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Conrad Barski, M.D.
LAND OF LISP
LAND OF LISP
Learn to Program in Lisp,
One Game at a Time!

by Conrad Barski, M.D.

San Francisco
LAND OF LISP. Copyright © 2011 by Conrad Barski, M.D.

All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or
mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior
written permission of the copyright owner and the publisher.

Printed in Canada

14 13 12 11 10 123456789

ISBN-10: 1-59327-281-2
ISBN-13: 978-1-59327-281-4

Publisher: William Pollock


Production Editors: Ansel Staton and Serena Yang
Developmental Editor: Keith Fancher
Technical Reviewers: Philip Fominykh and Heow Eide-Goodman
Copyeditor: Marilyn Smith
Compositor: Susan Glinert Stevens
Proofreader: Linda Seifert
Indexer: Nancy Guenther

For information on book distributors or translations, please contact No Starch Press, Inc. directly:

No Starch Press, Inc.


38 Ringold Street, San Francisco, CA 94103
phone: 415.863.9900; fax: 415.863.9950; [email protected]; www.nostarch.com

Library of Congress Cataloging-in-Publication Data


Barski, Conrad.
Land of Lisp : learn to program in Lisp, one game at a time! / by Conrad Barski.
p. cm.
Includes index.
ISBN-13: 978-1-59327-281-4
ISBN-10: 1-59327-281-2
1. Computer games--Programming 2. COMMON LISP (Computer program language) 3. LISP (Computer program language)
I. Title.
QA76.76.C672B3693 2010
794.8'1526--dc22
2010026755

No Starch Press and the No Starch Press logo are registered trademarks of No Starch Press, Inc. Other product and
company names mentioned herein may be the trademarks of their respective owners. Rather than use a trademark
symbol with every occurrence of a trademarked name, we are using the names only in an editorial fashion and to the
benefit of the trademark owner, with no intention of infringement of the trademark.

The information in this book is distributed on an “As Is” basis, without warranty. While every precaution has been
taken in the preparation of this work, neither the author nor No Starch Press, Inc. shall have any liability to any
person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the
information contained in it.
For Lauren
BRIEF CONTENTS

Acknowledgments ........................................................................................................xvii

Introduction ....................................................................................................................1

SECTION I: LISP IS POWER

Chapter 1: Getting Started with Lisp ................................................................................15

Chapter 2: Creating Your First Lisp Program .....................................................................21

Chapter 3: Exploring the Syntax of Lisp Code...................................................................31

SECTION II: LISP IS SYMMETRY

Chapter 4: Making Decisions with Conditions ..................................................................49

Chapter 5: Building a Text Game Engine .........................................................................67

Chapter 6: Interacting with the World: Reading and Printing in Lisp ....................................85

Chapter 6.5: lambda: A Function So Important It Deserves Its Own Chapter.......................103

Chapter 7: Going Beyond Basic Lists .............................................................................107

Chapter 8: This Ain’t Your Daddy’s Wumpus..................................................................129

Chapter 9: Advanced Datatypes and Generic Programming ............................................153


SECTION III: LISP IS HACKING ..................................................................................191

Chapter 10: Looping with the loop Command ................................................................195

Chapter 11: Printing Text with the format Function...........................................................221

Chapter 12: Working with Streams ...............................................................................237

Chapter 13: Let’s Create a Web Server! ........................................................................253

Functional Programming Is Beautiful ..............................................................................269

SECTION IV: LISP IS SCIENCE

Chapter 14: Ramping Lisp Up a Notch with Functional Programming ................................291

Chapter 15: Dice of Doom, a Game Written in the Functional Style ..................................303

Chapter 16: The Magic of Lisp Macros ..........................................................................339

Chapter 17: Domain-Specific Languages........................................................................355

Chapter 18: Lazy Programming ....................................................................................375

Chapter 19: Creating a Graphical, Web-Based Version of Dice of Doom ..........................401

Chapter 20: Making Dice of Doom More Fun.................................................................417

Epilogue ....................................................................................................................429

Index .........................................................................................................................465

viii Brief Contents


CONTENTS IN DETAIL

A C KN O W L E D G M E N T S xvii

INTRODUCTION 1
What Makes Lisp So Cool and Unusual? .................................................................... 2
If Lisp Is So Great, Why Don’t More People Use It? ...................................................... 3
Where Did Lisp Come From? ..................................................................................... 4
Where Does Lisp Get Its Power? .............................................................................. 10

SECTION I: LISP IS POWER

1
G E T T I N G S T A R T E D W IT H L I S P 15
Lisp Dialects .......................................................................................................... 15
A Tale of Two Lisps ................................................................................... 16
Up-and-Coming Lisps ................................................................................. 17
Lisp Dialects Used for Scripting ................................................................... 17
ANSI Common Lisp ................................................................................... 17
Getting Started with CLISP ....................................................................................... 18
Installing CLISP ......................................................................................... 18
Starting Up CLISP ...................................................................................... 19
What You’ve Learned ............................................................................................. 19

2
CREATING YOUR FIRST LISP PROGRAM 21
The Guess-My-Number Game .................................................................................. 21
Defining Global Variables in Lisp ............................................................................. 23
Defining the small and big Variables ........................................................... 23
An Alternative Global Variable Definition Function ........................................ 23
Basic Lisp Etiquette ................................................................................................. 24
Defining Global Functions in Lisp ............................................................................. 25
Defining the guess-my-number Function ........................................................ 25
Defining the smaller and bigger Functions .................................................... 27
Defining the start-over Function ................................................................... 28
Defining Local Variables in Lisp ................................................................................ 28
Defining Local Functions in Lisp ................................................................................ 29
What You’ve Learned ............................................................................................. 30
3
E X P L O R I N G T H E S Y N TA X O F L I S P C O D E 31
Syntax and Semantics ............................................................................................. 31
The Building Blocks of Lisp Syntax ............................................................................ 32
Symbols ................................................................................................... 33
Numbers .................................................................................................. 34
Strings ..................................................................................................... 35
How Lisp Distinguishes Between Code and Data ........................................................ 35
Code Mode .............................................................................................. 36
Data Mode ............................................................................................... 37
Lists in Lisp ............................................................................................................ 37
Cons Cells ................................................................................................ 38
List Functions ............................................................................................. 38
Nested Lists .............................................................................................. 41
What You’ve Learned ............................................................................................. 45

SECTION II: LISP IS SYMMETRY

4
M AK I N G D E C I S I O N S W I T H C O N D I T I O N S 49
The Symmetry of nil and () ....................................................................................... 49
Empty Equals False .................................................................................... 50
The Four Disguises of () .............................................................................. 51
The Conditionals: if and Beyond .............................................................................. 52
One Thing at a Time with if ........................................................................ 52
Going Beyond if: The when and unless Alternatives ....................................... 55
The Command That Does It All: cond ........................................................... 56
Branching with case .................................................................................. 57
Cool Tricks with Conditions ..................................................................................... 58
Using the Stealth Conditionals and and or .................................................... 58
Using Functions That Return More than Just the Truth ...................................... 60
Comparing Stuff: eq, equal, and More ..................................................................... 62
What You’ve Learned ............................................................................................. 65

5
B U I L D IN G A T E X T G A M E E N G I N E 67
The Wizard’s Adventure Game ................................................................................ 68
Our Game World ..................................................................................... 68
Basic Requirements .................................................................................... 69
Describing the Scenery with an Association List .......................................................... 70
Describing the Location ........................................................................................... 71
Describing the Paths ............................................................................................... 72
How Quasiquoting Works .......................................................................... 73
Describing Multiple Paths at Once ............................................................... 73
Describing Objects at a Specific Location .................................................................. 77
Listing Visible Objects ................................................................................ 77
Describing Visible Objects ......................................................................... 78

x Contents in D e ta i l
Describing It All ..................................................................................................... 79
Walking Around in Our World ................................................................................ 81
Picking Up Objects ................................................................................................. 82
Checking Our Inventory .......................................................................................... 83
What You’ve Learned ............................................................................................. 84

6
INTERACTING WITH THE WORLD:
R E A D I N G A N D P R IN T I N G I N L IS P 85
Printing and Reading Text ....................................................................................... 86
Printing to the Screen ................................................................................. 86
Saying Hello to the User ........................................................................... 87
Starting with print and read ........................................................................ 88
Reading and Printing Stuff the Way Humans Like It ........................................ 90
The Symmetry Between Code and Data in Lisp ........................................................... 91
Adding a Custom Interface to Our Game Engine ....................................................... 92
Setting Up a Custom REPL .......................................................................... 93
Writing a Custom read Function ................................................................. 94
Writing a game-eval Function ..................................................................... 96
Writing a game-print Function .................................................................... 96
Trying Out Our Fancy New Game Interface .............................................................. 99
The Dangers of read and eval ............................................................................... 101
What You’ve Learned ........................................................................................... 101

6.5
LAMBDA: A FUNCTION SO IMPORTANT IT DESERVES
I T S O W N C H A PT E R 103
What lambda Does .............................................................................................. 103
Why lambda Is So Important ................................................................................. 105
What You’ve Learned ........................................................................................... 106

7
G O IN G B E Y O N D B AS IC L I S T S 107
Exotic Lists ........................................................................................................... 107
Dotted Lists ............................................................................................. 108
Pairs ...................................................................................................... 109
Circular Lists ........................................................................................... 110
Association Lists ...................................................................................... 111
Coping with Complicated Data .............................................................................. 113
Visualizing Tree-like Data ......................................................................... 113
Visualizing Graphs .................................................................................. 114
Creating a Graph ................................................................................................ 114
Generating the DOT Information ............................................................... 115
Turning the DOT File into a Picture ............................................................ 120
Creating a Picture of Our Graph ............................................................... 123
Creating Undirected Graphs .................................................................................. 124
What You’ve Learned ........................................................................................... 127

Contents in D etai l xi
8
T H I S A IN ’T YO U R DA D D Y ’S W U M P U S 129
The Grand Theft Wumpus Game ............................................................................ 131
Defining the Edges of Congestion City .................................................................... 135
Generating Random Edges ....................................................................... 135
Looping with the loop Command ............................................................... 136
Preventing Islands .................................................................................... 137
Building the Final Edges for Congestion City ............................................... 139
Building the Nodes for Congestion City .................................................................. 142
Initializing a New Game of Grand Theft Wumpus .................................................... 144
Drawing a Map of Our City .................................................................................. 145
Drawing a City from Partial Knowledge ..................................................... 146
Walking Around Town ............................................................................. 148
Let’s Hunt Some Wumpus! ..................................................................................... 149
What You’ve Learned ........................................................................................... 152

9
A D V A N CE D D A T A T YP E S A N D G E N E R I C P R O G R A M M IN G 153
Arrays ................................................................................................................ 153
Working with Arrays ............................................................................... 154
Using a Generic Setter ............................................................................. 154
Arrays vs. Lists ........................................................................................ 156
Hash Tables ........................................................................................................ 157
Working with Hash Tables ....................................................................... 157
Returning Multiple Values ......................................................................... 159
Hash Table Performance .......................................................................... 160
A Faster Grand Theft Wumpus Using Hash Tables ....................................... 161
Common Lisp Structures ........................................................................................ 163
Working with Structures ........................................................................... 163
When to Use Structures ............................................................................ 165
Handling Data in a Generic Way .......................................................................... 166
Working with Sequences ......................................................................... 166
Creating Your Own Generic Functions with Type Predicates ......................... 170
The Orc Battle Game ............................................................................................ 172
Global Variables for the Player and Monsters ............................................. 173
Main Game Functions .............................................................................. 174
Player Management Functions .................................................................. 175
Helper Functions for Player Attacks ............................................................ 177
Monster Management Functions ................................................................ 178
The Monsters .......................................................................................... 179
To Battle! ............................................................................................... 187
What You’ve Learned ........................................................................................... 189

S E CT ION III: LISP IS HACK I NG


loop and format: The Seedy Underbelly of Lisp ......................................................... 193

xii C on t e n t s i n D e t a i l
10
LOOPING WITH THE LOOP COMMAND 195
The loop Macro ................................................................................................... 195
Some loop Tricks ..................................................................................... 196
Everything You Ever Wanted to Know About loop ....................................... 202
Using loop to Evolve! ............................................................................................ 202
Growing Plants in Our World ................................................................... 204
Creating Animals .................................................................................... 205
Simulating a Day in Our World ................................................................ 212
Drawing Our World ................................................................................ 212
Creating a User Interface ......................................................................... 213
Let’s Watch Some Evolution! ..................................................................... 214
Explaining the Evolution ........................................................................... 218
What You’ve Learned ........................................................................................... 219

11
PRINTING TEXT WITH THE FORMAT FUNCTION 221
Anatomy of the format Function .............................................................................. 221
The Destination Parameter ........................................................................ 222
The Control String Parameter .................................................................... 222
Value Parameters .................................................................................... 223
Control Sequences for Printing Lisp Values ............................................................... 223
Control Sequences for Formatting Numbers ............................................................. 225
Control Sequences for Formatting Integers .................................................. 225
Control Sequences for Formatting Floating-Point Numbers ............................ 226
Printing Multiple Lines of Output ............................................................................. 226
Justifying Output ................................................................................................... 228
Iterating Through Lists Using Control Sequences ....................................................... 231
A Crazy Formatting Trick for Creating Pretty Tables of Data ...................................... 232
Attack of the Robots! ............................................................................................. 233
What You’ve Learned ........................................................................................... 235

12
W O R K I N G W IT H S T R E A M S 237
Types of Streams .................................................................................................. 238
Streams by Type of Resource .................................................................... 238
Streams by Direction ................................................................................ 238
Working with Files ............................................................................................... 242
Working with Sockets ........................................................................................... 244
Socket Addresses .................................................................................... 245
Socket Connections ................................................................................. 246
Sending a Message over a Socket ............................................................ 246
Tidying Up After Ourselves ....................................................................... 248
String Streams: The Oddball Type .......................................................................... 249
Sending Streams to Functions .................................................................... 249
Working with Long Strings ....................................................................... 250
Reading and Debugging .......................................................................... 250
What You’ve Learned ........................................................................................... 251

Contents i n Detail xiii


13
L E T ’ S C R E AT E A W E B S E R V E R ! 253
Error Handling in Common Lisp ............................................................................. 253
Signaling a Condition .............................................................................. 254
Creating Custom Conditions ..................................................................... 254
Intercepting Conditions ............................................................................ 255
Protecting Resources Against Unexpected Conditions ................................... 255
Writing a Web Server from Scratch ....................................................................... 256
How a Web Server Works ....................................................................... 256
Request Parameters ................................................................................. 258
Parsing the Request Header ...................................................................... 261
Testing get-header with a String Stream ..................................................... 262
Parsing the Request Body ......................................................................... 263
Our Grand Finale: The serve Function! ....................................................... 263
Building a Dynamic Website ................................................................................. 265
Testing the Request Handler ...................................................................... 265
Launching the Website ............................................................................. 266
What You’ve Learned ........................................................................................... 267

F U N CT I O N A L P R O G R A M M I N G I S B E A U T I F U L 269

SECTION IV: LISP IS SCIENCE

14
RAMPING LISP UP A NOTCH WITH
F U N CT I O N A L P R O G R A M M I N G 291
What Is Functional Programming? .......................................................................... 292
Anatomy of a Program Written in the Functional Style ............................................... 295
Higher-Order Programming ................................................................................... 298
Code Composition with Imperative Code ................................................... 298
Using the Functional Style ......................................................................... 299
Higher-Order Programming to the Rescue ................................................... 300
Why Functional Programming Is Crazy ................................................................... 300
Why Functional Programming Is Fantastic ............................................................... 301
Functional Programming Reduces Bugs ...................................................... 301
Functional Programs Are More Compact .................................................... 301
Functional Code Is More Elegant ............................................................... 302
What You’ve Learned ........................................................................................... 302

15
DICE OF DOOM, A GAME WRITTEN IN
T H E F U N CT I O N A L S T Y L E 303
The Rules of Dice of Doom ..................................................................................... 304
A Sample Game of Dice of Doom .......................................................................... 304

xiv Contents in D e ta i l
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