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;; A function to help generate graphs made from cons cells. | |
;; target is either a symbol representing a nodename or the form (v xxx) where | |
;; xxx is some value we want for the car/cdr of the node. Don't make mistakes | |
;; when specifying the dsl, there is no error checking. | |
;; (a :r a) | |
;; (a :l b :l c :l (:v 42)) | |
;; and so on. | |
;; If there are no computable roots, then one must specify the roots with | |
;; (:roots a b c ... z) | |
(defun gen-cons-graph (dsl) |
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ATTRIBUTE-BAG> (make-attribute-bag :supersede (u:dict :a 1 :b 2) :alist '((:c . 3) (:d . 4)) :plist '(:e 5 :f 6) '(:d 100)) | |
#<ATTRIBUTE-BAG {101D50C053}> | |
ATTRIBUTE-BAG> (dump-attribute-bag *) | |
Attribute bag: | |
name: :A | |
attr semantic value is 1, computed value is "UNBOUND" | |
name: :B | |
attr semantic value is 2, computed value is "UNBOUND" | |
name: :C | |
attr semantic value is 3, computed value is "UNBOUND" |
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(defun sieve (pred sequ &key (key #'identity) | |
(values t) | |
(pred-range-sort (constantly nil)) | |
(initial-key-pool nil) ;; ensure all buckets present! | |
(result-transformer-func #'identity) | |
(decorate-position nil)) | |
(let ((result (make-hash-table :test #'equal))) | |
;; Initialize the key pool if supplied. | |
(when initial-key-pool |
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;; Experimental v:define-texture-map description. | |
;; | |
;; The v:define-texture-map DSL is a means to define how texture maps are | |
;; stored and organized. In this discussion, a "texture-map" is all of the data | |
;; associated with an opengl texture. A 2d texture map, for example, can have | |
;; many mipmaps associated with it. A 3d texture maps has mipmaps of a | |
;; different format than a 2d texture. A cube map has 6 faces, each a | |
;; texture-map, and each face might also have mipmaps. | |
;; | |
;; |
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;; Experimental v:define-texture-map description. | |
;; | |
;; The v:define-texture-map DSL is a means to define how texture maps are | |
;; stored and organized. In this discussion, a "texture-map" is all of the data | |
;; associated with an opengl texture. A 2d texture map, for example, can have | |
;; many mipmaps associated with it. A 3d texture maps has mipmaps of a | |
;; different format thatn a 2d texture. A cube map has 6 faces, each a | |
;; texture-map, and each face might also have mipmaps. | |
;; | |
;; |
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;; TODO: It is the case that we could observe when we're not in a running | |
;; core and indicate a "previously defined" warning. | |
;; | |
;; Behold if we put this form into this macro: | |
;; | |
;; (format t "*load-true-name: ~A, *compile-file-truename*: ~A~%" | |
;; *load-truename* *compile-file-truename*) | |
;; | |
;; Notice under these conditions: | |
;; *ltn* *cft* Observation |
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<mfiano> Gleefre: No, there was a time when I rewrote crawler like 5 times | |
under various brand names :) I have no idea what I was smoking at | |
that point in my life. Nothing voluntary, that's for sure. [17:12] | |
<mfiano> THe latest incarnation was https://github.com/mfiano/dungen [17:13] | |
<mfiano> But the answer to your question was actually "yes". It at one point | |
moved from axity.net to bufferswap's repos. [17:14] | |
<mfiano> I think that was the first nameless jump [17:15] | |
<mfiano> ah no, the first was actually a python codebase, named crawlr, | |
without the "e". #2 was the original CL project on axity. #3 was | |
crawler2 rewrite to be more efficient with psilord's help on the |
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## Source Centric Editing (No Dispersed UI-Only State) | |
We found that encoding large amounts of app structure and state in the IDE | |
itself was both highly convenient and also a strong anti-pattern for | |
understanding, maintanance, and evolution of the app code. It is trivial for | |
the IDE interface to cause deviations from standard coding practices (for | |
example, initializer data held only in an IDE instead of the source code), | |
for the IDE to produce garbage in its representation when the underlying code | |
changes, and for the IDE to be poor at telling you when this has happened. |
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