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active_optic_compositor.py
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106 lines (89 loc) · 3.96 KB
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import time
import random
import json
from dataclasses import dataclass
from typing import List, Dict
# Importujeme zbernicu pre komunikáciu so zvyškom systému
try:
from hyper_state_bus import HyperStateBus
except ImportError:
HyperStateBus = None
@dataclass
class VisualElement:
id: str
type: str # WINDOW, PARTICLE, HUD, NOTIFICATION
complexity: float # 0.0 - 1.0 (Koľko GPU výkonu žerie)
thematic_tag: str # WORK, GAME, SYSTEM
coherence: float # 1.0 = Ostrý obraz, 0.0 = Glitch/Lag
class ActiveOpticCompositor:
"""
Simulácia 'Inteligentného Displeja'.
Skladá obraz nie len pre oči, ale pre analýzu systému.
"""
def __init__(self):
self.bus = HyperStateBus() if HyperStateBus else None
self.active_frame: List[VisualElement] = []
self.entropy_threshold = 0.7
def render_frame(self, elements: List[VisualElement]):
"""
Prijíma požiadavky na vykreslenie.
Namiesto pasívneho vykreslenia ich najprv ANALYZUJE.
"""
self.active_frame = elements
print(f"\n[OPTIC] --- Rendering Frame with {len(elements)} Elements ---")
# 1. Výpočet Vizuálnej Entropie (Miera Chaosu)
total_complexity = sum(e.complexity for e in elements)
entropy = total_complexity / max(1, len(elements))
# 2. Analýza Koherencie (Zdravie Procesov)
avg_coherence = sum(e.coherence for e in elements) / max(1, len(elements))
self._evaluate_optic_state(entropy, avg_coherence)
self._visualize_feedback(entropy)
def _evaluate_optic_state(self, entropy, coherence):
"""
Rozhodovací proces Optiky.
"""
print(f" > Optic Stats: Entropy={entropy:.2f} | Coherence={coherence:.2f}")
# A. Vizuálny Tlak (Backpressure)
if entropy > self.entropy_threshold:
print(" >>> OPTIC ALERT: Visual Chaos Detected.")
print(" >>> ACTION: Signaling Kernel to THROTTLE background tasks.")
if self.bus:
self.bus.publish("DISPLAY_OPTIC", "VISUAL_BACKPRESSURE", {"level": "HIGH"})
# B. Detekcia "Rozostrenia" (Problém s pamäťou)
if coherence < 0.5:
print(" >>> OPTIC ALERT: Loss of Visual Coherence.")
print(" >>> ACTION: Requesting Memory Defragmentation (Hex Grid Re-align).")
if self.bus:
self.bus.publish("DISPLAY_OPTIC", "REQUEST_GRID_ALIGN", {"priority": 2})
# C. Tematické Zhlukovanie (Thematic Binding)
# Zistíme, či sú na obrazovke veci s rovnakým tagom
tags = [e.thematic_tag for e in elements]
if tags.count("GAME") > 0 and tags.count("WORK") > 0:
print(" >>> OPTIC NOTE: Context Switching Detected (Game + Work).")
print(" >>> ACTION: Preparing CPU Affinity Split.")
def _visualize_feedback(self, entropy):
"""
Simuluje to, čo vidí užívateľ.
"""
if entropy > 0.8:
print(" [DISPLAY OUTPUT]: ░▒▓█ OVERLOAD █▓▒░ (Frame Skipped)")
else:
print(" [DISPLAY OUTPUT]: (Crisp 4K Image Rendered)")
# --- Simulácia ---
if __name__ == "__main__":
compositor = ActiveOpticCompositor()
# Scenár 1: Čistý Desktop (Nízka Entropia)
frame_1 = [
VisualElement("Taskbar", "HUD", 0.1, "SYSTEM", 1.0),
VisualElement("Notepad", "WINDOW", 0.05, "WORK", 1.0)
]
compositor.render_frame(frame_1)
time.sleep(1)
# Scenár 2: Hra + Prehliadač + Vírus (Vysoká Entropia + Nízka Koherencia)
frame_2 = [
VisualElement("Cyberpunk_Game", "WINDOW", 0.9, "GAME", 0.8),
VisualElement("Chrome_Tabs_x50", "WINDOW", 0.8, "WORK", 0.4), # Low coherence (Lag)
VisualElement("Error_Popup", "NOTIFICATION", 0.2, "SYSTEM", 1.0),
VisualElement("Particle_Storm", "PARTICLE", 0.6, "GAME", 0.9)
]
compositor.render_frame(frame_2)