remove some DOM usage
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b21ca406c8
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@ -1,4 +1,4 @@
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class ClassView < ElementView
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class ClassView < ListView
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def initialize interpreter
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@interpreter = interpreter
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@ -11,6 +11,19 @@ class ClassView < ElementView
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end
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def draw
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create_element(".classes") << div("h4" , "Classes")
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list = add("ul.nav!")
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@classes.each do |cl|
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list << (div("li") <<
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(div( "a" , cl.name ) <<
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(ul = div("ul"))))
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cl.object_layout.object_instance_names.each do |name|
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ul << (div("li") << div("a", name ))
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end
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end
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return @element
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DOM do |dom|
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dom.div.classes do
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dom.h4 {"Classes"}
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@ -1,159 +0,0 @@
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require "math"
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Point.class_eval do
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alias_native :y=
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def add point
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self.x += point.x
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self.x = 0 if self.x < 0
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self.x = 1100 if self.x > 1100
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self.y += point.y
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self.y = 0 if self.y < 0
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self.y = 550 if self.y > 550
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end
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def scale_by num
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min = 0.001
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num = min if num <= min
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self.x = self.x / num
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self.y = self.y / num
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end
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end
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class SpaceView
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include Sof::Util
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def initialize
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super()
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space = Virtual.machine.space
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# just a way to get the space into a list. objects is an id => occurence mapping.
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# occurence.object is the object
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objects = Sof::Members.new(space).objects
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@objects = objects
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puts "Objects #{objects.length}"
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# create a mapping from id to volt models
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@view_objects = {}
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@objects.each do |i , o|
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next unless o.object
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view = ObjectView.new o.object
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@view_objects[i] = view
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add_child view.text
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end
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fill_attributes
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end
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# should almost be called draw by now
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def draw_me
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update_positions
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self.clear
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@view_objects.each do |i , view|
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self.lineStyle(4, 0xffd900, 2)
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puts "v" if view.nil?
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view.attributes.each do |n , v |
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next if n == :id
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next unless v.is_a? ObjectView
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next unless v.is_parfait
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puts "v2" if view.nil?
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puts "0" if v.nil?
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self.moveTo( view.position.x , view.position.y )
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self.lineTo( v.position.x , v.position.y )
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end
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end
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end
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def force from , to
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dir_x = from.x - to.x - 100
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dir_x2 = dir_x * dir_x
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dir_y = from.y - to.y - 100
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dir_y2 = dir_y * dir_y
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if( dir_x2 < 0.1 and dir_y2 < 0.1 )
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puts "Were close"
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dir_x = rand(10) - 5
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dir_y = rand(10) - 5
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end
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f = dir_x * dir_x + dir_y * dir_y
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f = 0.01 if f < 0.01
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f = f / 100
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#puts "force #{f}"
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Point.new( dir_x / f , dir_y / f)
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end
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def update_positions
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@view_objects.each do |i , view|
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view.attributes.each do |n , v |
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next if n == :id
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next unless v.is_a? ObjectView
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next unless v.is_parfait
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puts "v2" if view.nil?
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puts "0" if v.nil?
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view.position.add force( view.position , v.position )
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end
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offset = 0.0
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view.position.add force( view.position , Point.new(view.position.x , -offset) )
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view.position.add force( view.position , Point.new(-offset , view.position.y) )
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view.position.add force( view.position , Point.new(view.position.x , 550 + offset) )
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view.position.add force( view.position , Point.new(1000 + offset , view.position.y) )
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end
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end
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def fill_attributes
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@view_objects.each do |i , view|
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ob = view.object
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next if is_value?(ob)
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case ob.class.name
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when "Array" , "Parfait::List"
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fill_array view
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when "Hash" , "Parfait::Dictionary"
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fill_hash view
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else
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next if ob.class.name.include?("::") and !ob.class.name.include?("Parfait")
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next if ob.class.name == "Proc"
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next if ob.class.name == "String"
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next if ob.class.name == "Numeric"
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next if ob.class.name == "Class"
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#puts "object #{ob.class.name}"
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attributes = attributes_for(ob)
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attributes.each do |a|
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next if a == "html_safe"
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next if a == "constructor"
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next if a == "toString"
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next if a == "position"
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val = get_value( ob , a)
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if( @view_objects[val.object_id])
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val = @view_objects[val.object_id]
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end
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#puts "set #{a}"
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view.set(a , val )
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end
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superclasses = [ob.class.superclass.name]
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if superclasses.include?( "Array") or superclasses.include?( "Parfait::List")
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fill_array view
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end
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if superclasses.include?( "Hash") or superclasses.include?( "Parfait::Dictionary")
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fill_hash view
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end
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end
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end
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end
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# and hash keys/values
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def fill_hash hash
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return
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hash.each do |a,b|
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next_level << a
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next_level << b
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end
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end
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# and array values
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def fill_array array
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return
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array.each do |a|
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next_level << a
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end
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end
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end
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@ -1,22 +1,40 @@
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class StatusView < ElementView
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def initialize interpreter
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@interpreter = interpreter
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end
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def initialize interpreter
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@interpreter = interpreter
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end
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def draw
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DOM do |dom|
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dom.div.status_view do
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dom.h4 {"Interpreter"}
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dom.span "Instruction #{@interpreter.clock}"
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dom.button { "Next"}
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dom.span "State #{@interpreter.state}"
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dom.br{""}
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dom.span{ "Link #{@interpreter.link}"}
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dom.br{"Stdout"}
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dom.span { @interpreter.stdout}
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end
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end
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end
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def draw
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create_element(".status_view") <<
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div("h4.tick" , "Interpreter" ) <<
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div("span" , tick_text) <<
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div("button.act" , "Next") <<
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div( "br") <<
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div("span.state" , state_text) <<
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div( "br") <<
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div( "span.link" , link_text) <<
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div( "br" , "Stdout") <<
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div("span.stdout")
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# set up event handler
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@element.at_css(".act").on("click") { @interpreter.tick }
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return @element
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end
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end
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def update
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@element.at_css(".tick").text = tick_text
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@link.at_css(".link").text = link_text
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@stdout.at_css(".stdout").text = @interpreter.stdout
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end
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def link_text
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"Link #{@interpreter.link}"
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end
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def state_text
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"State #{@interpreter.state}"
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end
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def tick_text
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"Instruction #{@interpreter.clock}"
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end
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end
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