@k2works/claude-code-booster 2.7.1 → 3.1.0

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Files changed (527) hide show
  1. package/lib/assets/docs/article/functional-desgin-ppp/all/01-immutability-and-data-transformation.md +475 -0
  2. package/lib/assets/docs/article/functional-desgin-ppp/all/02-function-composition.md +519 -0
  3. package/lib/assets/docs/article/functional-desgin-ppp/all/03-polymorphism.md +537 -0
  4. package/lib/assets/docs/article/functional-desgin-ppp/all/04-data-validation.md +300 -0
  5. package/lib/assets/docs/article/functional-desgin-ppp/all/05-property-based-testing.md +320 -0
  6. package/lib/assets/docs/article/functional-desgin-ppp/all/06-tdd-and-functional.md +498 -0
  7. package/lib/assets/docs/article/functional-desgin-ppp/all/07-composite-pattern.md +298 -0
  8. package/lib/assets/docs/article/functional-desgin-ppp/all/08-decorator-pattern.md +291 -0
  9. package/lib/assets/docs/article/functional-desgin-ppp/all/09-adapter-pattern.md +336 -0
  10. package/lib/assets/docs/article/functional-desgin-ppp/all/10-strategy-pattern.md +303 -0
  11. package/lib/assets/docs/article/functional-desgin-ppp/all/11-command-pattern.md +286 -0
  12. package/lib/assets/docs/article/functional-desgin-ppp/all/12-visitor-pattern.md +322 -0
  13. package/lib/assets/docs/article/functional-desgin-ppp/all/13-abstract-factory-pattern.md +319 -0
  14. package/lib/assets/docs/article/functional-desgin-ppp/all/14-abstract-server-pattern.md +365 -0
  15. package/lib/assets/docs/article/functional-desgin-ppp/all/15-gossiping-bus-drivers.md +156 -0
  16. package/lib/assets/docs/article/functional-desgin-ppp/all/16-payroll-system.md +178 -0
  17. package/lib/assets/docs/article/functional-desgin-ppp/all/17-video-rental-system.md +312 -0
  18. package/lib/assets/docs/article/functional-desgin-ppp/all/18-concurrency-system.md +287 -0
  19. package/lib/assets/docs/article/functional-desgin-ppp/all/19-wa-tor-simulation.md +286 -0
  20. package/lib/assets/docs/article/functional-desgin-ppp/all/20-pattern-interactions.md +274 -0
  21. package/lib/assets/docs/article/functional-desgin-ppp/all/21-best-practices.md +294 -0
  22. package/lib/assets/docs/article/functional-desgin-ppp/all/22-oo-to-fp-migration.md +337 -0
  23. package/lib/assets/docs/article/functional-desgin-ppp/all/index.md +388 -0
  24. package/lib/assets/docs/article/functional-desgin-ppp/clojure/01-immutability-and-data-transformation.md +271 -0
  25. package/lib/assets/docs/article/functional-desgin-ppp/clojure/02-function-composition.md +380 -0
  26. package/lib/assets/docs/article/functional-desgin-ppp/clojure/03-polymorphism.md +384 -0
  27. package/lib/assets/docs/article/functional-desgin-ppp/clojure/04-clojure-spec.md +350 -0
  28. package/lib/assets/docs/article/functional-desgin-ppp/clojure/05-property-based-testing.md +352 -0
  29. package/lib/assets/docs/article/functional-desgin-ppp/clojure/06-tdd-in-functional.md +383 -0
  30. package/lib/assets/docs/article/functional-desgin-ppp/clojure/07-composite-pattern.md +529 -0
  31. package/lib/assets/docs/article/functional-desgin-ppp/clojure/08-decorator-pattern.md +395 -0
  32. package/lib/assets/docs/article/functional-desgin-ppp/clojure/09-adapter-pattern.md +399 -0
  33. package/lib/assets/docs/article/functional-desgin-ppp/clojure/10-strategy-pattern.md +485 -0
  34. package/lib/assets/docs/article/functional-desgin-ppp/clojure/11-command-pattern.md +566 -0
  35. package/lib/assets/docs/article/functional-desgin-ppp/clojure/12-visitor-pattern.md +567 -0
  36. package/lib/assets/docs/article/functional-desgin-ppp/clojure/13-abstract-factory-pattern.md +475 -0
  37. package/lib/assets/docs/article/functional-desgin-ppp/clojure/14-abstract-server-pattern.md +462 -0
  38. package/lib/assets/docs/article/functional-desgin-ppp/clojure/15-gossiping-bus-drivers.md +323 -0
  39. package/lib/assets/docs/article/functional-desgin-ppp/clojure/16-payroll-system.md +401 -0
  40. package/lib/assets/docs/article/functional-desgin-ppp/clojure/17-video-rental-system.md +450 -0
  41. package/lib/assets/docs/article/functional-desgin-ppp/clojure/18-concurrency-system.md +475 -0
  42. package/lib/assets/docs/article/functional-desgin-ppp/clojure/19-wator-simulation.md +739 -0
  43. package/lib/assets/docs/article/functional-desgin-ppp/clojure/20-pattern-interactions.md +562 -0
  44. package/lib/assets/docs/article/functional-desgin-ppp/clojure/21-best-practices.md +506 -0
  45. package/lib/assets/docs/article/functional-desgin-ppp/clojure/22-oo-to-fp-migration.md +526 -0
  46. package/lib/assets/docs/article/functional-desgin-ppp/clojure/index.md +197 -0
  47. package/lib/assets/docs/article/functional-desgin-ppp/elixir/01-immutability-and-data-transformation.md +381 -0
  48. package/lib/assets/docs/article/functional-desgin-ppp/elixir/02-function-composition.md +374 -0
  49. package/lib/assets/docs/article/functional-desgin-ppp/elixir/03-polymorphism.md +375 -0
  50. package/lib/assets/docs/article/functional-desgin-ppp/elixir/04-data-validation.md +195 -0
  51. package/lib/assets/docs/article/functional-desgin-ppp/elixir/05-property-based-testing.md +268 -0
  52. package/lib/assets/docs/article/functional-desgin-ppp/elixir/06-tdd-and-fp.md +294 -0
  53. package/lib/assets/docs/article/functional-desgin-ppp/elixir/07-effects-and-pure-functions.md +164 -0
  54. package/lib/assets/docs/article/functional-desgin-ppp/elixir/08-error-handling-strategies.md +168 -0
  55. package/lib/assets/docs/article/functional-desgin-ppp/elixir/09-io-and-external-systems.md +254 -0
  56. package/lib/assets/docs/article/functional-desgin-ppp/elixir/10-concurrency-patterns.md +269 -0
  57. package/lib/assets/docs/article/functional-desgin-ppp/elixir/11-command-pattern.md +148 -0
  58. package/lib/assets/docs/article/functional-desgin-ppp/elixir/12-visitor-pattern.md +176 -0
  59. package/lib/assets/docs/article/functional-desgin-ppp/elixir/13-abstract-factory-pattern.md +604 -0
  60. package/lib/assets/docs/article/functional-desgin-ppp/elixir/14-abstract-server-pattern.md +729 -0
  61. package/lib/assets/docs/article/functional-desgin-ppp/elixir/15-gossiping-bus-drivers.md +291 -0
  62. package/lib/assets/docs/article/functional-desgin-ppp/elixir/16-payroll-system.md +420 -0
  63. package/lib/assets/docs/article/functional-desgin-ppp/elixir/17-video-rental-system.md +319 -0
  64. package/lib/assets/docs/article/functional-desgin-ppp/elixir/18-concurrency-system.md +466 -0
  65. package/lib/assets/docs/article/functional-desgin-ppp/elixir/19-wator-simulation.md +523 -0
  66. package/lib/assets/docs/article/functional-desgin-ppp/elixir/20-pattern-interactions.md +287 -0
  67. package/lib/assets/docs/article/functional-desgin-ppp/elixir/21-best-practices.md +340 -0
  68. package/lib/assets/docs/article/functional-desgin-ppp/elixir/22-oo-to-fp-migration.md +395 -0
  69. package/lib/assets/docs/article/functional-desgin-ppp/elixir/index.md +204 -0
  70. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/01-immutability-and-data-transformation.md +382 -0
  71. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/02-function-composition.md +452 -0
  72. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/03-polymorphism.md +495 -0
  73. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/04-data-validation.md +416 -0
  74. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/05-property-based-testing.md +382 -0
  75. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/06-tdd-functional.md +687 -0
  76. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/07-composite-pattern.md +442 -0
  77. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/08-decorator-pattern.md +479 -0
  78. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/09-adapter-pattern.md +479 -0
  79. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/10-strategy-pattern.md +427 -0
  80. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/11-command-pattern.md +428 -0
  81. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/12-visitor-pattern.md +339 -0
  82. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/13-abstract-factory-pattern.md +309 -0
  83. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/14-abstract-server-pattern.md +596 -0
  84. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/15-gossiping-bus-drivers.md +353 -0
  85. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/16-payroll-system.md +350 -0
  86. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/17-video-rental-system.md +412 -0
  87. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/18-concurrency-system.md +367 -0
  88. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/19-wator-simulation.md +401 -0
  89. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/20-pattern-interactions.md +291 -0
  90. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/21-best-practices.md +320 -0
  91. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/22-oo-to-fp-migration.md +322 -0
  92. package/lib/assets/docs/article/functional-desgin-ppp/fsharp/index.md +230 -0
  93. package/lib/assets/docs/article/functional-desgin-ppp/haskell/01-immutability-and-data-transformation.md +298 -0
  94. package/lib/assets/docs/article/functional-desgin-ppp/haskell/02-function-composition.md +304 -0
  95. package/lib/assets/docs/article/functional-desgin-ppp/haskell/03-polymorphism.md +362 -0
  96. package/lib/assets/docs/article/functional-desgin-ppp/haskell/04-data-validation.md +257 -0
  97. package/lib/assets/docs/article/functional-desgin-ppp/haskell/05-property-based-testing.md +254 -0
  98. package/lib/assets/docs/article/functional-desgin-ppp/haskell/06-tdd-functional.md +283 -0
  99. package/lib/assets/docs/article/functional-desgin-ppp/haskell/07-composite-pattern.md +395 -0
  100. package/lib/assets/docs/article/functional-desgin-ppp/haskell/08-decorator-pattern.md +319 -0
  101. package/lib/assets/docs/article/functional-desgin-ppp/haskell/09-adapter-pattern.md +382 -0
  102. package/lib/assets/docs/article/functional-desgin-ppp/haskell/10-strategy-pattern.md +287 -0
  103. package/lib/assets/docs/article/functional-desgin-ppp/haskell/11-command-pattern.md +303 -0
  104. package/lib/assets/docs/article/functional-desgin-ppp/haskell/12-visitor-pattern.md +326 -0
  105. package/lib/assets/docs/article/functional-desgin-ppp/haskell/13-abstract-factory-pattern.md +332 -0
  106. package/lib/assets/docs/article/functional-desgin-ppp/haskell/14-abstract-server-pattern.md +379 -0
  107. package/lib/assets/docs/article/functional-desgin-ppp/haskell/15-gossiping-bus-drivers.md +175 -0
  108. package/lib/assets/docs/article/functional-desgin-ppp/haskell/16-payroll-system.md +219 -0
  109. package/lib/assets/docs/article/functional-desgin-ppp/haskell/17-video-rental-system.md +244 -0
  110. package/lib/assets/docs/article/functional-desgin-ppp/haskell/18-concurrency-system.md +363 -0
  111. package/lib/assets/docs/article/functional-desgin-ppp/haskell/19-wator-simulation.md +438 -0
  112. package/lib/assets/docs/article/functional-desgin-ppp/haskell/20-pattern-interactions.md +323 -0
  113. package/lib/assets/docs/article/functional-desgin-ppp/haskell/21-best-practices.md +403 -0
  114. package/lib/assets/docs/article/functional-desgin-ppp/haskell/22-oo-to-fp-migration.md +469 -0
  115. package/lib/assets/docs/article/functional-desgin-ppp/haskell/index.md +174 -0
  116. package/lib/assets/docs/article/functional-desgin-ppp/index.md +90 -0
  117. package/lib/assets/docs/article/functional-desgin-ppp/rust/01-immutability-and-data-transformation.md +448 -0
  118. package/lib/assets/docs/article/functional-desgin-ppp/rust/02-function-composition.md +463 -0
  119. package/lib/assets/docs/article/functional-desgin-ppp/rust/03-polymorphism.md +425 -0
  120. package/lib/assets/docs/article/functional-desgin-ppp/rust/04-data-validation.md +273 -0
  121. package/lib/assets/docs/article/functional-desgin-ppp/rust/05-property-based-testing.md +247 -0
  122. package/lib/assets/docs/article/functional-desgin-ppp/rust/06-tdd-and-functional.md +841 -0
  123. package/lib/assets/docs/article/functional-desgin-ppp/rust/07-composite-pattern.md +384 -0
  124. package/lib/assets/docs/article/functional-desgin-ppp/rust/08-decorator-pattern.md +383 -0
  125. package/lib/assets/docs/article/functional-desgin-ppp/rust/09-adapter-pattern.md +339 -0
  126. package/lib/assets/docs/article/functional-desgin-ppp/rust/10-strategy-pattern.md +331 -0
  127. package/lib/assets/docs/article/functional-desgin-ppp/rust/11-command-pattern.md +356 -0
  128. package/lib/assets/docs/article/functional-desgin-ppp/rust/12-visitor-pattern.md +379 -0
  129. package/lib/assets/docs/article/functional-desgin-ppp/rust/13-abstract-factory-pattern.md +361 -0
  130. package/lib/assets/docs/article/functional-desgin-ppp/rust/14-abstract-server-pattern.md +392 -0
  131. package/lib/assets/docs/article/functional-desgin-ppp/rust/15-gossiping-bus-drivers.md +300 -0
  132. package/lib/assets/docs/article/functional-desgin-ppp/rust/16-payroll-system.md +297 -0
  133. package/lib/assets/docs/article/functional-desgin-ppp/rust/17-video-rental-system.md +304 -0
  134. package/lib/assets/docs/article/functional-desgin-ppp/rust/18-concurrency-system.md +315 -0
  135. package/lib/assets/docs/article/functional-desgin-ppp/rust/19-wator-simulation.md +311 -0
  136. package/lib/assets/docs/article/functional-desgin-ppp/rust/20-pattern-interactions.md +304 -0
  137. package/lib/assets/docs/article/functional-desgin-ppp/rust/21-best-practices.md +336 -0
  138. package/lib/assets/docs/article/functional-desgin-ppp/rust/22-oo-to-fp-migration.md +349 -0
  139. package/lib/assets/docs/article/functional-desgin-ppp/rust/index.md +199 -0
  140. package/lib/assets/docs/article/functional-desgin-ppp/scala/01-immutability-and-data-transformation.md +326 -0
  141. package/lib/assets/docs/article/functional-desgin-ppp/scala/02-function-composition.md +348 -0
  142. package/lib/assets/docs/article/functional-desgin-ppp/scala/03-polymorphism.md +357 -0
  143. package/lib/assets/docs/article/functional-desgin-ppp/scala/04-data-validation.md +364 -0
  144. package/lib/assets/docs/article/functional-desgin-ppp/scala/05-property-based-testing.md +515 -0
  145. package/lib/assets/docs/article/functional-desgin-ppp/scala/06-tdd-functional.md +557 -0
  146. package/lib/assets/docs/article/functional-desgin-ppp/scala/07-composite-pattern.md +363 -0
  147. package/lib/assets/docs/article/functional-desgin-ppp/scala/08-decorator-pattern.md +327 -0
  148. package/lib/assets/docs/article/functional-desgin-ppp/scala/09-adapter-pattern.md +517 -0
  149. package/lib/assets/docs/article/functional-desgin-ppp/scala/10-strategy-pattern.md +441 -0
  150. package/lib/assets/docs/article/functional-desgin-ppp/scala/11-command-pattern.md +407 -0
  151. package/lib/assets/docs/article/functional-desgin-ppp/scala/12-visitor-pattern.md +379 -0
  152. package/lib/assets/docs/article/functional-desgin-ppp/scala/13-abstract-factory-pattern.md +398 -0
  153. package/lib/assets/docs/article/functional-desgin-ppp/scala/14-abstract-server-pattern.md +476 -0
  154. package/lib/assets/docs/article/functional-desgin-ppp/scala/15-gossiping-bus-drivers.md +389 -0
  155. package/lib/assets/docs/article/functional-desgin-ppp/scala/16-payroll-system.md +342 -0
  156. package/lib/assets/docs/article/functional-desgin-ppp/scala/17-video-rental-system.md +324 -0
  157. package/lib/assets/docs/article/functional-desgin-ppp/scala/18-concurrency-system.md +730 -0
  158. package/lib/assets/docs/article/functional-desgin-ppp/scala/19-wator-simulation.md +624 -0
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  161. package/lib/assets/docs/article/functional-desgin-ppp/scala/22-oo-to-fp-migration.md +682 -0
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  163. package/lib/assets/docs/article/getting-start-tdd/clojure/01-todo-list-and-first-test.md +166 -0
  164. package/lib/assets/docs/article/getting-start-tdd/clojure/02-fake-it-and-triangulation.md +162 -0
  165. package/lib/assets/docs/article/getting-start-tdd/clojure/03-obvious-implementation-and-refactoring.md +135 -0
  166. package/lib/assets/docs/article/getting-start-tdd/clojure/04-version-control-and-conventional-commits.md +88 -0
  167. package/lib/assets/docs/article/getting-start-tdd/clojure/05-package-management-and-static-analysis.md +299 -0
  168. package/lib/assets/docs/article/getting-start-tdd/clojure/06-task-runner-and-ci-cd.md +241 -0
  169. package/lib/assets/docs/article/getting-start-tdd/clojure/07-protocols-and-records.md +131 -0
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  173. package/lib/assets/docs/article/getting-start-tdd/clojure/11-persistent-data-and-pipeline.md +138 -0
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1
+ # 第18章: 並行処理システム
2
+
3
+ ## はじめに
4
+
5
+ 本章では、Rust の並行処理機能を使って、状態機械、イベントバス、タスクキューなどを実装します。Rust の所有権システムと Arc/Mutex を活用した安全な並行プログラミングを学びます。
6
+
7
+ ## 1. 状態機械(電話の例)
8
+
9
+ ```rust
10
+ use std::sync::{Arc, Mutex};
11
+
12
+ /// 電話の状態
13
+ #[derive(Debug, Clone, PartialEq)]
14
+ pub enum PhoneState {
15
+ Idle,
16
+ Ringing,
17
+ Connected,
18
+ OnHold,
19
+ }
20
+
21
+ /// 電話イベント
22
+ #[derive(Debug, Clone)]
23
+ pub enum PhoneEvent {
24
+ IncomingCall { caller: String },
25
+ Answer,
26
+ HangUp,
27
+ Hold,
28
+ Resume,
29
+ }
30
+
31
+ /// 電話
32
+ #[derive(Debug, Clone)]
33
+ pub struct Phone {
34
+ pub state: PhoneState,
35
+ pub caller: Option<String>,
36
+ }
37
+
38
+ impl Phone {
39
+ pub fn new() -> Phone {
40
+ Phone {
41
+ state: PhoneState::Idle,
42
+ caller: None,
43
+ }
44
+ }
45
+
46
+ pub fn handle_event(&self, event: PhoneEvent) -> Result<Phone, String> {
47
+ match (&self.state, event) {
48
+ (PhoneState::Idle, PhoneEvent::IncomingCall { caller }) => {
49
+ Ok(Phone {
50
+ state: PhoneState::Ringing,
51
+ caller: Some(caller),
52
+ })
53
+ }
54
+ (PhoneState::Ringing, PhoneEvent::Answer) => {
55
+ Ok(Phone {
56
+ state: PhoneState::Connected,
57
+ caller: self.caller.clone(),
58
+ })
59
+ }
60
+ (PhoneState::Ringing, PhoneEvent::HangUp) => {
61
+ Ok(Phone::new())
62
+ }
63
+ (PhoneState::Connected, PhoneEvent::Hold) => {
64
+ Ok(Phone {
65
+ state: PhoneState::OnHold,
66
+ caller: self.caller.clone(),
67
+ })
68
+ }
69
+ (PhoneState::Connected, PhoneEvent::HangUp) => {
70
+ Ok(Phone::new())
71
+ }
72
+ (PhoneState::OnHold, PhoneEvent::Resume) => {
73
+ Ok(Phone {
74
+ state: PhoneState::Connected,
75
+ caller: self.caller.clone(),
76
+ })
77
+ }
78
+ (PhoneState::OnHold, PhoneEvent::HangUp) => {
79
+ Ok(Phone::new())
80
+ }
81
+ (state, event) => {
82
+ Err(format!("Invalid event {:?} in state {:?}", event, state))
83
+ }
84
+ }
85
+ }
86
+ }
87
+ ```
88
+
89
+ ## 2. イベントバス
90
+
91
+ ```rust
92
+ use std::collections::HashMap;
93
+
94
+ /// イベントハンドラー型
95
+ pub type EventHandler = Box<dyn Fn(&str) + Send + Sync>;
96
+
97
+ /// イベントバス
98
+ pub struct EventBus {
99
+ handlers: Arc<Mutex<HashMap<String, Vec<EventHandler>>>>,
100
+ }
101
+
102
+ impl EventBus {
103
+ pub fn new() -> EventBus {
104
+ EventBus {
105
+ handlers: Arc::new(Mutex::new(HashMap::new())),
106
+ }
107
+ }
108
+
109
+ pub fn subscribe(&self, event_type: &str, handler: EventHandler) {
110
+ let mut handlers = self.handlers.lock().unwrap();
111
+ handlers
112
+ .entry(event_type.to_string())
113
+ .or_insert_with(Vec::new)
114
+ .push(handler);
115
+ }
116
+
117
+ pub fn publish(&self, event_type: &str, data: &str) {
118
+ let handlers = self.handlers.lock().unwrap();
119
+ if let Some(event_handlers) = handlers.get(event_type) {
120
+ for handler in event_handlers {
121
+ handler(data);
122
+ }
123
+ }
124
+ }
125
+ }
126
+ ```
127
+
128
+ ## 3. 非同期タスクキュー
129
+
130
+ ```rust
131
+ use tokio::sync::mpsc;
132
+ use tokio::task::JoinHandle;
133
+
134
+ /// タスク
135
+ pub type Task = Box<dyn FnOnce() + Send + 'static>;
136
+
137
+ /// タスクキュー
138
+ pub struct TaskQueue {
139
+ sender: mpsc::Sender<Task>,
140
+ #[allow(dead_code)]
141
+ handles: Vec<JoinHandle<()>>,
142
+ }
143
+
144
+ impl TaskQueue {
145
+ pub fn new(num_workers: usize) -> TaskQueue {
146
+ let (sender, receiver) = mpsc::channel::<Task>(100);
147
+ let receiver = Arc::new(Mutex::new(receiver));
148
+ let mut handles = Vec::new();
149
+
150
+ for _ in 0..num_workers {
151
+ let receiver = Arc::clone(&receiver);
152
+ let handle = tokio::spawn(async move {
153
+ loop {
154
+ let task = {
155
+ let mut rx = receiver.lock().unwrap();
156
+ rx.try_recv().ok()
157
+ };
158
+
159
+ if let Some(task) = task {
160
+ task();
161
+ } else {
162
+ tokio::time::sleep(tokio::time::Duration::from_millis(10)).await;
163
+ }
164
+ }
165
+ });
166
+ handles.push(handle);
167
+ }
168
+
169
+ TaskQueue { sender, handles }
170
+ }
171
+
172
+ pub async fn submit(&self, task: Task) -> Result<(), String> {
173
+ self.sender
174
+ .send(task)
175
+ .await
176
+ .map_err(|e| e.to_string())
177
+ }
178
+ }
179
+ ```
180
+
181
+ ## 4. アトミックカウンター
182
+
183
+ ```rust
184
+ use std::sync::atomic::{AtomicI64, Ordering};
185
+
186
+ /// スレッドセーフなカウンター
187
+ pub struct AtomicCounter {
188
+ value: AtomicI64,
189
+ }
190
+
191
+ impl AtomicCounter {
192
+ pub fn new(initial: i64) -> AtomicCounter {
193
+ AtomicCounter {
194
+ value: AtomicI64::new(initial),
195
+ }
196
+ }
197
+
198
+ pub fn increment(&self) -> i64 {
199
+ self.value.fetch_add(1, Ordering::SeqCst) + 1
200
+ }
201
+
202
+ pub fn decrement(&self) -> i64 {
203
+ self.value.fetch_sub(1, Ordering::SeqCst) - 1
204
+ }
205
+
206
+ pub fn get(&self) -> i64 {
207
+ self.value.load(Ordering::SeqCst)
208
+ }
209
+
210
+ pub fn add(&self, delta: i64) -> i64 {
211
+ self.value.fetch_add(delta, Ordering::SeqCst) + delta
212
+ }
213
+ }
214
+ ```
215
+
216
+ ## 5. アクション処理システム
217
+
218
+ ```rust
219
+ /// アクションの種類
220
+ #[derive(Debug, Clone)]
221
+ pub enum Action {
222
+ Start,
223
+ Stop,
224
+ Process { data: String },
225
+ Shutdown,
226
+ }
227
+
228
+ /// アクションハンドラー
229
+ pub trait ActionHandler: Send + Sync {
230
+ fn handle(&self, action: &Action) -> Result<String, String>;
231
+ }
232
+
233
+ /// ロギングハンドラー
234
+ pub struct LoggingHandler {
235
+ logs: Arc<Mutex<Vec<String>>>,
236
+ }
237
+
238
+ impl ActionHandler for LoggingHandler {
239
+ fn handle(&self, action: &Action) -> Result<String, String> {
240
+ let log = format!("Handled action: {:?}", action);
241
+ self.logs.lock().unwrap().push(log.clone());
242
+ Ok(log)
243
+ }
244
+ }
245
+
246
+ /// アクションディスパッチャー
247
+ pub struct ActionDispatcher {
248
+ handlers: Vec<Arc<dyn ActionHandler>>,
249
+ }
250
+
251
+ impl ActionDispatcher {
252
+ pub fn new() -> ActionDispatcher {
253
+ ActionDispatcher {
254
+ handlers: Vec::new(),
255
+ }
256
+ }
257
+
258
+ pub fn register(&mut self, handler: Arc<dyn ActionHandler>) {
259
+ self.handlers.push(handler);
260
+ }
261
+
262
+ pub fn dispatch(&self, action: &Action) -> Vec<Result<String, String>> {
263
+ self.handlers
264
+ .iter()
265
+ .map(|h| h.handle(action))
266
+ .collect()
267
+ }
268
+ }
269
+ ```
270
+
271
+ ## 6. パターンの適用
272
+
273
+ 1. **状態機械**: ADT による状態とイベントの表現
274
+ 2. **イベントバス**: Observer パターンの並行版
275
+ 3. **タスクキュー**: Command パターンの非同期版
276
+ 4. **Arc/Mutex**: スレッドセーフな共有状態
277
+
278
+ ## 7. Rust での特徴
279
+
280
+ ### 所有権による安全性
281
+
282
+ ```rust
283
+ // Arc で所有権を共有、Mutex で排他制御
284
+ let handlers: Arc<Mutex<HashMap<String, Vec<EventHandler>>>> =
285
+ Arc::new(Mutex::new(HashMap::new()));
286
+ ```
287
+
288
+ ### Send/Sync トレイト
289
+
290
+ ```rust
291
+ // Send: 他のスレッドに送信可能
292
+ // Sync: 複数スレッドから参照可能
293
+ pub trait ActionHandler: Send + Sync {
294
+ fn handle(&self, action: &Action) -> Result<String, String>;
295
+ }
296
+ ```
297
+
298
+ ## まとめ
299
+
300
+ 本章では、並行処理システムを通じて:
301
+
302
+ 1. 状態機械による並行状態管理
303
+ 2. イベントバスによる非同期メッセージング
304
+ 3. タスクキューによる並行処理
305
+ 4. Arc/Mutex による安全な共有状態
306
+
307
+ を学びました。Rust の所有権システムにより、データ競合を防ぎながら並行プログラミングが可能です。
308
+
309
+ ## 参考コード
310
+
311
+ - ソースコード: `apps/rust/part6/src/chapter18.rs`
312
+
313
+ ## 次章予告
314
+
315
+ 次章では、**Wa-Tor シミュレーション**を通じて、セルラーオートマトンを関数型で実装します。
@@ -0,0 +1,311 @@
1
+ # 第19章: Wa-Tor シミュレーション
2
+
3
+ ## はじめに
4
+
5
+ 本章では、Wa-Tor(Water Torus)シミュレーションを実装します。これは魚とサメの捕食-被食関係をシミュレートするセルラーオートマトンです。関数型のアプローチで、不変データ構造と純粋関数を使って実装します。
6
+
7
+ ## 1. データ構造
8
+
9
+ ```rust
10
+ /// 座標
11
+ #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
12
+ pub struct Position {
13
+ pub x: i32,
14
+ pub y: i32,
15
+ }
16
+
17
+ impl Position {
18
+ pub fn new(x: i32, y: i32) -> Position {
19
+ Position { x, y }
20
+ }
21
+
22
+ pub fn wrap(&self, width: i32, height: i32) -> Position {
23
+ Position {
24
+ x: ((self.x % width) + width) % width,
25
+ y: ((self.y % height) + height) % height,
26
+ }
27
+ }
28
+ }
29
+
30
+ /// 生物の種類
31
+ #[derive(Debug, Clone, PartialEq)]
32
+ pub enum CreatureType {
33
+ Fish,
34
+ Shark,
35
+ }
36
+
37
+ /// 生物
38
+ #[derive(Debug, Clone)]
39
+ pub struct Creature {
40
+ pub creature_type: CreatureType,
41
+ pub position: Position,
42
+ pub energy: i32, // サメのエネルギー
43
+ pub breed_time: i32, // 繁殖までの時間
44
+ }
45
+
46
+ impl Creature {
47
+ pub fn fish(position: Position, breed_time: i32) -> Creature {
48
+ Creature {
49
+ creature_type: CreatureType::Fish,
50
+ position,
51
+ energy: 0,
52
+ breed_time,
53
+ }
54
+ }
55
+
56
+ pub fn shark(position: Position, energy: i32, breed_time: i32) -> Creature {
57
+ Creature {
58
+ creature_type: CreatureType::Shark,
59
+ position,
60
+ energy,
61
+ breed_time,
62
+ }
63
+ }
64
+ }
65
+
66
+ /// ワールド
67
+ #[derive(Debug, Clone)]
68
+ pub struct World {
69
+ pub width: i32,
70
+ pub height: i32,
71
+ pub creatures: Vec<Creature>,
72
+ pub fish_breed_time: i32,
73
+ pub shark_breed_time: i32,
74
+ pub shark_energy_gain: i32,
75
+ pub shark_initial_energy: i32,
76
+ }
77
+ ```
78
+
79
+ ## 2. 移動ロジック
80
+
81
+ ```rust
82
+ impl World {
83
+ /// 隣接セルを取得
84
+ pub fn neighbors(&self, pos: Position) -> Vec<Position> {
85
+ let directions = vec![
86
+ Position::new(0, -1), // 上
87
+ Position::new(0, 1), // 下
88
+ Position::new(-1, 0), // 左
89
+ Position::new(1, 0), // 右
90
+ ];
91
+
92
+ directions
93
+ .into_iter()
94
+ .map(|d| Position::new(pos.x + d.x, pos.y + d.y).wrap(self.width, self.height))
95
+ .collect()
96
+ }
97
+
98
+ /// 空のセルを探す
99
+ pub fn find_empty_neighbors(&self, pos: Position) -> Vec<Position> {
100
+ self.neighbors(pos)
101
+ .into_iter()
102
+ .filter(|p| !self.creatures.iter().any(|c| c.position == *p))
103
+ .collect()
104
+ }
105
+
106
+ /// 魚がいるセルを探す
107
+ pub fn find_fish_neighbors(&self, pos: Position) -> Vec<Position> {
108
+ self.neighbors(pos)
109
+ .into_iter()
110
+ .filter(|p| {
111
+ self.creatures
112
+ .iter()
113
+ .any(|c| c.position == *p && c.creature_type == CreatureType::Fish)
114
+ })
115
+ .collect()
116
+ }
117
+ }
118
+ ```
119
+
120
+ ## 3. シミュレーションステップ
121
+
122
+ ```rust
123
+ impl World {
124
+ /// 魚を移動
125
+ fn move_fish(&self, fish: &Creature, rng: &mut impl Rng) -> (Option<Creature>, Option<Creature>) {
126
+ let empty = self.find_empty_neighbors(fish.position);
127
+
128
+ if empty.is_empty() {
129
+ // 移動できない
130
+ let new_fish = Creature {
131
+ breed_time: fish.breed_time - 1,
132
+ ..fish.clone()
133
+ };
134
+ (Some(new_fish), None)
135
+ } else {
136
+ // ランダムに移動
137
+ let new_pos = empty[rng.gen_range(0..empty.len())];
138
+
139
+ if fish.breed_time <= 1 {
140
+ // 繁殖
141
+ let parent = Creature::fish(new_pos, self.fish_breed_time);
142
+ let child = Creature::fish(fish.position, self.fish_breed_time);
143
+ (Some(parent), Some(child))
144
+ } else {
145
+ let new_fish = Creature {
146
+ position: new_pos,
147
+ breed_time: fish.breed_time - 1,
148
+ ..fish.clone()
149
+ };
150
+ (Some(new_fish), None)
151
+ }
152
+ }
153
+ }
154
+
155
+ /// サメを移動
156
+ fn move_shark(&self, shark: &Creature, rng: &mut impl Rng) -> (Option<Creature>, Option<Creature>, Option<Position>) {
157
+ let fish_neighbors = self.find_fish_neighbors(shark.position);
158
+ let empty_neighbors = self.find_empty_neighbors(shark.position);
159
+
160
+ // エネルギーがなくなったら死亡
161
+ if shark.energy <= 0 {
162
+ return (None, None, None);
163
+ }
164
+
165
+ if !fish_neighbors.is_empty() {
166
+ // 魚を食べる
167
+ let target = fish_neighbors[rng.gen_range(0..fish_neighbors.len())];
168
+ let new_energy = shark.energy + self.shark_energy_gain;
169
+
170
+ if shark.breed_time <= 1 {
171
+ // 繁殖
172
+ let parent = Creature::shark(target, new_energy - 1, self.shark_breed_time);
173
+ let child = Creature::shark(shark.position, self.shark_initial_energy, self.shark_breed_time);
174
+ (Some(parent), Some(child), Some(target))
175
+ } else {
176
+ let new_shark = Creature {
177
+ position: target,
178
+ energy: new_energy - 1,
179
+ breed_time: shark.breed_time - 1,
180
+ ..shark.clone()
181
+ };
182
+ (Some(new_shark), None, Some(target))
183
+ }
184
+ } else if !empty_neighbors.is_empty() {
185
+ // 空のセルに移動
186
+ let new_pos = empty_neighbors[rng.gen_range(0..empty_neighbors.len())];
187
+
188
+ if shark.breed_time <= 1 {
189
+ let parent = Creature::shark(new_pos, shark.energy - 1, self.shark_breed_time);
190
+ let child = Creature::shark(shark.position, self.shark_initial_energy, self.shark_breed_time);
191
+ (Some(parent), Some(child), None)
192
+ } else {
193
+ let new_shark = Creature {
194
+ position: new_pos,
195
+ energy: shark.energy - 1,
196
+ breed_time: shark.breed_time - 1,
197
+ ..shark.clone()
198
+ };
199
+ (Some(new_shark), None, None)
200
+ }
201
+ } else {
202
+ // 移動できない
203
+ let new_shark = Creature {
204
+ energy: shark.energy - 1,
205
+ breed_time: shark.breed_time - 1,
206
+ ..shark.clone()
207
+ };
208
+ (Some(new_shark), None, None)
209
+ }
210
+ }
211
+
212
+ /// 1ステップ実行
213
+ pub fn step(&self, rng: &mut impl Rng) -> World {
214
+ // 実装省略(全生物を順番に処理)
215
+ self.clone()
216
+ }
217
+ }
218
+ ```
219
+
220
+ ## 4. シミュレーション実行
221
+
222
+ ```rust
223
+ /// シミュレーション結果
224
+ #[derive(Debug, Clone)]
225
+ pub struct SimulationStats {
226
+ pub step: usize,
227
+ pub fish_count: usize,
228
+ pub shark_count: usize,
229
+ }
230
+
231
+ /// シミュレーションを実行
232
+ pub fn run_simulation(
233
+ initial_world: World,
234
+ steps: usize,
235
+ mut rng: impl Rng,
236
+ ) -> Vec<SimulationStats> {
237
+ let mut world = initial_world;
238
+ let mut stats = Vec::new();
239
+
240
+ for step in 0..steps {
241
+ let fish_count = world.creatures
242
+ .iter()
243
+ .filter(|c| c.creature_type == CreatureType::Fish)
244
+ .count();
245
+ let shark_count = world.creatures
246
+ .iter()
247
+ .filter(|c| c.creature_type == CreatureType::Shark)
248
+ .count();
249
+
250
+ stats.push(SimulationStats {
251
+ step,
252
+ fish_count,
253
+ shark_count,
254
+ });
255
+
256
+ world = world.step(&mut rng);
257
+ }
258
+
259
+ stats
260
+ }
261
+ ```
262
+
263
+ ## 5. 可視化
264
+
265
+ ```rust
266
+ impl World {
267
+ /// ASCII アートで表示
268
+ pub fn to_ascii(&self) -> String {
269
+ let mut grid = vec![vec!['.'; self.width as usize]; self.height as usize];
270
+
271
+ for creature in &self.creatures {
272
+ let ch = match creature.creature_type {
273
+ CreatureType::Fish => 'f',
274
+ CreatureType::Shark => 'S',
275
+ };
276
+ grid[creature.position.y as usize][creature.position.x as usize] = ch;
277
+ }
278
+
279
+ grid.into_iter()
280
+ .map(|row| row.into_iter().collect::<String>())
281
+ .collect::<Vec<_>>()
282
+ .join("\n")
283
+ }
284
+ }
285
+ ```
286
+
287
+ ## 6. パターンの適用
288
+
289
+ 1. **不変データ**: World, Creature は不変
290
+ 2. **純粋関数**: step() は新しい World を返す
291
+ 3. **ADT**: CreatureType による生物種別
292
+ 4. **イテレータ**: 効率的な集計処理
293
+
294
+ ## まとめ
295
+
296
+ 本章では、Wa-Tor シミュレーションを通じて:
297
+
298
+ 1. 不変データ構造によるシミュレーション状態管理
299
+ 2. 純粋関数による状態遷移
300
+ 3. ADT による生物種別の表現
301
+ 4. イテレータによる効率的なデータ処理
302
+
303
+ を学びました。関数型のアプローチにより、再現性があり、テストしやすいシミュレーションが実現できます。
304
+
305
+ ## 参考コード
306
+
307
+ - ソースコード: `apps/rust/part6/src/chapter19.rs`
308
+
309
+ ## 次章予告
310
+
311
+ 次章では、**パターン間の相互作用**について学びます。複数のパターンを組み合わせた設計を探ります。