我是scala的初学者,但在Java和C ++方面经验丰富,现在我想使用akka actor模型来实现并行Conway的生命游戏。我的想法是创建一个50 * 50的网格,每个单元格都是一个actor,并在actor之间传递消息进行更新。这是我创建演员的方式:
class World(row: Int, col: Int, step: Int) extends Actor {
val random = new Random() //generate the alive or dead cell for the game
val cellgrid = new World(row, col, step)
def receive = {
case Start => {
for(gridrow <- 0 until row) {
for(gridcol <- 0 until col) {
context.actorOf(Props(new Grid(random.nextBoolean, gridrow, gridcol, row, col, step)))
}
}
for (gridrow <- 0 until row) {
for (gridcol <- 0 until col) {
sender ! Compare()
}
}
}
case Done(gridrow, gridcol, alive) => {
for(gridrow <- 0 until row) {
for(gridcol <- 0 until col) {
if(alive) print("* ")
else print(" ")
}
print("\n")
}
sender ! Stop
}
case Stop => {context.stop(self); println("Stopped the actor system!")}
case _ => context.stop(self)
}
}
但这会导致问题。由于我创建了很多Grid类,因此我很难调用邻居actor。这是Grid类:
class Grid(var life: Boolean, gridrow: Int, gridcol: Int, row: Int, col: Int, step: Int) extends Actor {
val alive = life
var numNeighbors = 0
var currentStep = 0
val desiredSteps = step
val count = Array(0,0)
val countsuround = Array(0,0)
for (neighbourX <- gridrow - 1 to gridrow + 1) {
if (neighbourX >= 0 && neighbourX < col) {
for (neighbourY <- gridcol - 1 to gridcol + 1) {
if (neighbourY >= 0 && neighbourY < row && (neighbourX != row && neighbourY != col))
numNeighbors = numNeighbors + 1
}
}
}
def receive = {
case Compare() => {
for (neighbourX <- gridrow - 1 to gridrow + 1) {
if (neighbourX >= 0 && neighbourX < col) {
for (neighbourY <- gridcol - 1 to gridcol + 1) {
if (neighbourY >= 0 && neighbourY < row && (neighbourX != row && neighbourY != col))
sender ! Record(life, currentStep) //Here I need to pass messages to my neighbors
}
}
}
}
case Record(alive,step) => {
if(alive == true){
count(step%2) += 1
}
countsuround(step%2) += 1
self ! Check()
}
case Check() => {
if(countsuround(currentStep%2) == numNeighbors) {
if(count(currentStep%2) ==3 ||life == true && count(currentStep%2) == 2)
life = true
else
life = false
count(currentStep%2) =0; countsuround(currentStep%2) = count(currentStep%2)
currentStep += 1
if(desiredSteps <= currentStep + 1)
sender ! Stop
else {
sender ! Done(gridrow, gridcol, alive)
//context.stop(self)
}
}
}
}
}
请查看接收功能中的比较案例,最后,我需要向邻居发送消息记录,但我找不到正确的谈话方式,我不会&#39 ; t有任何邻居索引(如(neighborX,neighborY).Record(life,currentStep))。请帮助我,我已经在这里坚持了几个星期。感谢!!!
答案 0 :(得分:1)
这是一个包含一些注释的完整工作示例。
import akka.actor._
import scala.concurrent.duration._
object GameOfLife extends App {
val system = ActorSystem("game-of-life")
implicit val ec = system.dispatcher // implicit ExecutionContext for scheduler
val Width = 20
val Height = 20
// create view so we can send results to
val view = system.actorOf(Props(classOf[View], Width, Height), "view")
// create map of cells, key is coordinate, a tuple (Int, Int)
val cells = (for { i <- 0 until Width; j <- 0 until Height } yield {
val cellRef = system.actorOf(Props[Cell], s"cell_$i-$j") // correct usage of Props, see docs for details
((i,j), cellRef)
}).toMap
// we need some helpers to work with grid
val neighbours = (x:Int, y:Int) => Neighbours(
for (i <- x - 1 to x + 1; j <- y - 1 to y + 1; if ((i,j) != (x,y))) yield {
cells( ( (i + Width) % Width, (j + Height) % Height) )
}
)
for { i <- 0 until Width; j <- 0 until Height } { // notice that this loop doesn't have yield, so it is foreach loop
cells((i,j)) ! neighbours(i,j) // send cell its' neighbours
}
// now we need to synchronously update all cells,
// this is the main reason why suggested model (one actor - one cell) is probably not the most adequate
for { i <- 0 until Width; j <- 0 until Height } {
cells((i,j)) ! SetState(alive = util.Random.nextBoolean, x = i, y = j)
}
// for simplicity I assume that update will take less then update time
val refreshTime = 100.millis
system.scheduler.schedule(1.second, refreshTime) {
view ! Run
for { i <- 0 until Width; j <- 0 until Height } {
cells((i,j)) ! Run
}
}
}
class View(w:Int, h:Int) extends Actor {
var actorStates: Map[(Int,Int), Boolean] = Map()
def receive:Receive = {
case Run => actorStates = Map.empty
case UpdateView(alive, x, y) =>
actorStates = actorStates + (((x,y), alive))
if (actorStates.size == w * h) {
for { j <- 0 until h } {
for(i <- 0 until w) {
if(actorStates((i,j))) {
print("x ")
} else {
print(". ")
}
}
println()
}
}
}
}
class Cell extends Actor {
var neighbours:Seq[ActorRef] = Seq()
var neighbourStates: Map[ActorRef, Boolean] = Map() // Map.empty[Map[ActorRef, Boolean]] is better
var alive:Boolean = false
var previousState:Boolean = false
var x:Int = 0
var y:Int = 0
def receive : Receive = {
case Run =>
neighbourStates = Map.empty
previousState = alive
neighbours.foreach(_ ! QueryState)
case SetState(alive,x,y) =>
this.alive = alive
this.x = x
this.y = y
case Neighbours(xs) =>
neighbours = xs
case QueryState =>
sender ! NeighbourState(alive = previousState)
case NeighbourState(alive) =>
neighbourStates = neighbourStates + ((sender, alive))
// this is tricky when all senders has send you their states it doesn't mean that you can mutate your own,
// they could still may request your internal state, will use hackish previousState
if (neighbourStates.size == 8) { // total of 8 neighbours sent their states, we are complete with update
val aliveMembers = neighbourStates.values.filter(identity).size
aliveMembers match {
case n if n < 2 => this.alive = false
case 3 => this.alive = true
case n if n > 3 => this.alive = false;
case _ => // 2, state doesn't change
}
context.actorSelection("/user/view") ! UpdateView(this.alive, x, y)
}
}
}
case class SetState(alive:Boolean, x:Int, y:Int)
case class Neighbours(xs:Seq[ActorRef])
case object QueryState
case object Run
case class NeighbourState(alive:Boolean)
case class UpdateView (alive:Boolean, x:Int, y:Int)