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shaft_radius = 16;
shaft_height = 20;
shaft_thickness = 2;
blade_length = 26.5;
blade_count = 9;
blade_height = shaft_height;
blade_thickness = 1;
blade_inner_curvature = 70;
blade_twist = 17;
LOOP:
SET A 0
ADD A 1
SET B A
MOD B 3
SET C A
MOD C 5
IFC B C
GOTO SKIPFIZZBUZZ
# FIZZBUZZ
// Use this for initialization
void Start ()
{
var prefab = Resources.Load<GameObject>("SynthPrefab"); //Prefab contains an audio source and nothing else
prefab.SetActive(false); //Prefab must be inactive, so we can edit it first
var go = Instantiate(prefab);
go.AddComponent<FilterSynth>(); //This is the component with OnAudioFilterRead
go.name = Guid.NewGuid().ToString(); //Some other random changes. Dissonance also changes these things

A tensor is a 2x2 symmetric and traceless matrix of the form:

   R * | cos(2theta)  sin(2theta) |  = | a b |
       | sin(2theta) -cos(2theta) |    | _ _ |

where R >= 0 and theta is [0, 2pi]

eyre: execute [%ha p=/~narten/home/0]
ford: out of options
ford: bake %red-quri /~narten/home/~2016.10.26..16.29.48..2213/web/talk ._~~02ka75s2sc1te4tmsp9c893iqrj5n80ishin8rj5dlimos3dd4mn8pbp5lq6urhf00q0479rj5ehp62rjung1inv00003u0ovp1c2b5_~~__
ford: no %red-quri at /~narten/home/26/web/talk
fame: no /~narten/home/26/ren/red-quri
ford: bake %urb /~narten/home/~2016.10.26..16.29.48..2213/web/talk ._~~02ka75s2sc1te4tmsp9c893iqrj5n80ishin8rj5dlimos3dd4mn8pbp5lq6urhf00q0479rj5ehp62rjung1inv00003u0ovp1c2b5_~~__
ford: no %urb at /~narten/home/26/web/talk
ford: bake %urb-tree /~narten/home/26/web/talk ._~~02ka75s2sc1te4tmsp9c893iqrj5n80ishin8rj5dlimos3dd4mn8pbp5lq6urhf00q0479rj5ehp62rjung1inv00003u0ovp1c2b5_~~__
ford: no %urb-tree at /~narten/home/26/web/talk
ford: bake %tree-body /~narten/home/26/web/talk ._~~02ka75s2sc1te4tmsp9c893iqrj5n80ishin8rj5dlimos3dd4mn8pbp5lq6urhf00q0479rj5ehp62rjung1inv00003u0ovp1c2b5_~~__
using System;
using NAudio.Wave;
namespace Dissonance.Audio.Codecs.SineTest
{
/// <summary>
/// A decoder purely for testing. Discards all encoded packets (i.e. it doesn't matter what encoder you use) and then returns a pure sine tone
/// </summary>
public class SineTestDecoder
: IVoiceDecoder
// Before we do anything else register the packet type for serialization and subscribe to incoming packets
void Initialize()
{
PhotonPeer.RegisterType(typeof(PunPacketWrapperType), SerializationCode, Serialize, Deserialize);
PhotonNetwork.OnEventCall += OnEvent;
}
internal void OnEvent(byte eventcode, object content, int senderid)
{
//Do we care about this event code?
gist/? 314
|%
++ piece ?($x $o) :: piece is an X or O
++ space ?(piece $~) :: space is piece or null
++ row {a/space b/space c/space} :: row is 3 spaces
++ board {a/row b/row c/row} :: board is 3 rows
++ coord {x/@u y/@u} :: x/y coordinate
++ game {x/@t o/@t next/piece b/board} :: gamestate includes:
:: - identities of players (x o)
:: - next side to play
/? 314
|%
++ appstate @
--
!:
|_ {bowl state/appstate}
++ poke-atom
|= arg/@
^- {(list) _+>.$}
=+ result=(add state arg)

Objectives

  • Compile to nock (or interpret in hoon)
  • Easily expose urbit concepts
    • Type auras
    • Pokes
    • Noun/Cell/Atom
  • Learnable (there might be some odd concepts, but easy use/learn grammar)
    • C
    • ML
    • Lisp