程序代写 module State

module State
, interact
, interact’
, TurnstileOutput (..)

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, TurnstileState (..)
, Action (..)

import Control.Monad.State
import Prelude hiding (interact)

— The State monad:
———————————————————–
— Many computations require some internal state to be
— tracked. Since Haskell doesn’t have stateful computation
— out of the box, we require a different way to express this.
— `State s a` is a monad that encapsulates a computation
— which has some state `s` and computes `a`. To elaborate,
— `Reader s` is the `m` in monad `m a`.
— State, as Reader and Writer, is kind of a misnomer for
— the monad. The monad is in fact not a State, but a
— computation that modifies the State in some way.
— (try to come back to this sentence later if this doesn’t
— make sense now!)
— There is probably no need to argue why state would
— be useful as it is so ubiquitous in programming.
— Just to name some examples though, games have some state
— of their world, online shopping has state within their
— shopping carts, etc.
— Consider the following function
— fn :: State Bool Int
— fn = …
— Here, `fn` is a computation that has some state Bool and
— returns an Int.
— To read from the state, one can use `get`. For example,
— fn :: State Bool Int
— fn = do
— bool <- get -- `get` places the state as the output of the monad. e.g. -- get fn :: State Bool Bool -- Then we can monadically bind the environemnt to actually -- read it: -- fn' = get fn >>= \bool -> …
— We do recommend do notation as it reads quite a bit nicer.
— As an aside, notice how `get` is equivalent to `ask` from
— the Reader monad (apart from working on different monads).
— Apart from reading from the state, we also need a way to
— write back to the state. For this, we have `put` which we
— can use as follows:
— fn :: State Bool Int
— fn = do
— bool <- get -- put True -- We can of course compose and evaluate Stateful operations -- runState (fn >> fn) False
———————————————————–

— A turnstile is either Locked or Unlocked
data TurnstileState
| Unlocked
deriving (Eq, Show)

— A turnstile will:
— – Thank you when inserting a coin
— – Open when pushing while it was Unlocked
— – Tut when pushing while it was Locked
data TurnstileOutput
deriving (Eq, Show)

— You can either push the turnstile
— or insert a coin into it
data Action
deriving (Eq, Show)

— Insert a coin into the turnstile, setting the
— state to Unlocked and the output to Thank
— e.g. coin Locked = (Thank, Unlocked)
coin :: TurnstileState -> (TurnstileOutput, TurnstileState)
coin = undefined

— Push the turnstile. It will Open if it was
— Unlocked and set its state to Locked.
— If it was Locked, it will Tut.
— e.g. push Locked = (Tut, Locked)
push :: TurnstileState -> (TurnstileOutput, TurnstileState)
push = undefined

— Interact with the turnstile, either
— pushing or paying it depending on the
— passed action
interact :: TurnstileState -> Action -> (TurnstileOutput, TurnstileState)
interact = undefined

— Insert a coin into the turnstile, setting the
— state to Unlocked and the output to Thank
— e.g. runState coin’ Locked = (Thank, Unlocked)
coin’ :: State TurnstileState TurnstileOutput
coin’ = undefined

— Push the turnstile. It will Open if it was
— Unlocked and set its state to Locked.
— If it was Locked, it will Tut.
— e.g. runState push’ Locked = (Tut, Locked)
push’ :: State TurnstileState TurnstileOutput
push’ = undefined

— Interact with the turnstile, either
— pushing or paying it depending on the
— passed action
interact’ :: Action -> State TurnstileState TurnstileOutput
interact’ = undefined

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