ruby GTK tcp producing core dumps - ruby

i've problems with core dumps using ruby, gtk and tcp connections. my application is much larger, but here a minimized version:
GTK code (is also attached):
#####################################################
require 'gtk3'
require 'cairo'
class DummyArray
def initialize
#array=[
"M",2,48.83,1.95,"L",8,50.55,0.0,62.27,0.0,63.91,5.0,48.83,1.95,"M",2,0.0,22.42,"L",8,0.0,16.95,9.77,13.2,7.27,28.44,0.0,22.42,"M",2,5.39,49.61,"L",8,0.0,48.52,0.0,35.63,0.47,35.08,5.39,49.61,"M",2,0.0,80.7,"L",6,0.0,68.28,9.38,70.31,0.0,80.7,"M",2,90.23,46.56,"L",6,100.0,35.55,100.0,48.52,90.23,46.56,"M",2,100.0,16.95,"L",6,100.0,22.42,95.47,18.67,100.0,16.95,"M",2,100.0,68.28,
"L",8,100.0,80.78,99.14,81.72,94.45,67.11,100.0,68.28,"M",2,50.55,100.0,"L",6,58.98,90.47,62.27,100.0,50.55,100.0,"M",2,23.44,78.67,"L",6,33.59,67.19,38.52,81.72,23.44,78.67,"M",2,40.47,15.39,"L",6,25.39,12.34,35.63,0.86,40.47,15.39,"M",2,59.61,39.77,"L",6,59.14,24.38,72.66,31.56,59.61,39.77,"M",2,45.78,36.95,"L",6,55.23,36.48,50.94,45.0,45.78,36.95,
"M",2,48.98,24.38,"L",6,43.67,16.41,53.2,15.86,48.98,24.38,"M",2,22.58,10.08,"L",6,13.52,13.13,15.47,3.75,22.58,10.08,"M",2,18.28,30.47,"L",6,21.33,39.53,11.95,37.58,18.28,30.47,"M",2,25.23,40.86,"L",6,26.41,25.55,39.06,34.22,25.23,40.86,"M",2,13.67,63.13,"L",6,13.13,47.73,26.64,54.92,13.67,63.13,"M",2,17.66,68.52,"L",6,21.72,77.19,12.11,76.25,17.66,68.52,"M",2,52.34,49.06,
"L",6,44.14,62.11,36.95,48.52,52.34,49.06,"M",2,52.42,79.84,"L",6,60.08,66.56,67.73,79.84,52.42,79.84,"M",2,47.42,76.25,"L",6,42.19,68.28,51.72,67.73,47.42,76.25,"M",2,79.14,31.48,"L",6,87.11,26.17,87.73,35.7,79.14,31.48,"M",2,81.64,20.08,"L",6,74.92,6.25,90.23,7.34,81.64,20.08,"M",2,67.97,10.86,"L",6,68.52,20.39,59.92,16.09,67.97,10.86,"M",2,73.59,73.36,"L",6,81.48,68.2,82.11,77.73,73.59,73.36,
"M",2,63.59,49.06,"L",6,64.22,58.59,55.62,54.3,63.59,49.06,"M",2,79.53,43.83,"L",6,84.45,58.36,69.38,55.31,79.53,43.83,"M",2,90.23,95.16,"L",6,92.19,85.78,99.3,92.11,90.23,95.16,"M",2,86.17,81.48,"L",6,82.34,96.33,71.41,85.55,86.17,81.48,"M",2,22.11,97.34,"L",6,6.8,97.34,14.45,84.06,22.11,97.34,"M",2,38.2,93.05,"L",6,29.14,96.09,31.09,86.72,38.2,93.05,
"Z",0
]
end
def render(cr)
i= 0
size= #array.size
while i < size
e= #array[i]
case e
when 'M', 'L'
count= #array[i+1]
j= i + 2
i= j + count
while j < i
x= #array[j]
y= #array[j+1]
if e == 'M'
cr.move_to(x, y)
else
cr.line_to(x, y)
end
j += 2
end
when 'Z'
count= #array[i+1]
j= i + 2
i= j + count
cr.close_path
else
raise
end
end
end
end
class ArtScrollCanvas < Gtk::Grid
def initialize
super
#user_zoom= 1.0
#darea = Gtk::DrawingArea.new
#darea.hexpand= true
#darea.vexpand= true
#darea.signal_connect('configure-event') do
print "\n darea_configure_callback"
update_adjustments_and_paint(0.0, 0.0)
end
#darea.signal_connect "draw" do |_, cr|
paint(cr)
end
attach(#darea, 0, 0, 1, 1)
update_adjustments_and_paint(0.0, 0.0)
end
def update_adjustments_and_paint(dx= 0.0, dy= 0.0)
#darea.queue_draw_area(0, 0, #darea.allocation.width, #darea.allocation.height)
end
def paint(cr)
cr.set_source_rgba(1, 1, 1, 1)
cr.paint
cr.set_source_rgba(1, 0, 0, 1)
DummyArray.new.render(cr)
#DummyDirect.new.render(cr)
cr.fill
end
end
class ArtApplicationWindow < Gtk::ApplicationWindow
def initialize(application)
super(application)
signal_connect('destroy') do
#Gtk.main_quit
application.quit
end
set_title 'Art'
set_size_request(600, 400)
#canvas = ArtScrollCanvas.new
#vbox = Gtk::Box.new(:vertical, 0)
#vbox.pack_start(#canvas, :expand => true, :fill => true, :padding => 0)
add(#vbox)
show_all
end
end # ArtApplicationWindow
class ArtApp < Gtk::Application
def initialize
super("org.gtk.exampleapp", :handles_open)
signal_connect('activate') do |application|
window = ArtApplicationWindow.new(application)
window.present
end
end
end
begin
ss = Gio::SocketService.new
ss.add_inet_port(4321)
ss.signal_connect("incoming") do |_, conn, _|
print "\n#############################################################"
print "\nconn.local_address: ", conn.local_address
print "\nconn.local_address.family: ", conn.local_address.family
print "\nconn.remote_address: ", conn.remote_address
print "\nconn.class: ", conn.class
print "\nconn.input_stream.fd: ", conn.input_stream.fd
print "\nconn.input_stream.socket.fd: ", conn.input_stream.socket.fd
# prevents closing the connection (at least in c code)
Gtk::Loader.reference_gobject(conn)
Gtk::Loader.reference_gobject(conn.input_stream)
Gtk::Loader.reference_gobject(conn.input_stream.socket)
Gtk::Loader.reference_gobject(conn.output_stream)
Gtk::Loader.reference_gobject(conn.output_stream.socket)
channel= GLib::IOChannel.new(conn.input_stream.socket.fd)
channel.add_watch(GLib::IOChannel::IN) do
print "\n>>> ", conn.input_stream.socket.fd
len= conn.input_stream.socket.available_bytes
input= conn.input_stream.read(len)
print "\ninput= ", input
conn.output_stream.write("OK\n")
GLib::Source::CONTINUE
true
end
true
end
ss.start
end
GLib::Timeout.add(10000) do
print "\ntimer"
GLib::Source::CONTINUE
end
app = ArtApp.new
app.run
#################################################
SIMPLE client:
require 'socket'
class Comm
def initialize(socket, verbose: false)
#socket= socket
#sio= StringIO.new
#verbose= verbose
end
def close
#socket.close
end
def <<(str)
#sio << str
end
def send
str= #sio.string
#socket.write(str)
print "\n>>>\nsending: ", str if #verbose
#sio.reopen
res= #socket.readline
print "\nres= \"", res, "\"" if #verbose
res
end
end
server_socket = TCPSocket.open("localhost", 4321)
comm= Comm.new(server_socket, verbose: true)
i= 1000000
while true
i += 1
comm << i.to_s
comm.send
sleep(0.025) # 40 per s
end
in the beginning everything seems ok, but after the client is launched resizing the GTK window leads to core dumps after approx. 1000 messages (sometimes much less, but sometimes much later). Shortening the #array in DummyArray leads to less core dumps, therefore the array is that large.
i've read
https://ruby-gnome2.osdn.jp/hiki.cgi?tips_threads
but don't know how this would apply to my program ...
cheers
artur

using a global array
$channels= []
and adding each new channel to it
channel= GLib::IOChannel.new(conn.input_stream.socket.fd)
$channels << channel
seems to prevent garbage collecting the channel (not well documented :-(, this answer came from the ruby-gnome2 mailing list

Related

Any way to optimize this character counter i wrote in ruby for String class

# Character Counter
class String
def count_lcases
count(('a'..'z').to_a.join(''))
end
def count_upcases
count(('A'..'Z').to_a.join(''))
end
def count_num
count((0..9).to_a.join(''))
end
def count_spl_chars
length - count_lcases - count_upcases - count_num
end
end
input = ARGV[0]
if ARGV.empty?
puts 'Please provide an input'
exit
end
puts 'Lowercase characters = %d' % [input.count_lcases]
puts 'Uppercase characters = %d' % [input.count_upcases]
puts 'Numeric characters = %d' % [input.count_num]
puts 'Special characters = %d' % [input.count_spl_chars]
I used ranges to count characters but count function is called 3 times.
I can always use loops and count it one by one.I was wondering is there any way to optimize this?...
If you are using Ruby 2.7 you could use tally; the string's chars are just iterated one time.
def classify_char(c)
case c
when /[a-z]/ then :lcase
when /[A-Z]/ then :ucase
when /\d/ then :digit
else :other
end
end
p "asg3456 ERTYaeth".chars.map{|c| classify_char(c) }.tally
# => {:lcase=>7, :digit=>4, :other=>2, :ucase=>4}
If Ruby 2.3...2.7, this will work:
CHAR_CLASSES = {
lcase: ?a..?z,
ucase: ?A..?Z,
digit: ?0..?9,
}
p "asg3456 ERTYaeth".each_char.with_object(Hash.new(0)) { |c, o|
o[CHAR_CLASSES.find { |label, group| group === c }&.first || :other] += 1
}
For < 2.3,
p "asg3456 ERTYaeth".each_char.with_object(Hash.new(0)) { |c, o|
p = CHAR_CLASSES.find { |label, group| group === c }
o[p ? p.first : :other] += 1
}

Why an obvious condition is not fulfilled?

I work on task about schedule and have class and .yml file where i want to retrieve data as "start" point, "end" point, "price" etc. And in my class I have method, where i want to determine if stations equal to user choice:
class Train
require 'yaml'
def initialize(time)
#time = YAML.load_file(time)
end
def calc(begin:, end:)
ary = #time['time']
start = begin
stop = end
res = []
loop do
tmp = ary.find { |h| h['begin'] == start }
break unless tmp
res << tmp
start = tmp['end']
break if start == stop
end
end
end
But it always fails on condition
break unless tmp
For example if write instance variable
a = Train.new("my_path_to yml")
a.calc(begin: ':washington', end: ':tokyo')
It executes nothing. Even if I refactor loop block and write "for" iterator it throw "else" condition:
for i in ary
if i['begin'] == 'washington'
puts "good"
else
puts "no way"
end
end
Here is my .yml file
time:
-
begin: :washington
end: :briston
time: 6
price: 3
-
begin: :briston
end: :dallas
time: 4
price: 2
-
begin: :dallas
end: :tokyo
time: 3.5
price: 3
-
begin: :tokyo
end: :chicago
time: 3.5
price: 3
-
begin: :chicago
end: :dellawer
time: 3.5
price: 3
Thanks in advance!
Try this change, check comments in code:
def calc(begin_:, end_:) # <-- don't call variables begin or end, they are reserved words
ary = #time['time']
start = begin_
stop = end_
res = []
loop do
tmp = ary.find { |h| h['begin'] == start }
break unless tmp
res << tmp
start = tmp['end']
break if start == stop
end
res # <-- return something
end
Call as:
train.calc(begin_: :washington, end_: :tokyo)
#=> [{"begin"=>:washington, "end"=>:briston, "time"=>6, "price"=>3}, {"begin"=>:briston, "end"=>:dallas, "time"=>4, "price"=>2}, {"begin"=>:dallas, "end"=>:tokyo, "time"=>3.5, "price"=>3}]
Take care not messing up strings with symbols.
ary.each do |i| # for i in ary <-- pythonic! :)
if i['begin'] == :washington # <-- should be a symbol to pass, not a string
puts "good"
else
puts "no way"
end
end

How to correctly write a ruby method

i'm trying ruby. I want to make a program which can continue the sequence.
1
11
21
1211
111221
(which next line is a calculated each number of previous line)
For example last line is(see previous) one of 1, one of 2, and two of 1.
I make a code and it works fine:
5.times do
result_seq = []
count = 1
puts initial_seq.join
initial_seq.size.times do
if (value = initial_seq.shift) == initial_seq.first
count += 1
else
result_seq << count << value
count = 1
end
end
initial_seq = result_seq
end
But now I want to write a simple method called Next
I want to make:
sec = Sequence.new(1)
sec.next -> will return 11
sec.next.next -> will return 21
sec.next.next.next -> will return 1211
How can i write it correctly using my code?
UPD
I wrote the tests for it:
require "spec_helper"
require "sequence"
describe Sequence do
let(:sequence) { Sequence.new("1") }
describe "to_s" do
it "return initial value" do
expect(sequence.to_s).to eql "1"
end
end
describe "next" do
it "generate next state" do
expect(sequence.next.to_s).to eql "11"
end
it "return Sequence instance" do
expect(sequence.next).to be_an_instance_of(Sequence)
end
it "generate next state 2 times" do
expect(sequence.next.next.to_s).to eql "21"
end
it "generate next state 3 times" do
expect(sequence.next.next.next.to_s).to eql "1211"
end
end
end
class Sequence
attr_reader :initial_seq
def initialize(initial_seq = [])
#initial_seq = initial_seq
print_next
end
def print_next
result_seq = []
count = 1
puts initial_seq.join
initial_seq.size.times do
if (value = initial_seq.shift) == initial_seq.first
count += 1
else
result_seq << count << value
count = 1
end
end
#initial_seq = result_seq
self #<===== The most important part for being able to chain `print_next`
end
end
Usage:
Sequence.new([1]).print_next.print_next.print_next.print_next
1
11
21
1211
111221
edit
If you want to initialize it with integer argument, not array:
def initialize(number)
#initial_seq = [number]
print_next
end
Sequence.new(1).print_next.print_next
1
11
21
Or, if you do not want initialize to accept an argument (assuming, it will always start with 1):
def initialize
#initial_seq = [1]
print_next
end
Sequence.new.print_next.print_next
1
11
21
Ruby provides Enumerators, which behave almost like in OP. Leaving the original code almost unaltered:
seq = Enumerator.new do |yielder|
initial_seq = [1]
loop do #endless loop, but don't worry, its lazy
result_seq = []
count = 1
yielder << initial_seq.join
initial_seq.size.times do
if (value = initial_seq.shift) == initial_seq.first
count += 1
else
result_seq << count << value
count = 1
end
end
initial_seq = result_seq
end
end
5.times{puts seq.next}
puts seq.next

Ruby Minesweeper

I am trying to get this Ruby game I made to loop after the first round, and end with a "game over" if the player hits a mine. I have it to where it will build the board, which is a pre-built layout in a .txt file, and it will loop, but the game doesn't end. Here is my code
def load_board
mine_field = []
File.open("mines.txt", 'r') do |f|
f.gets
f.each_line do |line|
mine_field.push line.chomp.split('')
end
end
return mine_field
end
def create_hint_board(board)
hint = Array.new
for i in (0..board.size-1)
hint[i] = []
for j in (0..board[i].size-1)
hint
if board[i][j] == '*'
hint[i].push '*'
else
bombs = 0
for x in (-1..1)
for y in (-1..1)
if i-x >= 0 &&
i-x < board.size &&
j-y >= 0 &&
j-y < board[i].size &&
board [i-x][j-y] == '*'
bombs += 1
end
end
end
hint[i][j] = bombs
end
end
end
return hint
end
def print_board (board)
board.each do |row|
p row
end
end
def pp_board (board)
puts Array.new(board[0].size*2+1, '-').join('')
board.each do |row|
puts "|" + row.join('|') + "|"
puts Array.new(row.size*2+1, '-').join('')
end
end
def copy_to_blank(board)
blank = Array.new
for i in 0..(board.size-1)
blank << Array.new(board[i].size, '.')
end
blank
end
def play(board)
puts "Welcome to Minesweeper!"
puts
puts
puts
hint = create_hint_board(board)
game = copy_to_blank(board)
puts "Starting"
pp_board game
#copy coords user puts in
coords = gets.chomp.split(' ')
i = coords[0].to_i
j = coords[1].to_i
game[i][j] =
hint[i][j]
pp_board game
puts
puts "Hint"
pp_board hint
end
end
#start the game
play load_board
Also, mines.txt looks like this...
4 3
*...
..*.
....
I would appreciate any feedback you can give.
This will get you looping:
# start while loop
while true
coords = gets.chomp.split
i = coords[0].to_i
j = coords[1].to_i
if hint[i][j] == "*"
puts "you lose"
break
end
game[i][j] = hint[i][j]
pp_board game
puts "\nHint"
pp_board hint
end
#end while loop
Ctrl-c to bust out. You can also use break to exit the loop:
break if game_over?

A very specific Conway's Game of Life (Ruby beginner)

Looking for feedback on obvious logic errors on this, not optimizing. I keep getting weird tick counts on the end game message (ex: 1 tick turns into 11 ticks)
The largest error I can spot while running the code is on the 2nd tick, a very large amount of alive cells appear. I am too new to this to understand why, but it seems like the #alive_cells is not resetting back to 0 after each check.
Here is my entire code, its large but it should be child's play to anyone with experience.
class CellGame
def initialize
puts "How big do you want this game?"
#size = gets.chomp.to_i
#cell_grid = Array.new(#size) { Array.new(#size) }
#grid_storage = Array.new(#size) { Array.new(#size) }
#tick_count = 0
fill_grid_with_random_cells
end
def fill_grid_with_random_cells
#cell_grid.each do |row|
row.map! do |cell|
roll = rand(10)
if roll > 9
"•"
else
" "
end
end
end
check_cells_for_future_state
end
def check_for_any_alive_cells
#cell_grid.each do |row|
if row.include?("•")
check_cells_for_future_state
break
else
end_game_print_result
end
end
end
def check_cells_for_future_state
#cell_grid.each_with_index do |row, row_index|
row.each_with_index do |cell, cell_index|
#live_neighbors = 0
add_row_shift = (row_index + 1)
if add_row_shift == #size
add_row_shift = 0
end
add_cell_shift = (cell_index + 1)
if add_cell_shift == #size
add_cell_shift = 0
end
def does_this_include_alive(cell)
if cell.include?("•")
#live_neighbors +=1
end
end
top_left_cell = #cell_grid[(row_index - 1)][(cell_index - 1)]
does_this_include_alive(top_left_cell)
top_cell = #cell_grid[(row_index - 1)][(cell_index)]
does_this_include_alive(top_cell)
top_right_cell = #cell_grid[(row_index - 1)][(add_cell_shift)]
does_this_include_alive(top_right_cell)
right_cell = #cell_grid[(row_index)][(add_cell_shift)]
does_this_include_alive(right_cell)
bottom_right_cell = #cell_grid[(add_row_shift)][(add_cell_shift)]
does_this_include_alive(bottom_right_cell)
bottom_cell = #cell_grid[(add_row_shift)][(cell_index)]
does_this_include_alive(bottom_cell)
bottom_left_cell = #cell_grid[(add_row_shift)][(cell_index - 1)]
does_this_include_alive(bottom_left_cell)
left_cell = #cell_grid[(row_index)][(cell_index - 1)]
does_this_include_alive(left_cell)
if #live_neighbors == 2 || #live_neighbors == 3
#grid_storage[row_index][cell_index] = "•"
else
#grid_storage[row_index][cell_index] = " "
end
end
end
update_cell_grid
end
def update_cell_grid
#cell_grid = #grid_storage
print_cell_grid_and_counter
end
def print_cell_grid_and_counter
system"clear"
#cell_grid.each do |row|
row.each do |cell|
print cell + " "
end
print "\n"
end
#tick_count += 1
print "\n"
print "Days passed: #{#tick_count}"
sleep(0.25)
check_for_any_alive_cells
end
def end_game_print_result
print "#{#tick_count} ticks were played, end of game."
exit
end
end
I couldn't see where your code went wrong. It does have a recursive call which can easily cause strange behavior. Here is what I came up with:
class CellGame
def initialize(size)
#size = size; #archive = []
#grid = Array.new(size) { Array.new(size) { rand(3).zero? } }
end
def lives_on?(row, col)
neighborhood = (-1..1).map { |r| (-1..1).map { |c| #grid[row + r] && #grid[row + r][col + c] } }
its_alive = neighborhood[1].delete_at(1)
neighbors = neighborhood.flatten.count(true)
neighbors == 3 || neighbors == 2 && its_alive
end
def next_gen
(0...#size).map { |row| (0...#size).map { |col| lives_on?(row, col) } }
end
def play
tick = 0; incr = 1
loop do
#archive.include?(#grid) ? incr = 0 : #archive << #grid
sleep(0.5); system "clear"; #grid = next_gen
puts "tick - #{tick += incr}"
puts #grid.map { |row| row.map { |cell| cell ? '*' : ' ' }.inspect }
end
end
end
cg = CellGame.new 10
cg.play
The tick count stops but the program keeps running through the oscillator at the end.
I wanted to revisit this and confidently say I have figured it out! Here is my new solution - still super beginner focused. Hope it helps someone out.
class Game
# Uses constants for values that won't change
LIVE = "🦄"
DEAD = " "
WIDTH = 68
HEIGHT = 34
def initialize
# Sets our grid to a new empty grid (set by method below)
#grid = empty_grid
# Randomly fills our grid with live cells
#grid.each do |row|
# Map will construct our new array, we use map! to edit the #grid
row.map! do |cell|
if rand(10) == 1
LIVE # Place a live cell
else
DEAD # Place a dead cell
end
end
end
# Single line implimentation
# #grid.each {|row|row.map! {|cell|rand(10) == 1 ? LIVE : DEAD}}
loop_cells #start the cycle
end
def empty_grid
Array.new(HEIGHT) do
# Creates an array with HEIGHT number of empty arrays
Array.new(WIDTH) do
# Fills each array with a dead cell WIDTH number of times
DEAD
end
end
# Single line implimentation
# Array.new(HEIGHT){ Array.new(WIDTH) { DEAD } }
end
def print_grid # Prints our grid to the terminal
system "clear" # Clears the terminal window
# Joins cells in each row with an empty space
rows = #grid.map do |row|
row.join(" ")
end
# Print rows joined by a new line
print rows.join("\n")
# Single line implimentation
# print #grid.map{|row| row.join(" ")}.join("\n")
end
def loop_cells
print_grid # Start by printing the current grid
new_grid = empty_grid # Set an empty grid (this will be the next life cycle)
# Loop through every cell in every row
#grid.each_with_index do |row, row_index|
row.each_with_index do |cell, cell_index|
# Find the cells friends
friends = find_friends(row_index, cell_index)
# Apply life or death rules
if cell == LIVE
state = friends.size.between?(2,3)
else
state = friends.size == 3
end
# Set cell in new_grid for the next cycle
new_grid[row_index][cell_index] = state ? LIVE : DEAD
end
end
# Replace grid and start over
#grid = new_grid
start_over
end
def find_friends(row_index, cell_index)
# Ruby can reach backwards through arrays and start over at the end - but it cannot reach forwards. If we're going off the grid, start over at 0
row_fix = true if (row_index + 1) == HEIGHT
cell_fix = true if (cell_index + 1) == WIDTH
# You'll see below I will use 0 if one of these values is truthy when checking cells to the upper right, right, lower right, lower, and lower left.
# Check each neighbor, use 0 if we're reaching too far
friends = [
#grid[(row_index - 1)][(cell_index - 1)],
#grid[(row_index - 1)][(cell_index)],
#grid[(row_index - 1)][(cell_fix ? 0 : cell_index + 1)],
#grid[(row_index)][(cell_fix ? 0 : cell_index + 1)],
#grid[(row_fix ? 0 : row_index + 1)][(cell_fix ? 0 : cell_index + 1)],
#grid[(row_fix ? 0 : row_index + 1)][(cell_index)],
#grid[(row_fix ? 0 : row_index + 1)][(cell_index - 1)],
#grid[(row_index)][(cell_index - 1)]
]
# Maps live neighbors into an array, removes nil values
friends.map{|x| x if x == LIVE}.compact
end
def start_over
sleep 0.1
loop_cells
end
end
# Start game when file is run
Game.new

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