# $Id: soccerClub.xotcl,v 1.7 2007/08/14 16:38:26 neumann Exp $
# This is a simple introductory example for the language XOTcl. 
# It demonstrates the basic language constructs on the example of
# a soccer club.

package require XOTcl 1; namespace import -force xotcl::*
 
# All the characters in this example are fictitious, and any
# resemblance to actual persons, living or deceased, is coincidental.

# In XOTcl we do not have to provide the above file description 
# as a comment, but we can use the @ object, which is used generally
# to provide any kind of information, metadata, and documentation on
# a running program. Here, we just give a file description. 
# Now makeDoc.xotcl will automatically document this file for us. 
@ @File {
  description {
    This is a simple introductory example for the language XOTcl. 
    It demonstrates the basic language constructs on the example of
    a soccer club.
  }
}

#
# All things and entities in XOTcl are objects, a special kind of objects 
# are classes. These define common properties for other objects. For a
# soccer club, we firstly require a common class for all kinds of members.
#
# Common to all members is that they have a name. Common properties defined
# across all instances of a class are called "Parameters" in XOTcl.
#
Class ClubMember -parameter {{name ""}}

# A special club member is a Player. Derived classes can be build with
# inheritance (specified through 'superclass'). Players may have a
# playerRole (defaults to NONE):
Class Player -superclass ClubMember -parameter {{playerRole NONE}}

# other club member types are trainers, player-trainers, and presidents
Class Trainer -superclass ClubMember
Class President -superclass ClubMember

# the PlayerTrainer uses multiple inheritance by being both a player
# and a trainer
Class PlayerTrainer -superclass {Player Trainer}

#
# Now we define the SoccerTeam class.
#
Class SoccerTeam -parameter {name location type}

# We may add a player. This is done by a method. Instance methods are
# in XOTcl defined with 'instproc'. All club members are aggregated in
# the team (denoted by :: namespace syntax).
SoccerTeam instproc newPlayer args {
  # we use a unique autoname for the object to prevent name
  # collisions, like <soccerteam>::player01, <soccerteam>::player02, ...
  eval Player [self]::[my autoname player%02d] $args
}

# A player can be transfered to another team. The player object does
# not change internally (e.g. the playerRole stays the same). Therefore we
# 'move' it to the destination team.
SoccerTeam instproc transferPlayer {playername destinationTeam} {
  # We use the aggregation introspection option 'children' in order
  # to get all club members
  foreach player [my info children] {
    # But we only remove matching playernames of type "Player". We do
    # not want to remove another club member type who has the same
    # name.
    if {[$player istype Player] && [$player name] == $playername} {
      # We simply 'move' the player object to the destination team.
      # Again we use a unique autoname in the new scope
      $player move [set destinationTeam]::[$destinationTeam autoname player%02d]
    }
  }
}

# Finally we define two convenience methods to print the members/players to
# stdout with puts.
SoccerTeam instproc printMembers {} {
  puts "Members of [my name]:"
  foreach m [my info children] {puts "  [$m name]"}
}
SoccerTeam instproc printPlayers {} {
  puts "Players of [my name]:"
  foreach m [my info children] {
    if {[$m istype Player]} {puts "  [$m name]"}
  }
}
      
# Now let us build to example soccer team objects.
SoccerTeam lyon -name "Olympique Lyon" -location "Lyon"
SoccerTeam bayernMunich -name "F.C. Bayern München" -location "Munich"

# With 'addPlayer' we can create new aggregated player objects
#
# Let us start some years in the past, when "Franz Beckenbauer" was
# still a player.
set fb [bayernMunich newPlayer -name "Franz Beckenbauer" \
  -playerRole PLAYER]

# 'playerRole' may not take any value. It may either be NONE, PLAYER, 
# or GOALY ... such rules may be given as assertions (here: an instinvar 
# gives an invariant covering all instances of a class). In XOTcl 
# the rules are syntactically identical to 'if' statements
Player instinvar {
    {[my set playerRole] eq "NONE" ||  
	[my set playerRole] eq "PLAYER" || 
	[my set playerRole] eq "GOALY"}
}

# If we break the invariant and turn assertions checking on, we should
# get an error message:
$fb check all
if {[catch {$fb set playerRole SINGER} errMsg]} {
  puts "CAUGHT EXCEPTION: playerRole has either to be NONE, PLAYER, or TRAINER"
  # turn assertion checking off again and reset to PLAYER
  $fb check {}
  $fb set playerRole PLAYER
}

# But soccer players may play quite different, orthogonal
# roles. E.g. Franz Beckenbauer was also a singer (a remarkably bad
# one). However, we can not simply add such orthogonal, extrinsic
# extensions with multiple inheritance or delegation. Otherwise we
# would have either to build a lot of unnecessary helper classes, like
# PlayerSinger, PlayerTrainerSinger, etc., or we would have to build
# such helper objects. This either leads to an unwanted combinatorial
# explosion of class or object number.
#
# Here we can use a per-object mixin, which is a language construct
# that expresses that a class is used as a role or as an extrinsic
# extension to an object.

# First we just define the Singer class.
Class Singer
Singer instproc sing text {
  puts "[my name] sings: $text, lala."
}

# Now we register this class as a per-object mixin on the player object:
$fb mixin Singer

# And now Franz Beckenbauer is able to sing:
$fb sing "lali"

# But Franz Beckenbauer has already retired. When a player retires, we
# have an intrinsic change of the classification. He *is* not a player
# anymore. But still he has the same name, is club member, and
# is a singer (brrrrrr).

# Before we perform the class change, we extend the Player class to
# support it. I.e. the playerRole is not valid after class change
# anymore (we unset the instance variable).
Player instproc class args {
  my unset playerRole
  next
}

# Now we can re-class the player object to its new class (now Franz
# Beckenbauer is President of Bayern Munich.
$fb class President
# Check that the playerRole isn't there anymore.
if {[catch {$fb set playerRole} errMsg]} {
  puts "CAUGHT EXCEPTION: The player role doesn't exist anymore (as it should be after the class change)"
}

# But still Franz Beckenbauer can entertain us with what he believes
# is singing:
$fb sing "lali"

# Now we define some new players for Bayern Munich:
bayernMunich newPlayer -name "Oliver Kahn" -playerRole GOALY
bayernMunich newPlayer -name "Giovanne Elber" -playerRole PLAYER

# if we enlist the players of Munich Franz Beckenbauer is not enlisted
# anymore:
bayernMunich printPlayers

# But as a president he still appears in the list of members:
bayernMunich printMembers

# Now consider an orthonogal extension of a transfer list. Every
# transfer in the system should be notified. But since the transfer
# list is orthogonal to SoccerTeams we do not want to interfere with
# the existing implementation at all. Moreover, the targeted kind of
# extension has also to work on all subclasses of SoccerTeam. Firstly, we
# just create the extension as an ordinary class:
Class TransferObserver
TransferObserver instproc transferPlayer {pname destinationTeam} {
  puts "Player '$pname' is transfered to Team '[$destinationTeam name]'"
  next
}

# Now we can apply the class as a per-class mixin, which functions
# exactly like a per-object mixin, but on all instances of a class and
# its subclasses.  The 'next' primitive ensures that the original
# method on 'SoccerTeam' is called after notifying the transfer (with
# puts to stdout)
SoccerTeam instmixin TransferObserver

# If we perform a transfer of one of the players, he is moved to the new 
# club and the transfer is reported to the stdout:

bayernMunich transferPlayer "Giovanne Elber" lyon

# Finally we verify the transfer by printing the players:
lyon printPlayers
bayernMunich printPlayers
