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darkf / cps.js
Created Oct 16, 2011
an attempt at javascript continuation passing style conversion from scheme
View cps.js
function cps_prim(f) {
return function() {
var r = arguments.reverse();
return r[0]( f.apply(this, arguments.slice(1).reverse()) );
function _sqrt() { return cps_prim(function(x) { return 6; }); }
function _mul(a, b) { return a*b; }
darkf / fc.c
Created Dec 22, 2011
sum digits of factorial with double in C
View fc.c
/* sums the digits of the factorial 10 (since not much larger can be held by a double)
copyright (c) 2011 darkf
use for anything, CC-0 or public domain etc */
#include <stdio.h>
#include <string.h>
double f(int n){return !n?1:n*f(n-1);}
int g(char* b){int x=0,i;for(i=0;i<strlen(b);i++)x+=b[i]-'0';return x;}
main(){char b[256];double x=f(10);sprintf(b,"%.0f",x);printf("%d",g(b));}
View vm.c
/* blokvm -- a darkf implementation of blockeduser's terrible vm
copyright (c) 2012 darkf */
#include <stdio.h>
#include <stdlib.h>
/* 3 * 255^2 */
#define BITMAP_SIZE 195075
#define JMP fseek(fp, PC, SEEK_SET);
darkf / mock.txt
Created Jan 13, 2012
Mockup of a game-oriented behavior modeling language
View mock.txt
# mockup of a game-oriented behavior modeling language, v6 (1/13/2012)
# copyright (c) 2012 darkf
# define player as an object that is both movable, drawable and a rigid body (via tags)
player <- Object()
player is Movable, RigidBody, Drawable # three tags
tiles <- Array2D(64, 64) # 2-dimensional array of size 64x64 for holding map tiles
# Array2D is by default tagged with Iterable, Indexable
tiles is Drawable # add a Drawable tag so we can treat it as a game object
darkf / ship.whatever
Created Jan 15, 2012
mockup program 2
View ship.whatever
# mockup of a game-oriented behavior modeling language, v1 (1/14/2012)
# copyright (c) 2012 darkf
playership <- Sprite(Vec2(64, 64)) # 64x64 sprite
enemyship <- Sprite(Vec2(64, 64))
projectiles <- List() # dynamic list
on playership:collide b do
if b is? enemyship do
# collided with enemy ship
darkf / vm_draft.txt
Created Jan 31, 2012
Draft of a VM for a game modeling language
View vm_draft.txt
This is the virtual machine for a pure OO language based on game creation.
It is, at essence, a stack machine. There are no registers.
Instructions only have one argument, which can be an integer or a string.
Function arguments are pushed in reverse order, C-style. (e.g. x(1,2,3) is 3 2 1 x on the stack)
Methods always have at least one argument -- "self", which is just the current object.
sys_init ; initialize system stuff
darkf / main.hx
Created Feb 11, 2012
Start of a HaXe canvas API
View main.hx
class Color
public var r : Int;
public var g : Int;
public var b : Int;
public function new(r=255, g=255, b=255)
this.r = r;
this.g = g;
darkf / web-dsl-spec.txt
Created Feb 29, 2012
Web DSL for Possum, WIP
View web-dsl-spec.txt
body {
p "hi there"
h1 ":)"
# copyright 2012 darkf
import sys;_,s,h=sys.argv;[open(x,'w').writelines([y for y in open(h)if x.strip()in y])for x in open(s)]
darkf / main.fs
Created Mar 17, 2012
calculus assignment bs
View main.fs
(* Take a tree of expressions in and output the expression tree of the differentiation of it. (or something like that.)
Copyright (c) 2012 darkf
MIT license
(* Assignment:
type Node =
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