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Just like the good sale items at a discount store, everything in a computer is in limited supply.
There is a limited amount of memory, a limited amount of disk space, and probably only one display and sound card. The programs in a computer (and even different parts of a program) need to learn to share.
Most computer programs don't know anything about sharing. They only know what they want. They're a lot like a two-year-old.
You can't run a computer if every program grabs whatever it wants and won't share. Think of storing your game storing a secret number in memory, and then having another program start using that memory location for a loop counter. Your secret number could change a thousand times a second!
One solution to this is to only let a computer run a single program at a time.
This is how early computers were built. Even today, some computers only run a single program at a time. Computers like a PlayStation or X-Box only run one game at a time, not multiple games all at once.
Computers equipped with Windows, Linux or Mac OS/X can run several programs at once.
They do this by having a master program called an operating system that really owns all the resources. Resources are things like memory, disk space and access to the screen or sound card.
The three most popular operating systems are Windows, Linux and Mac OS/X. There are many more operating system programs, but these three are the most popular today.
The operating system decides which program gets to use memory, which one gets access to a sound card, which one can access the disk drive and things like that. In techno-speak, the job of the Operating System is to allocate resources.
Every program that runs on a computer has to ask the operating system if it can have something. A program even needs to ask for permission to use the CPU to run itself.
Even a single computer program, running all by itself needs to decide how to allocate resources. The games we're writing are small, and they can get as much memory and disk space as they need. However, there is only one pair of speakers, and our game has to decide how it will use them.
In lesson 9, we had the computer say "too high", "too low" or
"you win" instead of using the tk_messageBox
to tell
the user where to guess next.
If you tried adding the background music to the game in lesson 9, you might have noticed that the background music kept playing while the computer said "too high" and "too low".
This is because the play
command starts a sound playing,
and then immediately runs the next command in your script. It doesn't
wait for the sound finish.
This lets you have two sounds: the background music and the "Too Low" message playing at once.
The snack
extension has built-in rules for how to share
the speakers when two parts of a program both want to use them like
this. It knows how to add the sounds together so that they can both
come out the speaker at once.
In computer-speak, this is called executing the commands in a non-blocking mode. That means it starts one command and then immediately starts the next command, whether the first command is finished or not.
In blocking mode, the program works on one command until it's done and then goes on to the next. We say that the first command is blocking the execution of the second command.
Most parts of the computer program run in blocking mode. For
instance, look at the code below - we need to finish assigning the
value to the variable number_of_cats
before we use that
value to calculate how much food they'll eat in the expr
command.
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Playing sounds is one of the few exceptions in which a command starts something and doesn't wait for it to finish. We don't want to start playing the background sound, and then need to wait for the song to finish before we can play the game!
But even with sounds, sometimes we want a sound to play in blocking mode. We don't want anything new to happen until a sound is finished playing.
Lets look back at our game from the previous lesson. We built up the
messages for the tk_messageBox
by appending the "Left",
"Right", "Up" and "Down" instructions to the message
variable.
You can download some wave files to say those words here:
What do you think will happen if we write some code like this to make the computer say "right down":
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After all the discussion about how snack
runs in
a non-blocking mode, you probably guessed that it would
play the two words on top of each other. It comes out sounding
like "dightn"
When snack::sound
creates a new sound command, that
new command has many options. One that we need right now is
-blocking
. The -blocking
argument tells
the computer to not allow anyone else to use the speakers until
this sound is finished. It blocks the other sounds.
The -blocking
argument needs to be followed by a
boolean value to tell it whether blocking is ON or OFF.
Remember, boolean variables can have one of two values. We usually think of them as TRUE or FALSE. Tcl/Tk will let you use several different words for TRUE and FALSE.
We can use ON and OFF, or TRUE and FALSE, or even 1 and 0. In this case, ON and OFF makes it most obvious what the program is doing, so we'll use those boolean values here.
Try that code again, but change the play
commands to
look like this:
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That sounds a bit better, doesn't it?
If you had sound files with individual words in them, you could make the computer talk in full sentences that it builds as it needs them, like "Wouldn't you rather play a nice game of chess?"
The words "Up", "Down", "Left" and "Right" are OK for instructions, but they aren't really enough for making a sentence. But if we add a couple more wav files, we can make real sentences.
The go and andthen files allow our program to build real sentences like "Go left and then go down".
Download these files, and then look at the next game. This is the same
as the previous game, except that instead of using tk_messageBox
to tell the player where to go next, it uses the snack
command
so that the computer can talk to you and tell you where to guess next.
Look at what this code does in the body of the if
commands.
In the previous exercise, we set and appended the message for the
tk_messageBox
command. This time we're building new
sets of commands in the cmd
variable.
We use the semi-colon (;) to tell Tcl/Tk where the end of a command is. When we write a program, we usually end a command with the end of the line, but we can also use a semi-colon to tell Tcl/Tk where the command ends.
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Type (or copy/paste) this code into Komodo Edit, and see how it works. Try changing the messages to leave out the "Go". Instead of saying "Go left and then go down", it will just say "left and then down".
Here's the important parts of this lesson:
Every time we play these games, we need to start the game to play it again. Most games pop up a "Wanna Play Again" button after you're done.
We'll learn how to make games that can be replayed in the next lesson.
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