LightInstallation.py config/ConfigFile.xml}
+
+ Behaviors are specified in the \verb BehaviorConfiguration section.
+ A sample behavior follows:
+ \begin{verbatim}
+ <Behavior>
+ <Class>behaviors.EchoBehavior</Class>
+ <Args>
+ <Id>echo</Id>
+ <RenderToScreen>False</RenderToScreen>
+ </Args>
+ </Behavior>
+ \end{verbatim}
+
+ The ``Class'' attribute specifies the \textbf{Python} class for this
+ behavior. (The \verb behaviors. prefix tells Python to look in the
+ behaviors folder). You may recall that all classes SmootLight take a
+ single python dictionary as an argument -- this is embodied by the
+ \texttt{Args} tag. A dictionary is created from the XML at runtime
+ -- this dictionary would be: \texttt{{'Id':'echo',
+ 'RenderToScreen':False}}
+ The id we specify is the id that we can reference this behavior by
+ later. The \verb RenderToScreen attribute specifies whether or not
+ outputs from this behavior should be directed to the screen (some
+ behaviors act only as the building blocks for other
+ behaviors, and are never rendered directly to the screen)
+
+ \section{Behavior Chains}
+ I have mentioned several times that the system allows for behaviors to
+ be chained together to create many different effects -- often the
+ ``motion'' effect and the ``coloring'' effects are two separate
+ behaviors. The result you see on the screen are these two pieces
+ connected together. This allows us to build up many different behaviors
+ from a library of simple pieces. Let's look at how we actually
+ accomplish this.
+
+ Behavior Chaining is accomplished through the behavior chain class.
+ Here is an example of a behavior we declare (in XML) via a behavior
+ chain:
+ \begin{verbatim}
+ <Behavior>
+ <Class>behaviors.BehaviorChain</Class>
+ <Args>
+ <Id>runcolordecay</Id>
+ <Inputs>
+ <Id>pygame</Id>
+ <Id>randomLoc</Id>
+ </Inputs>
+ <ChainedBehaviors>
+ <Id>colorchange</Id>
+ <Id>running</Id>
+ <Id>decay</Id>
+ </ChainedBehaviors>
+ <RecursiveHooks>{'running':'acceleratedie'}</RecursiveHooks>
+ <RenderToScreen>True</RenderToScreen>
+ <Mapper>gaussmap</Mapper>
+ </Args>
+ </Behavior>
+ \end{verbatim}
+
+ Note the importance of the `Id' field -- that is how we reference all
+ other components of the system. Let's walk through what is going on
+ here. We declare this behavior just like any other -- however, for
+ class, we specify \verb BehaviorChain . The \verb Inputs tag specifies
+ which inputs will be routed to this behavior. In this case, it is
+ \verb pygame and \verb randomLoc , two previously declared behaviors.
+ Inputs from these behaviors will be passed to the behavior chain via
+ sensorInputs. Next, we have the meet of this chain, the behaviors it is
+ composed of. This states that first, an input is routed through
+ \texttt{colorchange}. \verb colorchange adds a color field to the
+ sensor data. Next, the input is routed to \verb running a behavior
+ that makes pixels run back and forth. Finally, the input is routed to
+ \verb decay , a behavior that adds a decay ``PixelEvent'' that makes
+ individual pixels turn on and then decay.
+
+ The next item we see is \verb RecursiveHooks . This is a special
+ feature of the \verb BehaviorChain that allows us to augment the
+ reccurences recursive events have. We specify that we will augment the
+ recursive behavior of \verb running with another behavior,
+ \verb acceleratedie which modifies increases the speed of the running
+ behavior, and stops the behavior after a certain number of iterations.
+ Note that recursive hooks take data in via their \textbf{external input}
+ port, and \textbf{not} their recursive port.
+ \begin{center}
+ \includegraphics[width=4 in]{BehaviorwithRecursiveHook.jpg}
+ \end{center}
+ Finally, we state that this behavior will indeed be rendered directly to
+ the screen, by specifying:
+ \begin{center}\texttt{<RenderToScreen>True</RenderToScreen>} \end{center}
+ We also specify which PixelMapper we want to use (gaussmap):
+ \texttt{<Mapper>gaussmap</Map>}. \verb gaussmap is the id we assigned to the mapper when
+ we declared in the \verb PixelMappers section of the xml.
+ \begin{center}
+ Phew. This isn't as complicated as it sounds. I promise.
+ \end{center}
+ Browse around the behaviors to get an idea of what is possible and what has been done. They
+ all live in the behaviors folder. Enjoy!
+ \end{document}
diff --git a/docs/Behaviors/BehaviorwithRecursiveHook.jpg b/docs/Behaviors/BehaviorwithRecursiveHook.jpg
new file mode 100644
index 0000000..84e99d6
--- /dev/null
+++ b/docs/Behaviors/BehaviorwithRecursiveHook.jpg
Binary files differ
diff --git a/docs/ClassOverview.pdf b/docs/ClassOverview.pdf
new file mode 100644
index 0000000..530dfa6
--- /dev/null
+++ b/docs/ClassOverview.pdf
Binary files differ
diff --git a/docs/designDocs.pdf b/docs/designDocs.pdf
deleted file mode 100644
index 78eb646..0000000
--- a/docs/designDocs.pdf
+++ /dev/null
Binary files differ
diff --git a/docs/tex/Behaviors.tex b/docs/tex/Behaviors.tex
new file mode 100644
index 0000000..9021581
--- /dev/null
+++ b/docs/tex/Behaviors.tex
@@ -0,0 +1,143 @@
+\documentclass{article}
+\usepackage{fullpage}
+\begin{document}
+ \title{Behaviors: An Introduction and Exercises}
+ \author{Russell Cohen}
+ \date{\today}
+ \maketitle
+ \section{What is a behavior?}
+ At its most basic, a behavior is machine with two input terminals and two
+ output terminals. One of these input terminals is external input. The
+ other is feedback from the behavior. Similarly, the behavior has two output
+ terminals. One gets released externally as output, and the other gets fed
+ back to the behavior. At their core, behaviors have nothing to do with
+ pixels are light effects -- this is merely how we commonly use them.
+ \section{How do I write a behavior?}
+ At the core of a behavior is its \texttt{ProcessResponse} method which
+ tells a behavior what to get on input. As you might expect, it has 2
+ input ports, and two output ports. The `type' of inputs and outputs can be
+ anything -- numbers, strings, lists, however, in our system, the inputs
+ and outputs are all python dictionaries. This allows us to have an
+ arbitrary number of named parameters. As sample input might look
+ something like \texttt{{'Location':(20,20), 'Height':10}}. When we
+ return a value, we return a tuple of (list<dict>,list<dict>). Note that on a
+ process response method you will actually be given a \textbf{List of
+ dictionaries} and you should iterate over them.
+ \textbf{Important:} You should not directly modify the inputs! Use
+ \texttt{dict(input)} to create a copy of them!
+ \section{Exercise 1: addFive}
+ Our goal: Create a behavior that will add 5 to the 'Value' field of the
+ input. If no 'Value' field exists, we will set it to five. Below is a
+ sample \verb processResponse method to do this. Note that process
+ response is the only part of a behavior that must be written (everything
+ else happens behind the scenes when you \textbf{inherit} from the
+ \texttt{Behavior} class.
+ \begin{verbatim}
+ def processResponse(self, inputs, recurrences):
+ output = [] #empty list
+ for inp in inputs:
+ inpCopy = dict(inp)
+ if not ('Value' in inpCopy):
+ inpCopy['Value'] = 0
+ inpCopy['Value'] += 5
+ output.append(inpCopy)
+ return (output, []) #empty list, no recurrences
+ \end{verbatim}
+ \section{Exercise 2: A Sum-er}
+ Create a behavior that outputs the sum of all previous input. Hint:
+ You will need to use recurrences!
+ \section{Declaring and Configuring Behaviors}
+ Once you've written your behavior (or are using an already written
+ behavior, you will need to tell the light installation to use the
+ behavior. This is done via XML in the configuration file. When you
+ run the system, you specify a configuration file eg:
+ \texttt{python LightInstallation.py config/ConfigFile.xml}
+
+ Behaviors are specified in the \verb BehaviorConfiguration section.
+ A sample behavior follows:
+ \begin{verbatim}
+ <Behavior>
+ <Class>behaviors.EchoBehavior</Class>
+ <Args>
+ <Id>echo</Id>
+ <RenderToScreen>False</RenderToScreen>
+ </Args>
+ </Behavior>
+ \end{verbatim}
+
+ The ``Class'' attribute specifies the \textbf{Python} class for this
+ behavior. (The \verb behaviors. prefix tells Python to look in the
+ behaviors folder). You may recall that all classes SmootLight take a
+ single python dictionary as an argument -- this is embodied by the
+ \texttt{Args} tag. A dictionary is created from the XML at runtime
+ -- this dictionary would be: \texttt{{'Id':'echo',
+ 'RenderToScreen':False}}
+ The id we specify is the id that we can reference this behavior by
+ later. The \verb RenderToScreen attribute specifies whether or not
+ outputs from this behavior should be directed to the screen (some
+ behaviors act only as the building blocks for other
+ behaviors, and are never rendered directly to the screen)
+
+ \section{Behavior Chains}
+ I have mentioned several times that the system allows for behaviors to
+ be chained together to create many different effects -- often the
+ ``motion'' effect and the ``coloring'' effects are two separate
+ behaviors. The result you see on the screen are these two pieces
+ connected together. This allows us to build up many different behaviors
+ from a library of simple pieces. Let's look at how we actually
+ accomplish this.
+
+ Behavior Chaining is accomplished through the behavior chain class.
+ Here is an example of a behavior we declare (in XML) via a behavior
+ chain:
+ \begin{verbatim}
+ <Behavior>
+ <Class>behaviors.BehaviorChain</Class>
+ <Args>
+ <Id>runcolordecay</Id>
+ <Inputs>
+ <Id>pygame</Id>
+ <Id>randomLoc</Id>
+ </Inputs>
+ <ChainedBehaviors>
+ <Id>colorchange</Id>
+ <Id>running</Id>
+ <Id>decay</Id>
+ </ChainedBehaviors>
+ <RecursiveHooks>{'running':'acceleratedie'}</RecursiveHooks>
+ <RenderToScreen>True</RenderToScreen>
+ <Mapper>gaussmap</Mapper>
+ </Args>
+ </Behavior>
+ \end{verbatim}
+
+ Note the importance of the `Id' field -- that is how we reference all
+ other components of the system. Let's walk through what is going on
+ here. We declare this behavior just like any other -- however, for
+ class, we specify \verb BehaviorChain . The \verb Inputs tag specifies
+ which inputs will be routed to this behavior. In this case, it is
+ \verb pygame and \verb randomLoc , two previously declared behaviors.
+ Inputs from these behaviors will be passed to the behavior chain via
+ sensorInputs. Next, we have the meet of this chain, the behaviors it is
+ composed of. This states that first, an input is routed through
+ \texttt{colorchange}. \verb colorchange adds a color field to the
+ sensor data. Next, the input is routed to \verb running a behavior
+ that makes pixels run back and forth. Finally, the input is routed to
+ \verb decay , a behavior that adds a decay ``PixelEvent'' that makes
+ individual pixels turn on and then decay.
+
+ The next item we see is \verb RecursiveHooks . This is a special
+ feature of the \verb BehaviorChain that allows us to augment the
+ reccurences recursive events have. We specify that we will augment the
+ recursive behavior of \verb running with another behavior,
+ \verb acceleratedie which modifies increases the speed of the running
+ behavior, and stops the behavior after a certain number of iterations.
+ Note that recursive hooks take data in via their \textbf{external input}
+ port, and \textbf{not} their recursive port.
+
+ Finally, we state that this behavior will indeed be rendered directly to
+ the screen. We also specify which PixelMapper we want to use.
+
+ Phew. This isn't as complicated as it sounds. I promise.
+
+ \end{document}
diff --git a/docs/designDocs.tex b/docs/tex/ClassOverview.tex
index 8e62edc..00d55ec 100644
--- a/docs/designDocs.tex
+++ b/docs/tex/ClassOverview.tex
@@ -56,8 +56,7 @@
be named classname.params and look like a python dict
(\texttt{\{'key':value, 'key2':value2\}} )
\end{itemize}
- Note that at this point, the only class using this functionality
- is the PixelEvent class.}
+ }
{No required parameters in argDict}
\classDoc{PixelAssembler}{SmootCoreObject}{LineLayout, ZigzagLayout}{
PixelAssembler is a class that defines the positions of lights. It
@@ -103,17 +102,11 @@
\classDoc{Behavior}{SmootCoreObject}{EchoBehavior, DebugBehavior}{
Abstract class for a behavior. On every time step, the behavior is passed the
inputs from all sensors it is bound to as well as any recursive inputs that it
-spawned during the last time step. Inheriting classes MUST define
-\texttt{processBehavior}. \texttt{processBehavior} should return a list of dictionaries which
-define the properties of the light response. The must return a location
-\texttt{PixelEvent} class. Soon be be deprecated:\textit{They must give a location and
-color. They may define a function pointer which defines a custom mapping.
-[More on this later. Bug Russell if you want to do it].}
-Call \texttt{recursiveResponse} to queue a input on the next iteration with a dictionary
-argument. This will be passed in via recursive inputs.}
+spawned during the last time step. Inheriting classes MUST define \texttt{processResponse}. Look
+at the Behaviors documentation for more details.}
{\begin{itemize}
\item \texttt{Inputs}: A list of input Ids specifying input to the
- behavior. In the future, this may also contain behavior ids.
+ behavior.
\end{itemize}}
\classDoc{PixelEvent}{SmootCoreObject}{StepResponse}{
Abstract class defining the behavior of a light after it has been turned on.
@@ -155,6 +148,7 @@ argument. This will be passed in via recursive inputs.}
directly, unless you really know what you're doing. Well, actually you
should never need to do that.
never. Don't do it.}{Takes a \texttt{LayoutBuilder} as an argument.}
+ \end{itemize}
\section{Best Practices}
\subsection{Variable and function naming}
I'm pretty bad about being consistent. However, in all future
diff --git a/ga b/ga
index 7bed4ad..4ec4cc4 100755
--- a/ga
+++ b/ga
@@ -1 +1,2 @@
git add *.py */*.py *.xml */*.xml tests/*.py tests/testdata/*
+git add docs/*.tex docs/*.pdf docs/*/*.tex docs/*/*.pdf
diff --git a/tests/TestSwitchBehavior.py b/tests/TestSwitchBehavior.py
new file mode 100644
index 0000000..774dbbc
--- /dev/null
+++ b/tests/TestSwitchBehavior.py
@@ -0,0 +1,41 @@
+import unittest
+import util.ComponentRegistry as compReg
+
+from behaviors.SwitchBehavior import SwitchBehavior
+from behaviors.EchoBehavior import EchoBehavior
+from behaviors.DebugBehavior import DebugBehavior
+
+class TestSwitchBehavior(unittest.TestCase):
+ def setUp(self):
+ compReg.initRegistry()
+
+ # add a test registry
+ self.behavior1 = EchoBehavior({'Id': 'behavior1'})
+ self.behavior2 = DebugBehavior({'Id': 'behavior2'})
+ compReg.registerComponent(self.behavior1)
+ compReg.registerComponent(self.behavior2)
+
+ self.switchBehavior = SwitchBehavior({'Id': 'switch', 'PrefixToBehavior': '{"@": "behavior1", "#": "behavior2"}', 'DefaultBehavior': 'behavior1'})
+ compReg.registerComponent(self.switchBehavior)
+
+ def tearDown(self):
+ pass
+
+ def test_switch_to_behavior1(self):
+ inputs = [{'Data': '@something', 'Location': 'someloc'}]
+ returned = self.switchBehavior.processResponse(inputs, [])
+ assert returned[0][0]['Location'] == 'someloc'
+
+ def test_switch_to_behavior2(self):
+ inputs = [{'Data': '#something'}]
+ returned = self.switchBehavior.processResponse(inputs, [])
+ assert returned[0] == []
+
+ def test_default_behavior(self):
+ inputs = [{'Data': 'something', 'Location': 'someloc'}]
+ returned = self.switchBehavior.processResponse(inputs, [])
+ assert returned[0][0]['Location'] == 'someloc'
+
+
+if __name__ == '__main__':
+ unittest.main()