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#light
open Microsoft.FSharp.Math
// [|Ambiance; Graphics; Sound; Creative; Fun; Worth|]
let FableII = 3., 7., 7., 7., 10., 9.
let FarCryII = 5., 8., 5., 1., 5., 9.
let DeadSpace = 9., 9., 9., 8., 4., 9.
let JustinExpectations = 5., 8., 3., 8., 8., 6.
let JustinDeadSpaceExpectations = 10., 10., 8., 9., 7., 10.
let SanityCheck = 1., 0., 0., 0., 0., 0.
#light
open Microsoft.FSharp.Math
// instead try these categories
// Exciting/Serene; Uplifting/Depressing; Fun/Boring; Deep/Shallow; Technically Sound/Buggy; Worth More/Worth Less
let FableII = [3.; 3.; 3.; 0.; 3.; 0.]
let FarCryII = [0.; 0.; -1.; 1.; 5.; 0.]
let DeadSpace = [2.; -2.; 2.; 3.; 3.; 1.]
let JustinExpectations = [5.; 3.; 5.; -2.; 5.; 5.]
let SanityCheck = [-5.; -5.; -5.; -5.; -5.; -5.]
#light
namespace TextSearch
module globals =
let newLine = System.Environment.NewLine
module fileProcessing =
open System.IO
open System.Collections.Generic
open globals
@jcbozonier
jcbozonier / gist:39153
Created December 22, 2008 22:20 — forked from anonymous/gist:39145
Chad's F#'d
#light
open System
let startTimer minutes checkinterval =
let endtime = DateTime.Now.AddMinutes(minutes) in
let rec interval endtime checkinterval =
if endtime <= DateTime.Now then
System.Console.WriteLine("Timer done")
else
System.Console.WriteLine("checked at " + DateTime.Now.ToShortTimeString())
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text;
using FantasyNewApp.Models;
using FantasyNewApp.Utilities;
namespace FantasyNewApp.ViewModels
{
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text;
using FantasyNewApp.Utilities;
namespace FantasyNewApp.Models
{
public class Person : INotifyPropertyChanged
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Linq.Expressions;
using System.Text;
using FantasyNewApp.Models;
using FantasyNewApp.Utilities;
namespace FantasyNewApp.ViewModels
{
var test = 0;
}
{
var test = "hello!";
}
/*
Stole this concept from Python. IMO it helps reduce clutter
in non-performance optimized loops. No dealing with incrementing
or setting the same condition time after time.
*/
/// Incrementing usage example:
foreach(var i in A.Range(0,10))
{
Print(i);
(au:clear-graph)
(define piano (au:make-node "aumu" "dls " "appl"))
(au:connect-node piano 0 *au:output-node* 0)
(au:update-graph)
(define play-seq
(lambda ()
(play-note (now) piano 60 80 10000)
(play-note (+ (now) 22050) piano 64 80 10000)