Excuse me, if this is already discussed... but from from here <http://www.rubyrailways.com/implementing-15-exercises-for-learning-a-new-programming-language/>.. the author concludes that the following problem cannot be solved.. whats the reason?
"Display series of numbers (1,2,3,4, 5....etc) in an infinite loop. The program should quit if someone hits a specific key (Say ESCAPE key)."
It can definitely be solved. Here's a solution that works on most Unix-like operating systems, for example:
#!/usr/bin/env ruby -wKU
require "io/wait"
state = `stty -g`
begin
system "stty raw -echo cbreak isig"
1.upto(1.0/0.0) do |n|
puts n
exit if $stdin.ready? and $stdin.getc == 27
end
ensure
system "stty #{state}"
end
__END__
What the author actually said was that it can't solve it without writing some platform specific code or threads. I don't know how to do it without using one of those tricks either.
The reason is that all terminals are different and you are needing to interact with it on two levels at once (reading while writing). This is what introduces the need for the platform specific code.
James Edward Gray II
···
On Jan 16, 2008, at 11:43 PM, Pavankumar Kulkarni wrote:
In many of the game libraries, input for different platforms is addressed.
This one of those cases where the game libraries, such as Gosu or rubygame, or Ruby/SDL are going to be very useful for a non game.
most game libs have a very fundamental need for input control, and a pretty important need for crossplatform code abstraction.
You don't need to know much about them, just enough to get the keys under your control!
But the plus is, you can also get a GUI up without much work.
···
On Jan 17, 2008, at 7:28 AM, James Gray wrote:
On Jan 16, 2008, at 11:43 PM, Pavankumar Kulkarni wrote:
It can definitely be solved. Here's a solution that works on most Unix-like operating systems, for example:
#!/usr/bin/env ruby -wKU
require "io/wait"
state = `stty -g`
begin
system "stty raw -echo cbreak isig"
1.upto(1.0/0.0) do |n|
puts n
exit if $stdin.ready? and $stdin.getc == 27
end
ensure
system "stty #{state}"
end
__END__
What the author actually said was that it can't solve it without writing some platform specific code or threads. I don't know how to do it without using one of those tricks either.
The reason is that all terminals are different and you are needing to interact with it on two levels at once (reading while writing). This is what introduces the need for the platform specific code.
It can definitely be solved. Here's a solution that works on most Unix-like operating systems, for example:
#!/usr/bin/env ruby -wKU
require "io/wait"
state = `stty -g`
begin
system "stty raw -echo cbreak isig"
1.upto(1.0/0.0) do |n|
puts n
exit if $stdin.ready? and $stdin.getc == 27
end
ensure
system "stty #{state}"
end
__END__
What the author actually said was that it can't solve it without writing some platform specific code or threads. I don't know how to do it without using one of those tricks either.
The reason is that all terminals are different and you are needing to interact with it on two levels at once (reading while writing). This is what introduces the need for the platform specific code.
James Edward Gray II
In many of the game libraries, input for different platforms is addressed.
This one of those cases where the game libraries, such as Gosu or rubygame, or Ruby/SDL are going to be very useful for a non game.
most game libs have a very fundamental need for input control, and a pretty important need for crossplatform code abstraction.
You don't need to know much about them, just enough to get the keys under your control!
But the plus is, you can also get a GUI up without much work.
It can definitely be solved. Here's a solution that works on most Unix-like operating systems, for example:
#!/usr/bin/env ruby -wKU
require "io/wait"
state = `stty -g`
begin
system "stty raw -echo cbreak isig"
1.upto(1.0/0.0) do |n|
puts n
exit if $stdin.ready? and $stdin.getc == 27
end
ensure
system "stty #{state}"
end
__END__
What the author actually said was that it can't solve it without writing some platform specific code or threads. I don't know how to do it without using one of those tricks either.
The reason is that all terminals are different and you are needing to interact with it on two levels at once (reading while writing). This is what introduces the need for the platform specific code.
James Edward Gray II
In many of the game libraries, input for different platforms is addressed.
This one of those cases where the game libraries, such as Gosu or rubygame, or Ruby/SDL are going to be very useful for a non game.
most game libs have a very fundamental need for input control, and a pretty important need for crossplatform code abstraction.
You don't need to know much about them, just enough to get the keys under your control!
But the plus is, you can also get a GUI up without much work.
That does not fulfill the stated requirements, does it?
i=0
loop do
begin
break if STDIN.read_nonblock(1000)
C defines stdin to be buffered, so characters will pile up in the
buffer until an EOL is seen or the buffer is full. It might be the
case that some platform does not do this, but in general the program
won't stop until you press a lot of keys or (usually), press enter.
Marcelo
···
On Jan 18, 2008 4:19 AM, Pavankumar Kulkarni <pavankumar_kulkarni@persistent.co.in> wrote: