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import java.io.*; | |
import java.nio.file.*; | |
import java.awt.event.*; | |
import java.util.*; | |
import java.util.function.*; | |
public class FsWatcher { | |
private Thread t; | |
private File file; |
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clear; | |
clc; | |
sigmoid = @(x) 1 ./ (1 + exp(-x)); | |
tset = [ | |
0, 0, 0 ; % 0 xor 0 = 0 | |
0, 1, 1 ; % 0 xor 1 = 1 | |
1, 0, 1 ; % 1 xor 0 = 1 | |
1, 1, 0 % 1 xor 1 = 1 |
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const exec = require('child_process').exec; | |
const conf = require('./package.json').buildjs || {}; | |
const C0 = '\033[0m', | |
C1 = '\033[1;34m', | |
C2 = '\033[1;32m', | |
C3 = '\033[1;31m'; | |
const runCmd = (function() { |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<link rel='stylesheet' href='style.css'/> | |
</head> | |
<body> | |
<script type='application/x-shader' id='vertex'> | |
attribute vec3 Position; | |
attribute float Size, Life; |
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c = document.createElement('canvas'); | |
c.width=innerWidth;c.height=innerHeight; | |
document.body.appendChild(c); | |
d = c.getContext('2d'); | |
d.font='64px\x20Times\x20New\x20Roman'; | |
d.shadowColor='white' | |
d.shadowBlur=8; | |
p = [] | |
setInterval(function() { | |
p.push([ Math.random()*innerWidth, Math.random()*innerHeight, |
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precision highp float; | |
varying vec3 fnormal, flight, fpos; | |
varying vec2 ftextureCoordinate; | |
varying vec3 fogv; | |
uniform sampler2D textureSampler; | |
void main(void) { | |
vec3 ldir = normalize(flight); |
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/* | |
* Procedurally generated Minecraft dirt texture. | |
*/ | |
(function() { | |
var ctx, imgd; | |
ctx = document.getElementById('texture').getContext('2d'); | |
imgd = ctx.createImageData(64, 64); |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<link href='http://fonts.googleapis.com/css?family=Ubuntu+Mono' rel='stylesheet' type='text/css'> | |
<style> | |
body { | |
padding: 9rem; | |
font-size: 4rem; | |
font-family: 'Ubuntu Mono', monospace; | |
line-height: 6rem; |
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import qualified Graphics.UI.GLUT as GLUT | |
import Data.IORef | |
type Mat3 = ( | |
GLf, GLf, GLf, | |
GLf, GLf, GLf, | |
GLf, GLf, GLf | |
) | |
type Vec3 = ( GLf, GLf, GLf ) | |
type GLf = GLUT.GLfloat |
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import System.Random | |
getCell :: Int -> Int -> [Int] -> Int | |
getCell x y vec = head $ drop ((clamp y) * 32 + (clamp x)) vec | |
where clamp i = min 31 (max 0 i) | |
generation :: Int -> [Int] -> [Int] | |
generation 0 vec = vec | |
generation i vec = map step [0 .. length vec] | |
where |