Merge branch 'master' into cs-smalltalk

Conflicts:
	lib/linguist/languages.yml
	lib/linguist/samples.json
This commit is contained in:
Arfon Smith
2014-11-30 15:35:16 -06:00
235 changed files with 75473 additions and 72591 deletions

7
.gitignore vendored
View File

@@ -1,3 +1,6 @@
Gemfile.lock
/Gemfile.lock
.bundle/
vendor/
benchmark/
lib/linguist/samples.json
/grammars
/node_modules

View File

@@ -1,11 +1,13 @@
before_install:
before_install:
- git fetch origin master:master
- git fetch origin v2.0.0:v2.0.0
- git fetch origin test/attributes:test/attributes
- git fetch origin test/master:test/master
- sudo apt-get install libicu-dev -y
- gem update --system 2.1.11
rvm:
- 1.9.3
- 2.0.0
- 2.1.1
- 2.1
- 2.2
notifications:
disabled: true

31
CONTRIBUTING.md Normal file
View File

@@ -0,0 +1,31 @@
## Contributing
The majority of contributions won't need to touch any Ruby code at all. The [master language list][languages] is just a YAML configuration file.
Almost all bug fixes or new language additions should come with some additional code samples. Just drop them under [`samples/`][samples] in the correct subdirectory and our test suite will automatically test them. In most cases you shouldn't need to add any new assertions.
### My code is detected as the wrong language
This can usually be solved either by adding a new filename or file name extension to the language's entry in [`languages.yml`][languages] or adding more [samples][samples] for your language to the repository to make Linguist's classifier smarter.
### Syntax highlighting looks wrong
Assuming your code is being detected as the right language (see above), in most cases this is due to a bug in the language grammar rather than a bug in Linguist. [`grammars.yml`][grammars] lists all the grammars we use for syntax highlighting on github.com. Find the one corresponding to your code's programming language and submit a bug report upstream.
You can also try to fix the bug yourself and submit a Pull Request. [This piece from TextMate's documentation](http://manual.macromates.com/en/language_grammars) offers a good introduction on how to work with TextMate-compatible grammars. You can test grammars using [Lightshow](https://lightshow.githubapp.com).
Once the bug has been fixed upstream, please let us know and we'll pick it up for GitHub.
### I want to add support for the `X` programming language
Great! You'll need to:
0. Add an entry for your language to [`languages.yml`][languages].
0. Add a grammar for your language to [`grammars.yml`][grammars] by running `script/download-grammars --add URL`. Please only add grammars that have a license that permits redistribution.
0. Add samples for your language to the [samples directory][samples].
We try only to add languages once they have some usage on GitHub, so please note in-the-wild usage examples in your pull request. In most cases we prefer that languages already be in use in hundreds of repositories before supporting them in Linguist.
[grammars]: /grammars.yml
[languages]: /lib/linguist/languages.yml
[samples]: /samples

View File

@@ -1,2 +1,5 @@
source 'https://rubygems.org'
gemspec
gemspec :name => "github-linguist"
gemspec :name => "github-linguist-grammars"
gem 'test-unit', require: false if RUBY_VERSION >= '2.2'
gem 'byebug' if RUBY_VERSION >= '2.0'

107
README.md
View File

@@ -1,12 +1,14 @@
# Linguist
We use this library at GitHub to detect blob languages, highlight code, ignore binary files, suppress generated files in diffs, and generate language breakdown graphs.
We use this library at GitHub to detect blob languages, ignore binary files, suppress generated files in diffs, and generate language breakdown graphs.
Tips for filing issues and creating pull requests can be found in [`CONTRIBUTING.md`](/CONTRIBUTING.md).
## Features
### Language detection
Linguist defines a list of all languages known to GitHub in a [yaml file](https://github.com/github/linguist/blob/master/lib/linguist/languages.yml). In order for a file to be highlighted, a language and a lexer must be defined there.
Linguist defines a list of all languages known to GitHub in a [yaml file](https://github.com/github/linguist/blob/master/lib/linguist/languages.yml).
Most languages are detected by their file extension. For disambiguating between files with common extensions, we first apply some common-sense heuristics to pick out obvious languages. After that, we use a
[statistical
@@ -24,7 +26,9 @@ See [lib/linguist/language.rb](https://github.com/github/linguist/blob/master/li
### Syntax Highlighting
The actual syntax highlighting is handled by our Pygments wrapper, [pygments.rb](https://github.com/tmm1/pygments.rb). It also provides a [Lexer abstraction](https://github.com/tmm1/pygments.rb/blob/master/lib/pygments/lexer.rb) that determines which highlighter should be used on a file.
Syntax highlighting in GitHub is performed using TextMate-compatible grammars. These are the same grammars that TextMate, Sublime Text and Atom use.
Every language in `languages.yml` is mapped to its corresponding TM `scope`. This scope will be used when picking up a grammar for highlighting. **When adding a new language to Linguist, please add its corresponding scope too (assuming there's an existing TextMate bundle, Sublime Text package, or Atom package) so syntax highlighting works for it**.
### Stats
@@ -32,33 +36,57 @@ The Language stats bar that you see on every repository is built by aggregating
The repository stats API, accessed through `#languages`, can be used on a directory:
***API UPDATE***
Since [Version 3.0.0](https://github.com/github/linguist/releases/tag/v3.0.0) Linguist expects a git repository (in the form of a [Rugged::Repository](https://github.com/libgit2/rugged#repositories)) to be passed when initializing `Linguist::Repository`.
```ruby
project = Linguist::Repository.from_directory(".")
project.language.name #=> "Ruby"
project.languages #=> { "Ruby" => 0.98, "Shell" => 0.02 }
require 'rugged'
require 'linguist'
repo = Rugged::Repository.new('.')
project = Linguist::Repository.new(repo, repo.head.target_id)
project.language #=> "Ruby"
project.languages #=> { "Ruby" => 119387 }
```
These stats are also printed out by the `linguist` binary. You can use the
`--breakdown` flag, and the binary will also output the breakdown of files by language.
You can try running `linguist` on the `lib/` directory in this repository itself:
You can try running `linguist` on the root directory in this repository itself:
$ bundle exec linguist lib/ --breakdown
$ bundle exec linguist --breakdown
100.00% Ruby
Ruby:
linguist/blob_helper.rb
linguist/classifier.rb
linguist/file_blob.rb
linguist/generated.rb
linguist/heuristics.rb
linguist/language.rb
linguist/md5.rb
linguist/repository.rb
linguist/samples.rb
linguist/tokenizer.rb
linguist.rb
Gemfile
Rakefile
bin/linguist
github-linguist.gemspec
lib/linguist.rb
lib/linguist/blob_helper.rb
lib/linguist/classifier.rb
lib/linguist/file_blob.rb
lib/linguist/generated.rb
lib/linguist/heuristics.rb
lib/linguist/language.rb
lib/linguist/lazy_blob.rb
lib/linguist/md5.rb
lib/linguist/repository.rb
lib/linguist/samples.rb
lib/linguist/tokenizer.rb
lib/linguist/version.rb
test/test_blob.rb
test/test_classifier.rb
test/test_heuristics.rb
test/test_language.rb
test/test_md5.rb
test/test_pedantic.rb
test/test_repository.rb
test/test_samples.rb
test/test_tokenizer.rb
#### Ignore vendored files
@@ -80,9 +108,34 @@ Linguist::FileBlob.new("underscore.min.js").generated? # => true
See [Linguist::Generated#generated?](https://github.com/github/linguist/blob/master/lib/linguist/generated.rb).
## Overrides
Linguist supports custom overrides for language definitions and vendored paths. Add a `.gitattributes` file to your project using the keys `linguist-language` and `linguist-vendored` with the standard git-style path matchers for the files you want to override.
Please note that the overrides currently only affect the language statistics for a repository and not the syntax-highlighting of files.
```
$ cat .gitattributes
*.rb linguist-language=Java
$ linguist --breakdown
100.00% Java
Java:
ruby_file.rb
```
By default, Linguist treats all of the paths defined in [lib/linguist/vendor.yml](https://github.com/github/linguist/blob/master/lib/linguist/vendor.yml) as vendored and therefore doesn't include them in the language statistics for a repository. Use the `linguist-vendored` attribute to vendor or un-vendor paths.
```
$ cat .gitattributes
special-vendored-path/* linguist-vendored
jquery.js linguist-vendored=false
```
## Installation
github.com is usually running the latest version of the `github-linguist` gem that is released on [RubyGems.org](http://rubygems.org/gems/github-linguist).
Github.com is usually running the latest version of the `github-linguist` gem that is released on [RubyGems.org](http://rubygems.org/gems/github-linguist).
But for development you are going to want to checkout out the source. To get it, clone the repo and run [Bundler](http://gembundler.com/) to install its dependencies.
@@ -94,18 +147,6 @@ To run the tests:
bundle exec rake test
## Contributing
The majority of contributions won't need to touch any Ruby code at all. The [master language list](https://github.com/github/linguist/blob/master/lib/linguist/languages.yml) is just a YAML configuration file.
We try to only add languages once they have some usage on GitHub, so please note in-the-wild usage examples in your pull request.
Almost all bug fixes or new language additions should come with some additional code samples. Just drop them under [`samples/`](https://github.com/github/linguist/tree/master/samples) in the correct subdirectory and our test suite will automatically test them. In most cases you shouldn't need to add any new assertions.
To update the `samples.json` after adding new files to [`samples/`](https://github.com/github/linguist/tree/master/samples):
bundle exec rake samples
### A note on language extensions
Linguist has a number of methods available to it for identifying the language of a particular file. The initial lookup is based upon the extension of the file, possible file extensions are defined in an array called `extensions`. Take a look at this example for example for `Perl`:
@@ -145,7 +186,7 @@ If you are the current maintainer of this gem:
0. Ensure that tests are green: `bundle exec rake test`
0. Bump gem version in `lib/linguist/version.rb`. For example, [like this](https://github.com/github/linguist/commit/8d2ea90a5ba3b2fe6e1508b7155aa4632eea2985).
0. Make a PR to github/linguist. For example, [#1238](https://github.com/github/linguist/pull/1238).
0. Build a local gem: `gem build github-linguist.gemspec`
0. Build a local gem: `bundle exec rake build_gem`
0. Testing:
0. Bump the Gemfile and Gemfile.lock versions for an app which relies on this gem
0. Install the new gem locally

107
Rakefile
View File

@@ -1,27 +1,103 @@
require 'json'
require 'bundler/setup'
require 'rake/clean'
require 'rake/testtask'
require 'yaml'
require 'yajl'
task :default => :test
Rake::TestTask.new
task :samples do
require 'linguist/samples'
require 'yajl'
data = Linguist::Samples.data
json = Yajl::Encoder.encode(data, :pretty => true)
File.open('lib/linguist/samples.json', 'w') { |io| io.write json }
# Extend test task to check for samples
task :test => :check_samples
desc "Check that we have samples.json generated"
task :check_samples do
unless File.exist?('lib/linguist/samples.json')
Rake::Task[:samples].invoke
end
end
task :build_gem do
task :samples do
require 'linguist/samples'
json = Yajl.dump(Linguist::Samples.data, :pretty => true)
File.write 'lib/linguist/samples.json', json
end
task :build_gem => :samples do
languages = YAML.load_file("lib/linguist/languages.yml")
File.write("lib/linguist/languages.json", JSON.dump(languages))
File.write("lib/linguist/languages.json", Yajl.dump(languages))
`gem build github-linguist.gemspec`
File.delete("lib/linguist/languages.json")
end
task :build_grammars_gem do
rm_rf "grammars"
sh "script/download-grammars"
sh "gem", "build", "github-linguist-grammars.gemspec"
end
namespace :benchmark do
benchmark_path = "benchmark/results"
# $ bundle exec rake benchmark:generate CORPUS=path/to/samples
desc "Generate results for"
task :generate do
ref = `git rev-parse HEAD`.strip[0,8]
corpus = File.expand_path(ENV["CORPUS"] || "samples")
require 'linguist/language'
results = Hash.new
Dir.glob("#{corpus}/**/*").each do |file|
next unless File.file?(file)
filename = file.gsub("#{corpus}/", "")
results[filename] = Linguist::FileBlob.new(file).language
end
# Ensure results directory exists
FileUtils.mkdir_p("benchmark/results")
# Write results
if `git status`.include?('working directory clean')
result_filename = "benchmark/results/#{File.basename(corpus)}-#{ref}.json"
else
result_filename = "benchmark/results/#{File.basename(corpus)}-#{ref}-unstaged.json"
end
File.write(result_filename, results.to_json)
puts "wrote #{result_filename}"
end
# $ bundle exec rake benchmark:compare REFERENCE=path/to/reference.json CANDIDATE=path/to/candidate.json
desc "Compare results"
task :compare do
reference_file = ENV["REFERENCE"]
candidate_file = ENV["CANDIDATE"]
reference = Yajl.load(File.read(reference_file))
reference_counts = Hash.new(0)
reference.each { |filename, language| reference_counts[language] += 1 }
candidate = Yajl.load(File.read(candidate_file))
candidate_counts = Hash.new(0)
candidate.each { |filename, language| candidate_counts[language] += 1 }
changes = diff(reference_counts, candidate_counts)
if changes.any?
changes.each do |language, (before, after)|
before_percent = 100 * before / reference.size.to_f
after_percent = 100 * after / candidate.size.to_f
puts "%s changed from %.1f%% to %.1f%%" % [language || 'unknown', before_percent, after_percent]
end
else
puts "No changes"
end
end
end
namespace :classifier do
LIMIT = 1_000
@@ -37,7 +113,7 @@ namespace :classifier do
next if file_language.nil? || file_language == 'Text'
begin
data = open(file_url).read
guessed_language, score = Linguist::Classifier.classify(Linguist::Samples::DATA, data).first
guessed_language, score = Linguist::Classifier.classify(Linguist::Samples.cache, data).first
total += 1
guessed_language == file_language ? correct += 1 : incorrect += 1
@@ -54,14 +130,12 @@ namespace :classifier do
def each_public_gist
require 'open-uri'
require 'json'
url = "https://api.github.com/gists/public"
loop do
resp = open(url)
url = resp.meta['link'][/<([^>]+)>; rel="next"/, 1]
gists = JSON.parse(resp.read)
gists = Yajl.load(resp.read)
for gist in gists
for filename, attrs in gist['files']
@@ -71,3 +145,10 @@ namespace :classifier do
end
end
end
def diff(a, b)
(a.keys | b.keys).each_with_object({}) do |key, diff|
diff[key] = [a[key], b[key]] unless a[key] == b[key]
end
end

View File

@@ -0,0 +1,14 @@
require File.expand_path('../lib/linguist/version', __FILE__)
Gem::Specification.new do |s|
s.name = 'github-linguist-grammars'
s.version = Linguist::VERSION
s.summary = "Language grammars for use with github-linguist"
s.authors = "GitHub"
s.homepage = "https://github.com/github/linguist"
s.files = ['lib/linguist/grammars.rb'] + Dir['grammars/*']
s.add_development_dependency 'plist', '~>3.1'
end

View File

@@ -10,17 +10,16 @@ Gem::Specification.new do |s|
s.homepage = "https://github.com/github/linguist"
s.license = "MIT"
s.files = Dir['lib/**/*']
s.files = Dir['lib/**/*'] - ['lib/linguist/grammars.rb']
s.executables << 'linguist'
s.add_dependency 'charlock_holmes', '~> 0.7.3'
s.add_dependency 'escape_utils', '~> 1.0.1'
s.add_dependency 'mime-types', '~> 1.19'
s.add_dependency 'pygments.rb', '~> 0.6.0'
s.add_dependency 'rugged', '~> 0.21.0'
s.add_dependency 'mime-types', '>= 1.19'
s.add_dependency 'rugged', '~> 0.22.0b4'
s.add_development_dependency 'json'
s.add_development_dependency 'mocha'
s.add_development_dependency 'pry'
s.add_development_dependency 'rake'
s.add_development_dependency 'yajl-ruby'
end

410
grammars.yml Normal file
View File

@@ -0,0 +1,410 @@
---
http://svn.edgewall.org/repos/genshi/contrib/textmate/Genshi.tmbundle/Syntaxes/Markup%20Template%20%28XML%29.tmLanguage:
- text.xml.genshi
http://svn.textmate.org/trunk/Review/Bundles/BlitzMax.tmbundle:
- source.blitzmax
http://svn.textmate.org/trunk/Review/Bundles/Cython.tmbundle:
- source.cython
http://svn.textmate.org/trunk/Review/Bundles/Forth.tmbundle:
- source.forth
http://svn.textmate.org/trunk/Review/Bundles/Parrot.tmbundle:
- source.parrot.pir
http://svn.textmate.org/trunk/Review/Bundles/Ruby%20Sass.tmbundle:
- source.sass
http://svn.textmate.org/trunk/Review/Bundles/SecondLife%20LSL.tmbundle:
- source.lsl
http://svn.textmate.org/trunk/Review/Bundles/VHDL.tmbundle:
- source.vhdl
http://svn.textmate.org/trunk/Review/Bundles/XQuery.tmbundle:
- source.xquery
https://bitbucket.org/Clams/sublimesystemverilog/get/default.tar.gz:
- source.systemverilog
- source.ucfconstraints
https://bitbucket.org/bitlang/sublime_cobol/raw/b0e9c44ac5f7a2fb553421aa986b35854cbfda4a/COBOL.tmLanguage:
- source.cobol
https://fan.googlecode.com/hg-history/Build%201.0.55/adm/tools/textmate/Fan.tmbundle/Syntaxes/Fan.tmLanguage:
- source.fan
https://github.com/AlanQuatermain/go-tmbundle:
- source.go
https://github.com/Anomareh/PHP-Twig.tmbundle:
- text.html.twig
https://github.com/Cirru/sublime-cirru/raw/master/Cirru.tmLanguage:
- source.cirru
https://github.com/Cykey/Sublime-Logos:
- source.logos
https://github.com/Drako/SublimeBrainfuck/raw/master/Brainfuck.tmLanguage:
- source.bf
https://github.com/JohnNilsson/awk-sublime/raw/master/AWK.tmLanguage:
- source.awk
https://github.com/JonBons/Sublime-SQF-Language:
- source.sqf
https://github.com/MarioRicalde/SCSS.tmbundle:
- source.scss
https://github.com/Oldes/Sublime-REBOL:
- source.rebol
https://github.com/PogiNate/Sublime-Inform:
- source.Inform7
https://github.com/Red-Nova-Technologies/autoitv3-tmbundle:
- source.autoit.3
https://github.com/SalGnt/Sublime-VimL:
- source.viml
https://github.com/Shammah/boo-sublime/raw/master/Boo.tmLanguage:
- source.boo
https://github.com/SublimeText/ColdFusion:
- source.cfscript
- source.cfscript.cfc
- text.cfml.basic
- text.html.cfm
https://github.com/SublimeText/NSIS:
- source.nsis
https://github.com/Varriount/NimLime:
- source.nimrod
- source.nimrod_filter
- source.nimrodcfg
https://github.com/angryant0007/VBDotNetSyntax:
- source.vbnet
https://github.com/aroben/ada.tmbundle/raw/c45eed4d5f98fe3bcbbffbb9e436601ab5bbde4b/Syntaxes/Ada.plist:
- source.ada
https://github.com/aroben/ruby.tmbundle@4636a3023153c3034eb6ffc613899ba9cf33b41f:
- source.ruby
- text.html.erb
https://github.com/asbjornenge/Docker.tmbundle:
- source.dockerfile
https://github.com/atom/language-clojure:
- source.clojure
https://github.com/atom/language-coffee-script:
- source.coffee
- source.litcoffee
https://github.com/atom/language-csharp:
- source.cs
- source.csx
- source.nant-build
https://github.com/atom/language-javascript:
- source.js
- source.js.regexp
https://github.com/atom/language-python:
- source.python
- source.regexp.python
- text.python.traceback
https://github.com/atom/language-shellscript:
- source.shell
- text.shell-session
https://github.com/austinwagner/sublime-sourcepawn:
- source.sp
https://github.com/bfad/Sublime-Lasso:
- file.lasso
https://github.com/bholt/chapel-tmbundle:
- source.chapel
https://github.com/brandonwamboldt/sublime-nginx:
- source.nginx
https://github.com/bro/bro-sublime:
- source.bro
https://github.com/carsonoid/sublime_man_page_support/raw/master/man-groff.tmLanguage:
- text.groff
https://github.com/ccreutzig/sublime-MuPAD:
- source.mupad
https://github.com/cdwilson/nesC.tmbundle:
- source.nesc
https://github.com/christophevg/racket-tmbundle:
- source.racket
https://github.com/clemos/haxe-sublime-bundle:
- source.erazor
- source.haxe.2
- source.hss.1
- source.hxml
- source.nmml
https://github.com/cucumber/cucumber-tmbundle:
- source.ruby.rspec.cucumber.steps
- text.gherkin.feature
https://github.com/daaain/Handlebars/raw/master/Handlebars.tmLanguage:
- text.html.handlebars
https://github.com/davidpeckham/powershell.tmbundle:
- source.powershell
https://github.com/davidrios/jade-tmbundle:
- source.jade
- source.pyjade
https://github.com/elixir-lang/elixir-tmbundle:
- source.elixir
- text.elixir
- text.html.elixir
https://github.com/ericzou/ebundles/raw/master/Bundles/MSDOS%20batch%20file.tmbundle/Syntaxes/MSDOS%20batch%20file.tmLanguage:
- source.dosbatch
https://github.com/euler0/sublime-glsl/raw/master/GLSL.tmLanguage:
- source.glsl
https://github.com/fancy-lang/fancy-tmbundle:
- source.fancy
https://github.com/fsharp/fsharpbinding:
- source.fsharp
https://github.com/gingerbeardman/monkey.tmbundle:
- source.monkey
https://github.com/guillermooo/dart-sublime-bundle/raw/master/Dart.tmLanguage:
- source.dart
https://github.com/harrism/sublimetext-cuda-cpp/raw/master/cuda-c%2B%2B.tmLanguage:
- source.cuda-c++
https://github.com/hww3/pike-textmate:
- source.pike
https://github.com/jeancharles-roger/ceylon-sublimetext/raw/master/Ceylon.tmLanguage:
- source.ceylon
https://github.com/jfairbank/Sublime-Text-2-OpenEdge-ABL:
- source.abl
https://github.com/jhasse/sublime-rust:
- source.rust
https://github.com/johanasplund/sublime-befunge/raw/master/Befunge-93.tmLanguage:
- source.befunge
https://github.com/joshaven/RDoc.tmbundle:
- text.rdoc
https://github.com/jpcamara/Textmate-Gosu-Bundle/raw/master/Gosu.tmbundle/Syntaxes/Gosu.tmLanguage:
- source.gosu.2
https://github.com/kswedberg/jquery-tmbundle:
- source.js.jquery
https://github.com/laughedelic/sublime-idris/raw/master/Idris.tmLanguage:
- source.idris
https://github.com/lavrton/sublime-better-typescript:
- source.ts
https://github.com/leafo/moonscript-tmbundle:
- source.moonscript
https://github.com/lunixbochs/x86-assembly-textmate-bundle:
- source.asm.x86
https://github.com/macekond/Alloy.tmbundle:
- source.alloy
https://github.com/mads379/opa.tmbundle:
- source.opa
https://github.com/mads379/scala.tmbundle:
- source.sbt
- source.scala
https://github.com/marconi/mako-tmbundle:
- text.html.mako
https://github.com/mattfoster/gnuplot-tmbundle:
- source.gnuplot
https://github.com/mgalloy/idl.tmbundle:
- source.idl
- source.idl-dlm
- text.idl-idldoc
https://github.com/michaeledgar/protobuf-tmbundle:
- source.protobuf
https://github.com/mkolosick/Sublime-Coq/raw/master/Coq.tmLanguage:
- source.coq
https://github.com/mokus0/Agda.tmbundle:
- source.agda
https://github.com/nanoant/Julia.tmbundle:
- source.julia
https://github.com/nanoant/assembly.tmbundle/raw/master/Syntaxes/objdump%20C%2B%2B.tmLanguage:
- objdump.x86asm
https://github.com/nilium/ooc.tmbundle:
- source.ooc
https://github.com/paulmillr/LiveScript.tmbundle:
- source.livescript
https://github.com/pferruggiaro/sublime-tea:
- source.tea
https://github.com/puppet-textmate-bundle/puppet-textmate-bundle:
- source.puppet
https://github.com/pvl/abap.tmbundle:
- source.abap
https://github.com/scalate/Scalate.tmbundle:
- source.scaml
- text.html.ssp
https://github.com/shadanan/mathematica-tmbundle:
- source.mathematica
https://github.com/shellderp/sublime-robot-plugin:
- text.robot
https://github.com/simongregory/actionscript3-tmbundle:
- source.actionscript.3
- text.html.asdoc
- text.xml.flex-config
https://github.com/skozlovf/Sublime-QML:
- source.qml
https://github.com/slash-lang/Slash.tmbundle:
- text.html.slash
https://github.com/slavapestov/factor/raw/master/misc/Factor.tmbundle/Syntaxes/Factor.tmLanguage:
- source.factor
https://github.com/slim-template/ruby-slim.tmbundle:
- text.slim
https://github.com/staltz/SublimeXtend:
- source.xtend
https://github.com/statatmbundle/Stata.tmbundle:
- source.mata
- source.stata
https://github.com/technosophos/Vala-TMBundle:
- source.vala
https://github.com/textmate/ant.tmbundle:
- text.xml.ant
https://github.com/textmate/antlr.tmbundle:
- source.antlr
https://github.com/textmate/apache.tmbundle:
- source.apache-config
- source.apache-config.mod_perl
https://github.com/textmate/applescript.tmbundle:
- source.applescript
https://github.com/textmate/asp.tmbundle:
- source.asp
- text.html.asp
https://github.com/textmate/bison.tmbundle:
- source.bison
https://github.com/textmate/c.tmbundle:
- source.c
- source.c++
- source.c.platform
https://github.com/textmate/capnproto.tmbundle:
- source.capnp
https://github.com/textmate/cmake.tmbundle:
- source.cache.cmake
- source.cmake
https://github.com/textmate/cpp-qt.tmbundle:
- source.c++.qt
- source.qmake
https://github.com/textmate/css.tmbundle:
- source.css
https://github.com/textmate/d.tmbundle:
- source.d
https://github.com/textmate/diff.tmbundle:
- source.diff
https://github.com/textmate/dylan.tmbundle:
- source.dylan
- source.lid
- source.makegen
https://github.com/textmate/eiffel.tmbundle:
- source.eiffel
https://github.com/textmate/erlang.tmbundle:
- source.erlang
- text.html.erlang.yaws
https://github.com/textmate/fortran.tmbundle:
- source.fortran
- source.fortran.modern
https://github.com/textmate/gettext.tmbundle:
- source.po
https://github.com/textmate/graphviz.tmbundle:
- source.dot
https://github.com/textmate/groovy.tmbundle:
- source.groovy
https://github.com/textmate/haskell.tmbundle:
- source.haskell
- text.tex.latex.haskell
https://github.com/textmate/html.tmbundle:
- text.html.basic
https://github.com/textmate/ini.tmbundle:
- source.ini
https://github.com/textmate/io.tmbundle:
- source.io
https://github.com/textmate/java.tmbundle:
- source.java
- source.java-properties
- text.html.jsp
- text.junit-test-report
https://github.com/textmate/javadoc.tmbundle:
- text.html.javadoc
https://github.com/textmate/javascript-objective-j.tmbundle:
- source.js.objj
https://github.com/textmate/json.tmbundle:
- source.json
https://github.com/textmate/latex.tmbundle:
- text.bibtex
- text.log.latex
- text.tex
- text.tex.latex
- text.tex.latex.beamer
- text.tex.latex.memoir
https://github.com/textmate/less.tmbundle:
- source.css.less
https://github.com/textmate/lilypond.tmbundle:
- source.lilypond
https://github.com/textmate/lisp.tmbundle:
- source.lisp
https://github.com/textmate/logtalk.tmbundle:
- source.logtalk
https://github.com/textmate/lua.tmbundle:
- source.lua
https://github.com/textmate/make.tmbundle:
- source.makefile
https://github.com/textmate/markdown.tmbundle:
- text.html.markdown
https://github.com/textmate/matlab.tmbundle:
- source.matlab
- source.octave
https://github.com/textmate/maven.tmbundle:
- text.xml.pom
https://github.com/textmate/nemerle.tmbundle:
- source.nemerle
https://github.com/textmate/ninja.tmbundle:
- source.ninja
https://github.com/textmate/objective-c.tmbundle:
- source.objc
- source.objc++
- source.objc.platform
- source.strings
https://github.com/textmate/ocaml.tmbundle:
- source.camlp4.ocaml
- source.ocaml
- source.ocamllex
- source.ocamlyacc
https://github.com/textmate/pascal.tmbundle:
- source.pascal
https://github.com/textmate/perl.tmbundle:
- source.perl
https://github.com/textmate/php-smarty.tmbundle:
- source.smarty
https://github.com/textmate/php.tmbundle:
- text.html.php
https://github.com/textmate/postscript.tmbundle:
- source.postscript
https://github.com/textmate/processing.tmbundle:
- source.processing
https://github.com/textmate/prolog.tmbundle:
- source.prolog
https://github.com/textmate/python-django.tmbundle:
- source.python.django
- text.html.django
https://github.com/textmate/r.tmbundle:
- source.r
- text.tex.latex.rd
https://github.com/textmate/restructuredtext.tmbundle:
- text.restructuredtext
https://github.com/textmate/ruby-haml.tmbundle:
- text.haml
https://github.com/textmate/ruby-on-rails-tmbundle:
- source.js.erb.rails
- source.ruby.rails
- source.ruby.rails.rjs
- source.sql.ruby
- text.html.erb.rails
https://github.com/textmate/scheme.tmbundle:
- source.scheme
https://github.com/textmate/scilab.tmbundle:
- source.scilab
https://github.com/textmate/sql.tmbundle:
- source.sql
https://github.com/textmate/standard-ml.tmbundle:
- source.cm
- source.ml
https://github.com/textmate/swift.tmbundle:
- source.swift
https://github.com/textmate/tcl.tmbundle:
- source.tcl
- text.html.tcl
https://github.com/textmate/text.tmbundle:
- text.plain
https://github.com/textmate/textile.tmbundle:
- text.html.textile
https://github.com/textmate/textmate.tmbundle:
- source.regexp.oniguruma
- source.tm-properties
https://github.com/textmate/thrift.tmbundle:
- source.thrift
https://github.com/textmate/toml.tmbundle:
- source.toml
https://github.com/textmate/verilog.tmbundle:
- source.verilog
https://github.com/textmate/xml.tmbundle:
- text.xml
- text.xml.xsl
https://github.com/textmate/yaml.tmbundle:
- source.yaml
https://github.com/tomas-stefano/smalltalk-tmbundle:
- source.smalltalk
https://github.com/vic/ioke-outdated/raw/master/share/TextMate/Ioke.tmbundle/Syntaxes/Ioke.tmLanguage:
- source.ioke
https://github.com/vkostyukov/kotlin-sublime-package:
- source.Kotlin
https://github.com/vmg/zephir-sublime:
- source.php.zephir
https://github.com/whitequark/llvm.tmbundle:
- source.llvm

View File

@@ -4,4 +4,5 @@ require 'linguist/heuristics'
require 'linguist/language'
require 'linguist/repository'
require 'linguist/samples'
require 'linguist/shebang'
require 'linguist/version'

View File

@@ -2,7 +2,6 @@ require 'linguist/generated'
require 'charlock_holmes'
require 'escape_utils'
require 'mime/types'
require 'pygments'
require 'yaml'
module Linguist
@@ -147,6 +146,13 @@ module Linguist
end
end
# Public: Is the blob empty?
#
# Return true or false
def empty?
data.nil? || data == ""
end
# Public: Is the blob text?
#
# Return true or false
@@ -193,10 +199,6 @@ module Linguist
# Public: Is the blob safe to colorize?
#
# We use Pygments for syntax highlighting blobs. Pygments
# can be too slow for very large blobs or for certain
# corner-case blobs.
#
# Return true or false
def safe_to_colorize?
!large? && text? && !high_ratio_of_long_lines?
@@ -204,9 +206,6 @@ module Linguist
# Internal: Does the blob have a ratio of long lines?
#
# These types of files are usually going to make Pygments.rb
# angry if we try to colorize them.
#
# Return true or false
def high_ratio_of_long_lines?
return false if loc == 0
@@ -314,23 +313,9 @@ module Linguist
@language ||= Language.detect(self)
end
# Internal: Get the lexer of the blob.
#
# Returns a Lexer.
def lexer
language ? language.lexer : Pygments::Lexer.find_by_name('Text only')
end
# Public: Highlight syntax of blob
#
# options - A Hash of options (defaults to {})
#
# Returns html String
def colorize(options = {})
return unless safe_to_colorize?
options[:options] ||= {}
options[:options][:encoding] ||= encoding
lexer.highlight(data, options)
# Internal: Get the TextMate compatible scope for the blob
def tm_scope
language && language.tm_scope
end
end
end

View File

@@ -3,6 +3,25 @@ require 'linguist/tokenizer'
module Linguist
# Language bayesian classifier.
class Classifier
# Public: Use the classifier to detect language of the blob.
#
# blob - An object that quacks like a blob.
# possible_languages - Array of Language objects
#
# Examples
#
# Classifier.call(FileBlob.new("path/to/file"), [
# Language["Ruby"], Language["Python"]
# ])
#
# Returns an Array of Language objects, most probable first.
def self.call(blob, possible_languages)
language_names = possible_languages.map(&:name)
classify(Samples.cache, blob.data, language_names).map do |name, _|
Language[name] # Return the actual Language objects
end
end
# Public: Train classifier that data is a certain language.
#
# db - Hash classifier database object

View File

@@ -57,14 +57,20 @@ module Linguist
#
# Returns a String.
def extension
# File.extname returns nil if the filename is an extension.
extension = File.extname(name)
basename = File.basename(name)
# Checks if the filename is an extension.
if extension.empty? && basename[0] == "."
basename
else
extension
extensions.last || ""
end
# Public: Return an array of the file extensions
#
# >> Linguist::FileBlob.new("app/views/things/index.html.erb").extensions
# => [".html.erb", ".erb"]
#
# Returns an Array
def extensions
basename, *segments = File.basename(name).split(".")
segments.map.with_index do |segment, index|
"." + segments[index..-1].join(".")
end
end
end

View File

@@ -51,25 +51,25 @@ module Linguist
#
# Return true or false
def generated?
name == 'Gemfile.lock' ||
minified_files? ||
compiled_coffeescript? ||
xcode_file? ||
generated_parser? ||
generated_net_docfile? ||
generated_net_designer_file? ||
generated_postscript? ||
generated_protocol_buffer? ||
generated_jni_header? ||
composer_lock? ||
node_modules? ||
vcr_cassette? ||
generated_by_zephir?
minified_files? ||
compiled_coffeescript? ||
xcode_file? ||
generated_parser? ||
generated_net_docfile? ||
generated_net_designer_file? ||
generated_postscript? ||
generated_protocol_buffer? ||
generated_jni_header? ||
composer_lock? ||
node_modules? ||
godeps? ||
vcr_cassette? ||
generated_by_zephir?
end
# Internal: Is the blob an Xcode file?
#
# Generated if the file extension is an Xcode
# Generated if the file extension is an Xcode
# file extension.
#
# Returns true of false.
@@ -231,11 +231,19 @@ module Linguist
!!name.match(/node_modules\//)
end
# Internal: Is the blob part of Godeps/,
# which are not meant for humans in pull requests.
#
# Returns true or false.
def godeps?
!!name.match(/Godeps\//)
end
# Internal: Is the blob a generated php composer lock file?
#
# Returns true or false.
def composer_lock?
!!name.match(/composer.lock/)
!!name.match(/composer\.lock/)
end
# Internal: Is the blob a generated by Zephir
@@ -256,4 +264,3 @@ module Linguist
end
end
end

13
lib/linguist/grammars.rb Normal file
View File

@@ -0,0 +1,13 @@
# Note: This file is included in the github-linguist-grammars gem, not the
# github-linguist gem.
module Linguist
module Grammars
# Get the path to the directory containing the language grammar JSON files.
#
# Returns a String.
def self.path
File.expand_path("../../../grammars", __FILE__)
end
end
end

View File

@@ -1,90 +1,143 @@
module Linguist
# A collection of simple heuristics that can be used to better analyze languages.
class Heuristics
ACTIVE = false
# Public: Use heuristics to detect language of the blob.
#
# blob - An object that quacks like a blob.
# possible_languages - Array of Language objects
#
# Examples
#
# Heuristics.call(FileBlob.new("path/to/file"), [
# Language["Ruby"], Language["Python"]
# ])
#
# Returns an Array of languages, or empty if none matched or were inconclusive.
def self.call(blob, languages)
data = blob.data
# Public: Given an array of String language names,
# apply heuristics against the given data and return an array
# of matching languages, or nil.
@heuristics.each do |heuristic|
return Array(heuristic.call(data)) if heuristic.matches?(languages)
end
[] # No heuristics matched
end
# Internal: Define a new heuristic.
#
# data - Array of tokens or String data to analyze.
# languages - Array of language name Strings to restrict to.
# languages - String names of languages to disambiguate.
# heuristic - Block which takes data as an argument and returns a Language or nil.
#
# Returns an array of Languages or []
def self.find_by_heuristics(data, languages)
if active?
if languages.all? { |l| ["Objective-C", "C++"].include?(l) }
disambiguate_c(data, languages)
end
if languages.all? { |l| ["Perl", "Prolog"].include?(l) }
disambiguate_pl(data, languages)
end
if languages.all? { |l| ["ECL", "Prolog"].include?(l) }
disambiguate_ecl(data, languages)
end
if languages.all? { |l| ["TypeScript", "XML"].include?(l) }
disambiguate_ts(data, languages)
end
if languages.all? { |l| ["Common Lisp", "OpenCL"].include?(l) }
disambiguate_cl(data, languages)
end
if languages.all? { |l| ["Rebol", "R"].include?(l) }
disambiguate_r(data, languages)
end
# Examples
#
# disambiguate "Perl", "Prolog" do |data|
# if data.include?("use strict")
# Language["Perl"]
# elsif data.include?(":-")
# Language["Prolog"]
# end
# end
#
def self.disambiguate(*languages, &heuristic)
@heuristics << new(languages, &heuristic)
end
# Internal: Array of defined heuristics
@heuristics = []
# Internal
def initialize(languages, &heuristic)
@languages = languages
@heuristic = heuristic
end
# Internal: Check if this heuristic matches the candidate languages.
def matches?(candidates)
candidates.all? { |l| @languages.include?(l.name) }
end
# Internal: Perform the heuristic
def call(data)
@heuristic.call(data)
end
disambiguate "Objective-C", "C++", "C" do |data|
if (/@(interface|class|protocol|property|end|synchronised|selector|implementation)\b/.match(data))
Language["Objective-C"]
elsif (/^\s*#\s*include <(cstdint|string|vector|map|list|array|bitset|queue|stack|forward_list|unordered_map|unordered_set|(i|o|io)stream)>/.match(data) ||
/^\s*template\s*</.match(data) || /^[^@]class\s+\w+/.match(data) || /^[^@](private|public|protected):$/.match(data) || /std::.+$/.match(data))
Language["C++"]
end
end
# .h extensions are ambigious between C, C++, and Objective-C.
# We want to shortcut look for Objective-C _and_ now C++ too!
#
# Returns an array of Languages or []
def self.disambiguate_c(data, languages)
matches = []
matches << Language["Objective-C"] if data.include?("@interface")
matches << Language["C++"] if data.include?("#include <cstdint>")
matches
disambiguate "Perl", "Prolog" do |data|
if data.include?("use strict")
Language["Perl"]
elsif data.include?(":-")
Language["Prolog"]
end
end
def self.disambiguate_pl(data, languages)
matches = []
matches << Language["Prolog"] if data.include?(":-")
matches << Language["Perl"] if data.include?("use strict")
matches
disambiguate "ECL", "Prolog" do |data|
if data.include?(":-")
Language["Prolog"]
elsif data.include?(":=")
Language["ECL"]
end
end
def self.disambiguate_ecl(data, languages)
matches = []
matches << Language["Prolog"] if data.include?(":-")
matches << Language["ECL"] if data.include?(":=")
matches
end
def self.disambiguate_ts(data, languages)
matches = []
if (data.include?("</translation>"))
matches << Language["XML"]
disambiguate "IDL", "Prolog" do |data|
if data.include?(":-")
Language["Prolog"]
else
matches << Language["TypeScript"]
Language["IDL"]
end
matches
end
def self.disambiguate_cl(data, languages)
matches = []
matches << Language["Common Lisp"] if data.include?("(defun ")
matches << Language["OpenCL"] if /\/\* |\/\/ |^\}/.match(data)
matches
disambiguate "Common Lisp", "OpenCL" do |data|
if data.include?("(defun ")
Language["Common Lisp"]
elsif /\/\* |\/\/ |^\}/.match(data)
Language["OpenCL"]
end
end
def self.disambiguate_r(data, languages)
matches = []
matches << Language["Rebol"] if /\bRebol\b/i.match(data)
matches << Language["R"] if data.include?("<-")
matches
disambiguate "Hack", "PHP" do |data|
if data.include?("<?hh")
Language["Hack"]
elsif /<?[^h]/.match(data)
Language["PHP"]
end
end
def self.active?
!!ACTIVE
disambiguate "Scala", "SuperCollider" do |data|
if /\^(this|super)\./.match(data) || /^\s*(\+|\*)\s*\w+\s*{/.match(data) || /^\s*~\w+\s*=\./.match(data)
Language["SuperCollider"]
elsif /^\s*import (scala|java)\./.match(data) || /^\s*val\s+\w+\s*=/.match(data) || /^\s*class\b/.match(data)
Language["Scala"]
end
end
disambiguate "AsciiDoc", "AGS Script" do |data|
Language["AsciiDoc"] if /^=+(\s|\n)/.match(data)
end
disambiguate "FORTRAN", "Forth" do |data|
if /^: /.match(data)
Language["Forth"]
elsif /^([c*][^a-z]| subroutine\s)/i.match(data)
Language["FORTRAN"]
end
end
disambiguate "F#", "Forth", "GLSL" do |data|
if /^(: |new-device)/.match(data)
Language["Forth"]
elsif /^(#light|import|let|module|namespace|open|type)/.match(data)
Language["F#"]
elsif /^(#include|#pragma|precision|uniform|varying|void)/.match(data)
Language["GLSL"]
end
end
end
end

View File

@@ -1,8 +1,7 @@
require 'escape_utils'
require 'pygments'
require 'yaml'
begin
require 'json'
require 'yajl'
rescue LoadError
end
@@ -11,6 +10,8 @@ require 'linguist/heuristics'
require 'linguist/samples'
require 'linguist/file_blob'
require 'linguist/blob_helper'
require 'linguist/strategy/filename'
require 'linguist/shebang'
module Linguist
# Language names that are recognizable by GitHub. Defined languages
@@ -62,7 +63,7 @@ module Linguist
end
# Language name index
@index[language.name] = @name_index[language.name] = language
@index[language.name.downcase] = @name_index[language.name.downcase] = language
language.aliases.each do |name|
# All Language aliases should be unique. Raise if there is a duplicate.
@@ -70,7 +71,7 @@ module Linguist
raise ArgumentError, "Duplicate alias: #{name}"
end
@index[name] = @alias_index[name] = language
@index[name.downcase] = @alias_index[name.downcase] = language
end
language.extensions.each do |extension|
@@ -92,6 +93,13 @@ module Linguist
language
end
STRATEGIES = [
Linguist::Strategy::Filename,
Linguist::Shebang,
Linguist::Heuristics,
Linguist::Classifier
]
# Public: Detects the Language of the blob.
#
# blob - an object that includes the Linguist `BlobHelper` interface;
@@ -99,51 +107,22 @@ module Linguist
#
# Returns Language or nil.
def self.detect(blob)
name = blob.name.to_s
# Bail early if the blob is binary or empty.
return nil if blob.likely_binary? || blob.binary? || blob.empty?
# Check if the blob is possibly binary and bail early; this is a cheap
# test that uses the extension name to guess a binary binary mime type.
#
# We'll perform a more comprehensive test later which actually involves
# looking for binary characters in the blob
return nil if blob.likely_binary? || blob.binary?
# A bit of an elegant hack. If the file is executable but extensionless,
# append a "magic" extension so it can be classified with other
# languages that have shebang scripts.
extension = FileBlob.new(name).extension
if extension.empty? && blob.mode && (blob.mode.to_i(8) & 05) == 05
name += ".script!"
end
# First try to find languages that match based on filename.
possible_languages = find_by_filename(name)
# If there is more than one possible language with that extension (or no
# extension at all, in the case of extensionless scripts), we need to continue
# our detection work
if possible_languages.length > 1
data = blob.data
possible_language_names = possible_languages.map(&:name)
# Don't bother with binary contents or an empty file
if data.nil? || data == ""
nil
# Check if there's a shebang line and use that as authoritative
elsif (result = find_by_shebang(data)) && !result.empty?
result.first
# No shebang. Still more work to do. Try to find it with our heuristics.
elsif (determined = Heuristics.find_by_heuristics(data, possible_language_names)) && !determined.empty?
determined.first
# Lastly, fall back to the probablistic classifier.
elsif classified = Classifier.classify(Samples::DATA, data, possible_language_names ).first
# Return the actual Language object based of the string language name (i.e., first element of `#classify`)
Language[classified[0]]
# Call each strategy until one candidate is returned.
STRATEGIES.reduce([]) do |languages, strategy|
candidates = strategy.call(blob, languages)
if candidates.size == 1
return candidates.first
elsif candidates.size > 1
# More than one candidate was found, pass them to the next strategy.
candidates
else
# No candiates were found, pass on languages from the previous strategy.
languages
end
else
# Simplest and most common case, we can just return the one match based on extension
possible_languages.first
end
end.first
end
# Public: Get all Languages
@@ -164,7 +143,7 @@ module Linguist
#
# Returns the Language or nil if none was found.
def self.find_by_name(name)
@name_index[name]
name && @name_index[name.downcase]
end
# Public: Look up Language by one of its aliases.
@@ -178,7 +157,7 @@ module Linguist
#
# Returns the Lexer or nil if none was found.
def self.find_by_alias(name)
@alias_index[name]
name && @alias_index[name.downcase]
end
# Public: Look up Languages by filename.
@@ -193,26 +172,53 @@ module Linguist
# Returns all matching Languages or [] if none were found.
def self.find_by_filename(filename)
basename = File.basename(filename)
extname = FileBlob.new(filename).extension
langs = @filename_index[basename] +
@extension_index[extname]
langs.compact.uniq
# find the first extension with language definitions
extname = FileBlob.new(filename).extensions.detect do |e|
!@extension_index[e].empty?
end
(@filename_index[basename] + @extension_index[extname]).compact.uniq
end
# Public: Look up Languages by shebang line.
# Public: Look up Languages by file extension.
#
# data - Array of tokens or String data to analyze.
# extname - The extension String.
#
# Examples
#
# Language.find_by_shebang("#!/bin/bash\ndate;")
# Language.find_by_extension('.rb')
# # => [#<Language name="Ruby">]
#
# Language.find_by_extension('rb')
# # => [#<Language name="Ruby">]
#
# Returns all matching Languages or [] if none were found.
def self.find_by_extension(extname)
extname = ".#{extname}" unless extname.start_with?(".")
@extension_index[extname]
end
# DEPRECATED
def self.find_by_shebang(data)
@interpreter_index[Shebang.interpreter(data)]
end
# Public: Look up Languages by interpreter.
#
# interpreter - String of interpreter name
#
# Examples
#
# Language.find_by_interpreter("bash")
# # => [#<Language name="Bash">]
#
# Returns the matching Language
def self.find_by_shebang(data)
@interpreter_index[Linguist.interpreter_from_shebang(data)]
def self.find_by_interpreter(interpreter)
@interpreter_index[interpreter]
end
# Public: Look up Language by its name or lexer.
#
# name - The String name of the Language
@@ -227,7 +233,7 @@ module Linguist
#
# Returns the Language or nil if none was found.
def self.[](name)
@index[name]
name && @index[name.downcase]
end
# Public: A List of popular languages
@@ -286,9 +292,16 @@ module Linguist
# Set aliases
@aliases = [default_alias_name] + (attributes[:aliases] || [])
# Lookup Lexer object
@lexer = Pygments::Lexer.find_by_name(attributes[:lexer] || name) ||
raise(ArgumentError, "#{@name} is missing lexer")
# Load the TextMate scope name or try to guess one
@tm_scope = attributes[:tm_scope] || begin
context = case @type
when :data, :markup, :prose
'text'
when :programming, nil
'source'
end
"#{context}.#{@name.downcase}"
end
@ace_mode = attributes[:ace_mode]
@wrap = attributes[:wrap] || false
@@ -363,6 +376,11 @@ module Linguist
# Returns the Lexer
attr_reader :lexer
# Public: Get the name of a TextMate-compatible scope
#
# Returns the scope
attr_reader :tm_scope
# Public: Get Ace mode
#
# Examples
@@ -406,11 +424,6 @@ module Linguist
# Returns the extensions Array
attr_reader :filenames
# Public: Return all possible extensions for language
def all_extensions
(extensions + [primary_extension]).uniq
end
# Deprecated: Get primary extension
#
# Defaults to the first extension but can be overridden
@@ -510,16 +523,16 @@ module Linguist
end
end
extensions = Samples::DATA['extnames']
interpreters = Samples::DATA['interpreters']
filenames = Samples::DATA['filenames']
extensions = Samples.cache['extnames']
interpreters = Samples.cache['interpreters']
filenames = Samples.cache['filenames']
popular = YAML.load_file(File.expand_path("../popular.yml", __FILE__))
languages_yml = File.expand_path("../languages.yml", __FILE__)
languages_json = File.expand_path("../languages.json", __FILE__)
if File.exist?(languages_json) && defined?(JSON)
languages = JSON.load(File.read(languages_json))
if File.exist?(languages_json) && defined?(Yajl)
languages = Yajl.load(File.read(languages_json))
else
languages = YAML.load_file(languages_yml)
end
@@ -532,6 +545,7 @@ module Linguist
if extnames = extensions[name]
extnames.each do |extname|
if !options['extensions'].include?(extname)
warn "#{name} has a sample with extension (#{extname}) that isn't explicitly defined in languages.yml" unless extname == '.script!'
options['extensions'] << extname
end
end
@@ -563,12 +577,13 @@ module Linguist
:type => options['type'],
:aliases => options['aliases'],
:lexer => options['lexer'],
:tm_scope => options['tm_scope'],
:ace_mode => options['ace_mode'],
:wrap => options['wrap'],
:group_name => options['group'],
:searchable => options.key?('searchable') ? options['searchable'] : true,
:searchable => options.fetch('searchable', true),
:search_term => options['search_term'],
:extensions => [options['extensions'].first] + options['extensions'][1..-1].sort,
:extensions => Array(options['extensions']),
:interpreters => options['interpreters'].sort,
:filenames => options['filenames'],
:popular => popular.include?(name)

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@@ -1,8 +1,13 @@
require 'linguist/blob_helper'
require 'linguist/language'
require 'rugged'
module Linguist
class LazyBlob
GIT_ATTR = ['linguist-language', 'linguist-vendored']
GIT_ATTR_OPTS = { :priority => [:index], :skip_system => true }
GIT_ATTR_FLAGS = Rugged::Repository::Attributes.parse_opts(GIT_ATTR_OPTS)
include BlobHelper
MAX_SIZE = 128 * 1024
@@ -19,6 +24,29 @@ module Linguist
@mode = mode
end
def git_attributes
@git_attributes ||= repository.fetch_attributes(
name, GIT_ATTR, GIT_ATTR_FLAGS)
end
def vendored?
if attr = git_attributes['linguist-vendored']
return boolean_attribute(attr)
else
return super
end
end
def language
return @language if defined?(@language)
@language = if lang = git_attributes['linguist-language']
Language.find_by_name(lang)
else
super
end
end
def data
load_blob!
@data
@@ -30,6 +58,12 @@ module Linguist
end
protected
# Returns true if the attribute is present and not the string "false".
def boolean_attribute(attr)
attr != "false"
end
def load_blob!
@data, @size = Rugged::Blob.to_buffer(repository, oid, MAX_SIZE) if @data.nil?
end

View File

@@ -110,18 +110,37 @@ module Linguist
if @old_commit_oid == @commit_oid
@old_stats
else
compute_stats(@old_commit_oid, @commit_oid, @old_stats)
compute_stats(@old_commit_oid, @old_stats)
end
end
end
protected
def compute_stats(old_commit_oid, commit_oid, cache = nil)
file_map = cache ? cache.dup : {}
old_tree = old_commit_oid && Rugged::Commit.lookup(repository, old_commit_oid).tree
new_tree = Rugged::Commit.lookup(repository, commit_oid).tree
def read_index
attr_index = Rugged::Index.new
attr_index.read_tree(current_tree)
repository.index = attr_index
end
diff = Rugged::Tree.diff(repository, old_tree, new_tree)
def current_tree
@tree ||= Rugged::Commit.lookup(repository, @commit_oid).tree
end
protected
def compute_stats(old_commit_oid, cache = nil)
old_tree = old_commit_oid && Rugged::Commit.lookup(repository, old_commit_oid).tree
read_index
diff = Rugged::Tree.diff(repository, old_tree, current_tree)
# Clear file map and fetch full diff if any .gitattributes files are changed
if cache && diff.each_delta.any? { |delta| File.basename(delta.new_file[:path]) == ".gitattributes" }
diff = Rugged::Tree.diff(repository, old_tree = nil, current_tree)
file_map = {}
else
file_map = cache ? cache.dup : {}
end
diff.each_delta do |delta|
old = delta.old_file[:path]

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@@ -1,11 +1,12 @@
begin
require 'json'
require 'yajl'
rescue LoadError
require 'yaml'
end
require 'linguist/md5'
require 'linguist/classifier'
require 'linguist/shebang'
module Linguist
# Model for accessing classifier training data.
@@ -17,9 +18,11 @@ module Linguist
PATH = File.expand_path('../samples.json', __FILE__)
# Hash of serialized samples object
if File.exist?(PATH)
serializer = defined?(JSON) ? JSON : YAML
DATA = serializer.load(File.read(PATH))
def self.cache
@cache ||= begin
serializer = defined?(Yajl) ? Yajl : YAML
serializer.load(File.read(PATH))
end
end
# Public: Iterate over each sample.
@@ -50,14 +53,16 @@ module Linguist
})
end
else
path = File.join(dirname, filename)
if File.extname(filename) == ""
raise "#{File.join(dirname, filename)} is missing an extension, maybe it belongs in filenames/ subdir"
raise "#{path} is missing an extension, maybe it belongs in filenames/ subdir"
end
yield({
:path => File.join(dirname, filename),
:path => path,
:language => category,
:interpreter => File.exist?(filename) ? Linguist.interpreter_from_shebang(File.read(filename)) : nil,
:interpreter => Shebang.interpreter(File.read(path)),
:extname => File.extname(filename)
})
end
@@ -110,40 +115,4 @@ module Linguist
db
end
end
# Used to retrieve the interpreter from the shebang line of a file's
# data.
def self.interpreter_from_shebang(data)
lines = data.lines.to_a
if lines.any? && (match = lines[0].match(/(.+)\n?/)) && (bang = match[0]) =~ /^#!/
bang.sub!(/^#! /, '#!')
tokens = bang.split(' ')
pieces = tokens.first.split('/')
if pieces.size > 1
script = pieces.last
else
script = pieces.first.sub('#!', '')
end
script = script == 'env' ? tokens[1] : script
# "python2.6" -> "python"
if script =~ /((?:\d+\.?)+)/
script.sub! $1, ''
end
# Check for multiline shebang hacks that call `exec`
if script == 'sh' &&
lines[0...5].any? { |l| l.match(/exec (\w+).+\$0.+\$@/) }
script = $1
end
script
else
nil
end
end
end

44
lib/linguist/shebang.rb Normal file
View File

@@ -0,0 +1,44 @@
module Linguist
class Shebang
# Public: Use shebang to detect language of the blob.
#
# blob - An object that quacks like a blob.
#
# Examples
#
# Shebang.call(FileBlob.new("path/to/file"))
#
# Returns an Array with one Language if the blob has a shebang with a valid
# interpreter, or empty if there is no shebang.
def self.call(blob, _ = nil)
Language.find_by_interpreter interpreter(blob.data)
end
# Public: Get the interpreter from the shebang
#
# Returns a String or nil
def self.interpreter(data)
lines = data.lines
return unless match = /^#! ?(.*)$/.match(lines.first)
tokens = match[1].split(' ')
script = tokens.first.split('/').last
script = tokens[1] if script == 'env'
# If script has an invalid shebang, we might get here
return unless script
# "python2.6" -> "python2"
script.sub! $1, '' if script =~ /(\.\d+)$/
# Check for multiline shebang hacks that call `exec`
if script == 'sh' &&
lines.first(5).any? { |l| l.match(/exec (\w+).+\$0.+\$@/) }
script = $1
end
File.basename(script)
end
end
end

View File

@@ -0,0 +1,20 @@
module Linguist
module Strategy
# Detects language based on filename and/or extension
class Filename
def self.call(blob, _)
name = blob.name.to_s
# A bit of an elegant hack. If the file is executable but extensionless,
# append a "magic" extension so it can be classified with other
# languages that have shebang scripts.
extensions = FileBlob.new(name).extensions
if extensions.empty? && blob.mode && (blob.mode.to_i(8) & 05) == 05
name += ".script!"
end
Language.find_by_filename(name)
end
end
end
end

View File

@@ -33,18 +33,34 @@
# Erlang bundles
- ^rebar$
# Bootstrap minified css and js
- (^|/)bootstrap([^.]*)(\.min)?\.(js|css)$
# Go dependencies
- Godeps/_workspace/
# Minified JavaScript and CSS
- (\.|-)min\.(js|css)$
# Bootstrap css and js
- (^|/)bootstrap([^.]*)\.(js|css)$
# Font Awesome
- font-awesome.css
# Foundation css
- foundation.min.css
- foundation.css
# Normalize.css
- normalize.css
# Bourbon SCSS
- (^|/)[Bb]ourbon/.*\.css$
- (^|/)[Bb]ourbon/.*\.scss$
# Animate.css
- animate.css
# Vendored dependencies
- thirdparty/
- third[-_]?party/
- 3rd[-_]?party/
- vendors?/
- extern(al)?/
@@ -57,12 +73,12 @@
## Commonly Bundled JavaScript frameworks ##
# jQuery
- (^|/)jquery([^.]*)(\.min)?\.js$
- (^|/)jquery\-\d\.\d+(\.\d+)?(\.min)?\.js$
- (^|/)jquery([^.]*)\.js$
- (^|/)jquery\-\d\.\d+(\.\d+)?\.js$
# jQuery UI
- (^|/)jquery\-ui(\-\d\.\d+(\.\d+)?)?(\.\w+)?(\.min)?\.(js|css)$
- (^|/)jquery\.(ui|effects)\.([^.]*)(\.min)?\.(js|css)$
- (^|/)jquery\-ui(\-\d\.\d+(\.\d+)?)?(\.\w+)?\.(js|css)$
- (^|/)jquery\.(ui|effects)\.([^.]*)\.(js|css)$
# Prototype
- (^|/)prototype(.*)\.js$
@@ -94,27 +110,32 @@
# MathJax
- (^|/)MathJax/
# Chart.js
- (^|/)Chart\.js$
# Codemirror
- (^|/)[Cc]ode[Mm]irror/(lib|mode|theme|addon|keymap)
# SyntaxHighlighter - http://alexgorbatchev.com/
- (^|/)shBrush([^.]*)\.js$
- (^|/)shCore\.js$
- (^|/)shLegacy\.js$
# AngularJS
- (^|/)angular([^.]*)(\.min)?\.js$
- (^|/)angular([^.]*)\.js$
# D3.js
- (^|\/)d3(\.v\d+)?([^.]*)(\.min)?\.js$
- (^|\/)d3(\.v\d+)?([^.]*)\.js$
# React
- (^|/)react(-[^.]*)?(\.min)?\.js$
- (^|/)react(-[^.]*)?\.js$
# Modernizr
- (^|/)modernizr\-\d\.\d+(\.\d+)?(\.min)?\.js$
- (^|/)modernizr\-\d\.\d+(\.\d+)?\.js$
- (^|/)modernizr\.custom\.\d+\.js$
# Knockout
- (^|/)knockout-(\d+\.){3}(debug\.)?js$
- knockout-min.js
## Python ##
@@ -152,8 +173,8 @@
- \.intellisense\.js$
# jQuery validation plugin (MS bundles this with asp.net mvc)
- (^|/)jquery([^.]*)\.validate(\.unobtrusive)?(\.min)?\.js$
- (^|/)jquery([^.]*)\.unobtrusive\-ajax(\.min)?\.js$
- (^|/)jquery([^.]*)\.validate(\.unobtrusive)?\.js$
- (^|/)jquery([^.]*)\.unobtrusive\-ajax\.js$
# Microsoft Ajax
- (^|/)[Mm]icrosoft([Mm]vc)?([Aa]jax|[Vv]alidation)(\.debug)?\.js$
@@ -180,7 +201,7 @@
- (^|/)extjs/welcome/
# Html5shiv
- (^|/)html5shiv(\.min)?\.js$
- (^|/)html5shiv\.js$
# Samples folders
- ^[Ss]amples/
@@ -199,8 +220,11 @@
- ^[Tt]est/fixtures/
# PhoneGap/Cordova
- (^|/)cordova([^.]*)(\.min)?\.js$
- (^|/)cordova\-\d\.\d(\.\d)?(\.min)?\.js$
- (^|/)cordova([^.]*)\.js$
- (^|/)cordova\-\d\.\d(\.\d)?\.js$
# Foundation js
- foundation(\..*)?\.js$
# Vagrant
- ^Vagrantfile$
@@ -208,14 +232,18 @@
# .DS_Store's
- .[Dd][Ss]_[Ss]tore$
# Mercury --use-subdirs
- Mercury/
# R packages
- ^vignettes/
- ^inst/extdata/
# Octicons
- octicons.css
- octicons.min.css
- sprockets-octicons.scss
# Typesafe Activator
- (^|/)activator$
- (^|/)activator\.bat$
# ProGuard
- proguard.pro
- proguard-rules.pro

View File

@@ -1,3 +1,3 @@
module Linguist
VERSION = "3.1.1"
VERSION = "4.0.3"
end

6
package.json Normal file
View File

@@ -0,0 +1,6 @@
{
"repository": "https://github.com/github/linguist",
"dependencies": {
"season": "~>3.0"
}
}

View File

@@ -0,0 +1,521 @@
// main global script file
// A function that initializes a bunch of stuff.
function initialize_control_panel() {
// Centre the control panel
gPanel.Centre();
// Centre the Restart dialog as well
gRestartYN.Centre();
if (!IsSpeechVoxAvailable()) {
// If there is no speech-vox file, and therefore no speech,
// disable all the controls related with speech.
lblVoice.Visible = false;
btnVoice.Visible = false;
sldVoice.Visible = false;
}
else {
// If there *is*, then set it to voice and text. It's best to use
// both whenever possible, for the player's sake.
SetVoiceMode(eSpeechVoiceAndText);
// And reflect this in the control panel.
btnVoice.Text = "Voice and Text";
}
if (!System.SupportsGammaControl) {
// If we can't change the gamma settings, disable the relevant options.
sldGamma.Visible = false;
lblGamma.Visible = false;
}
//And now, set all the defaults
System.Volume = 100;
sldAudio.Value = System.Volume;
SetGameSpeed(40);
sldSpeed.Value = 40;
if (IsSpeechVoxAvailable()) {
SetVoiceMode(eSpeechVoiceAndText);
btnVoice.Text = "Voice and Text";
sldVoice.Value = 255;
SetSpeechVolume(255);
}
if (System.SupportsGammaControl) {
System.Gamma = 100;
sldGamma.Value = 100;
}
}
// Called when the game starts, before the first room is loaded
function game_start() {
// Put the code all in a function and then just call the function.
// It saves cluttering up places like game_start.
initialize_control_panel();
// Use the KeyboardMovement module to, per default, replicate the standard
// keyboard movement of most Sierra games. See KeyboardMovement.txt for more info
KeyboardMovement.SetMode(eKeyboardMovement_Tapping);
}
function repeatedly_execute() {
// Put here anything you want to happen every game cycle, even when
// the game is paused. This will not run when the game is blocked
// inside a command like a blocking Walk()
if (IsGamePaused() == 1) return;
// Put here anything you want to happen every game cycle, but not
// when the game is paused.
}
function repeatedly_execute_always() {
// Put anything you want to happen every game cycle, even
// when the game is blocked inside a command like a
// blocking Walk().
// You cannot run blocking commands from this function.
}
function show_inventory_window ()
{
gInventory.Visible = true;
// switch to the Use cursor (to select items with)
mouse.Mode = eModeInteract;
// But, override the appearance to look like the arrow
mouse.UseModeGraphic(eModePointer);
}
function show_save_game_dialog()
{
gSaveGame.Visible = true;
// Get the list of save games
lstSaveGamesList.FillSaveGameList();
if (lstSaveGamesList.ItemCount > 0)
{
// If there is at least one, set the default text
// to be the first game's name
txtNewSaveName.Text = lstSaveGamesList.Items[0];
}
else
{
// No save games yet, default empty text.
txtNewSaveName.Text = "";
}
mouse.UseModeGraphic(eModePointer);
gIconbar.Visible = false;
}
function show_restore_game_dialog()
{
gRestoreGame.Visible = true;
lstRestoreGamesList.FillSaveGameList();
mouse.UseModeGraphic(eModePointer);
gIconbar.Visible = false;
}
function close_save_game_dialog()
{
gSaveGame.Visible = false;
mouse.UseDefaultGraphic();
gIconbar.Visible = true;
}
function close_restore_game_dialog()
{
gRestoreGame.Visible = false;
mouse.UseDefaultGraphic();
gIconbar.Visible = true;
}
// Called when a key is pressed. keycode holds the key's ASCII code
function on_key_press(eKeyCode keycode) {
// The following is called before "if game is paused keycode=0", so
// it'll happen even when the game is paused.
if ((keycode == eKeyEscape) && gRestartYN.Visible) {
//Use ESC to cancel restart.
gRestartYN.Visible = false;
gIconbar.Visible = true;
// If the panel's not ON, then the player must have gotten here by tapping F9,
// therefore his cursor needs restoring. If the panel IS on, then it doesn't,
// because it's already a pointer. Get used to thinking like this!!
if (!gPanel.Visible) mouse.UseDefaultGraphic();
return;
}
if ((keycode == eKeyEscape) && gPanel.Visible) {
// Use ESC to turn the panel off.
gPanel.Visible = false;
mouse.UseDefaultGraphic();
gIconbar.Visible = true;
return;
}
if ((keycode == eKeyEscape) && (gSaveGame.Visible))
{
// Use ESC to close the save game dialog
close_save_game_dialog();
return;
}
if ((keycode == eKeyEscape) && (gRestoreGame.Visible))
{
// Use ESC to close the restore game dialog
close_restore_game_dialog();
return;
}
if (keycode == eKeyReturn) {
// ENTER, in this case merely confirms restart
if (gRestartYN.Visible) RestartGame();
}
if (IsGamePaused() || (IsInterfaceEnabled() == 0))
{
// If the game is paused with a modal GUI on the
// screen, or the player interface is disabled in
// a cut scene, ignore any keypresses.
return;
}
// FUNCTION KEYS AND SYSTEM SHORTCUTS
if (keycode == eKeyEscape) {
// ESC
gPanel.Visible = true;
gIconbar.Visible = false;
mouse.UseModeGraphic(eModePointer);
}
if (keycode == eKeyCtrlQ) QuitGame(1); // Ctrl-Q
if (keycode == eKeyF5) show_save_game_dialog(); // F5
if (keycode == eKeyF7) show_restore_game_dialog(); // F7
if (keycode == eKeyF9) {
// F9, asks the player to confirm restarting (so much better to always confirm first)
gRestartYN.Visible = true;
gIconbar.Visible = false;
mouse.UseModeGraphic(eModePointer);
}
if (keycode == eKeyF12) SaveScreenShot("scrnshot.bmp"); // F12
if (keycode == eKeyTab) show_inventory_window(); // Tab, show inventory
// GAME COMMAND SHORTCUTS
if (keycode == 'W') mouse.Mode=eModeWalkto; //Notice this alternate way to indicate keycodes.
if (keycode == 'L') mouse.Mode=eModeLookat; //Note that all we do here is set modes.
if (keycode == 'U') mouse.Mode=eModeInteract; //If you want something else to happen, such as GUI buttons highlighting,
if (keycode == 'T') mouse.Mode=eModeTalkto; //you'll need some more scripting done.
if (keycode == 'I') mouse.Mode=eModeUseinv; //But this will, as-is, give you some standard keyboard shortcuts your players will very much appreciate.
// For extra cursor modes, such as pick up, feel free to add as you will.
// Uncomment the line below if you use the "Pick Up" mode.
//if (keycode == 'P' || keycode == 'G') mouse.Mode=eModePickup;
// DEBUG FUNCTIONS
if (keycode == eKeyCtrlS) Debug(0,0); // Ctrl-S, give all inventory
if (keycode == eKeyCtrlV) Debug(1,0); // Ctrl-V, version
if (keycode == eKeyCtrlA) Debug(2,0); // Ctrl-A, show walkable areas
if (keycode == eKeyCtrlX) Debug(3,0); // Ctrl-X, teleport to room
if (keycode == eKeyCtrlW && game.debug_mode)
player.PlaceOnWalkableArea(); //Ctrl-W, move to walkable area
}
function on_mouse_click(MouseButton button) {
// called when a mouse button is clicked. button is either LEFT or RIGHT
if (IsGamePaused() == 1) {
// Game is paused, so do nothing (ie. don't allow mouse click)
}
else if (button == eMouseLeft) {
ProcessClick(mouse.x, mouse.y, mouse.Mode );
}
else if (button == eMouseRight || button == eMouseWheelSouth){
// right-click our mouse-wheel down, so cycle cursor
mouse.SelectNextMode();
}
else if (button == eMouseMiddle) {
// Middle-button-click, default make character walk to clicked area (a little shortcut)
// Could have been just "player.Walk(mouse.x,mouse.y)", but it's best to
// leave our options open - what if you have a special script triggered
// on "walking" mode?
ProcessClick(mouse.x, mouse.y, eModeWalkto);
}
else if (button == eMouseWheelNorth) {
// Mouse-wheel up, cycle cursors
// If mode isn't WALK, set the previous mode (notice usage of numbers instead
// of eNums, when it suits us)...
if (mouse.Mode>0) mouse.Mode=mouse.Mode-1;
else
{
// ...but if it is WALK mode...
if (player.ActiveInventory!=null)
{
//...and the player has a selected inventory item, set mouse mode to UseInv.
mouse.Mode=eModeUseinv;
}
else
{
// If they don't, however, just set it to mode TALK (change this line if you add more cursor modes)
mouse.Mode=eModeTalkto;
}
}
}
}
function interface_click(int interface, int button) {
// This function is obsolete, from 2.62 and earlier versions.
}
function btnInvUp_Click(GUIControl *control, MouseButton button) {
invCustomInv.ScrollUp();
}
function btnInvDown_Click(GUIControl *control, MouseButton button) {
invCustomInv.ScrollDown();
}
function btnInvOK_Click(GUIControl *control, MouseButton button) {
// They pressed the OK button, close the GUI
gInventory.Visible = false;
mouse.UseDefaultGraphic();
}
function btnInvSelect_Click(GUIControl *control, MouseButton button) {
// They pressed SELECT, so switch to the Get cursor
mouse.Mode = eModeInteract;
// But, override the appearance to look like the arrow
mouse.UseModeGraphic(eModePointer);
}
function btnIconInv_Click(GUIControl *control, MouseButton button) {
show_inventory_window();
}
function btnIconCurInv_Click(GUIControl *control, MouseButton button) {
if (player.ActiveInventory != null)
mouse.Mode = eModeUseinv;
}
function btnIconSave_Click(GUIControl *control, MouseButton button)
{
show_save_game_dialog();
}
function btnIconLoad_Click(GUIControl *control, MouseButton button)
{
show_restore_game_dialog();
}
function btnIconExit_Click(GUIControl *control, MouseButton button) {
QuitGame(1);
}
function btnIconAbout_Click(GUIControl *control, MouseButton button) {
gPanel.Visible=true;
gIconbar.Visible=false;
mouse.UseModeGraphic(eModePointer);
}
function cEgo_Look()
{
Display("Damn, I'm looking good!");
}
function cEgo_Interact()
{
Display("You rub your hands up and down your clothes.");
}
function cEgo_Talk()
{
Display("Talking to yourself is a sign of madness!");
}
//START OF CONTROL PANEL FUNCTIONS
function btnSave_OnClick(GUIControl *control, MouseButton button)
{
gPanel.Visible = false;
mouse.UseDefaultGraphic();
gIconbar.Visible = true;
Wait(1);
btnIconSave_Click(btnIconSave, eMouseLeft);
}
function gControl_OnClick(GUI *theGui, MouseButton button)
{
}
function btnAbout_OnClick(GUIControl *control, MouseButton button)
{
Display("Adventure Game Studio run-time engine default game.");
}
function btnQuit_OnClick(GUIControl *control, MouseButton button)
{
gPanel.Visible = false;
Wait(1);
QuitGame(1);
gPanel.Visible = true;
gIconbar.Visible = false;
mouse.UseModeGraphic(eModePointer);
}
function btnLoad_OnClick(GUIControl *control, MouseButton button)
{
gPanel.Visible = false;
mouse.UseDefaultGraphic();
gIconbar.Visible = true;
Wait(1);
btnIconLoad_Click(btnIconLoad, eMouseLeft);
}
function btnResume_OnClick(GUIControl *control, MouseButton button)
{
gPanel.Visible = false;
mouse.UseDefaultGraphic();
gIconbar.Visible = true;
}
function sldAudio_OnChange(GUIControl *control)
{
System.Volume = sldAudio.Value;
}
function sldVoice_OnChange(GUIControl *control)
{
// Sets voice volume. Note that we don't check for the existence of speech.vox -
// we did that in game_start, so if it's not there the slider won't even be available.
SetSpeechVolume(sldVoice.Value);
}
function btnVoice_OnClick(GUIControl *control, MouseButton button)
{
// Note that we don't check for the existence of speech.vox - we did that in game_start,
// so if it's not there the button won't even be available.
if (btnVoice.Text == "Voice and Text") {
SetVoiceMode(eSpeechVoiceOnly);
btnVoice.Text = "Voice only";
}
else if (btnVoice.Text == "Voice only") {
SetVoiceMode(eSpeechTextOnly);
btnVoice.Text = "Text only";
}
else if (btnVoice.Text == "Text only") {
SetVoiceMode(eSpeechVoiceAndText);
btnVoice.Text = "Voice and Text";
}
}
function sldGamma_OnChange(GUIControl *control)
{
// Set the gamma. Note there's no need to check for anything else, as we ensured,
// in game_start, that the slider won't even appear if it's not possible to do this.
System.Gamma = sldGamma.Value;
}
function btnDefault_OnClick(GUIControl *control, MouseButton button)
{
// Reset everything to default. You'll have to edit these as well as the sliders
// if you'd rather have different default parameters.
System.Volume = 100;
sldAudio.Value = System.Volume;
sldSpeed.Value = 40;
SetGameSpeed(40);
if (IsSpeechVoxAvailable()) {
SetVoiceMode(eSpeechVoiceAndText);
btnVoice.Text = "Voice and Text";
sldVoice.Value = 255;
SetSpeechVolume(255);
}
if (System.SupportsGammaControl) {
System.Gamma = 100;
sldGamma.Value = 100;
}
}
//END OF CONTROL PANEL FUNCTIONS
function dialog_request(int param)
{
// This is used by the dialog text parser if you need to process
// text that the player types in to the parser.
// It is not used by default.
}
function sldSpeed_OnChange(GUIControl *control)
{
SetGameSpeed(sldSpeed.Value);
}
function btnRestart_OnClick(GUIControl *control, MouseButton button)
{
gRestartYN.Visible=true;
gIconbar.Visible=false;
}
function btnRestartYes_OnClick(GUIControl *control, MouseButton button)
{
RestartGame();
}
function btnRestartNo_OnClick(GUIControl *control, MouseButton button)
{
gRestartYN.Visible = false;
gIconbar.Visible = true;
// If the panel's not ON, then the player must have gotten here by tapping F9,
// therefore his cursor needs restoring. If the panel IS on, then it doesn't,
// because it's already a pointer. Get used to thinking like this!!
if (!gPanel.Visible) mouse.UseDefaultGraphic();
}
function btnCancelSave_OnClick(GUIControl *control, MouseButton button)
{
close_save_game_dialog();
}
function btnSaveGame_OnClick(GUIControl *control, MouseButton button)
{
int gameSlotToSaveInto = lstSaveGamesList.ItemCount + 1;
int i = 0;
while (i < lstSaveGamesList.ItemCount)
{
if (lstSaveGamesList.Items[i] == txtNewSaveName.Text)
{
gameSlotToSaveInto = lstSaveGamesList.SaveGameSlots[i];
}
i++;
}
SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);
close_save_game_dialog();
}
function btnCancelRestore_OnClick(GUIControl *control, MouseButton button)
{
close_restore_game_dialog();
}
function btnRestoreGame_OnClick(GUIControl *control, MouseButton button)
{
if (lstRestoreGamesList.SelectedIndex >= 0)
{
RestoreGameSlot(lstRestoreGamesList.SaveGameSlots[lstRestoreGamesList.SelectedIndex]);
}
close_restore_game_dialog();
}
function lstSaveGamesList_OnSelectionCh(GUIControl *control)
{
txtNewSaveName.Text = lstSaveGamesList.Items[lstSaveGamesList.SelectedIndex];
}
function txtNewSaveName_OnActivate(GUIControl *control)
{
// Pressing return in the text box simulates clicking the Save button
btnSaveGame_OnClick(control, eMouseLeft);
}
function btnDeleteSave_OnClick(GUIControl *control, MouseButton button)
{
if (lstSaveGamesList.SelectedIndex >= 0)
{
DeleteSaveSlot(lstSaveGamesList.SaveGameSlots[lstSaveGamesList.SelectedIndex]);
lstSaveGamesList.FillSaveGameList();
}
}

View File

@@ -0,0 +1,4 @@
// Main header script - this will be included into every script in
// the game (local and global). Do not place functions here; rather,
// place import definitions and #define names here to be used by all
// scripts.

View File

@@ -0,0 +1,216 @@
// Main script for module 'KeyboardMovement'
//****************************************************************************************************
// DEFINITIONS
//****************************************************************************************************
#define DISTANCE 10000// distance player walks in Tapping mode before he stops
enum KeyboardMovement_Directions {
eKeyboardMovement_Stop,
eKeyboardMovement_DownLeft,
eKeyboardMovement_Down,
eKeyboardMovement_DownRight,
eKeyboardMovement_Left,
eKeyboardMovement_Right,
eKeyboardMovement_UpLeft,
eKeyboardMovement_Up,
eKeyboardMovement_UpRight
};
//****************************************************************************************************
// VARIABLES
//****************************************************************************************************
// keycodes as variables for future key customization functions (static variables?):
int KeyboardMovement_KeyDown = 380; // down arrow
int KeyboardMovement_KeyLeft = 375; // left arrow
int KeyboardMovement_KeyRight = 377; // right arrow
int KeyboardMovement_KeyUp = 372; // up arrow
int KeyboardMovement_KeyDownRight = 381; // PgDn (numpad)
int KeyboardMovement_KeyUpRight = 373; // PgUp (numpad)
int KeyboardMovement_KeyDownLeft = 379; // End (numpad)
int KeyboardMovement_KeyUpLeft = 371; // Home (numpad)
int KeyboardMovement_KeyStop = 376; // 5 (numpad)
KeyboardMovement_Modes KeyboardMovement_Mode = eKeyboardMovement_None; // stores current keyboard control mode (disabled by default)
KeyboardMovement_Directions KeyboardMovement_CurrentDirection = eKeyboardMovement_Stop; // stores current walking direction of player character
//****************************************************************************************************
// USER FUNCTIONS
//****************************************************************************************************
//====================================================================================================
static function KeyboardMovement::SetMode(KeyboardMovement_Modes mode) {
KeyboardMovement_Mode = mode;
}
//====================================================================================================
// key customization functions here
//====================================================================================================
//****************************************************************************************************
// EVENT HANDLER FUNCTIONS
//****************************************************************************************************
//====================================================================================================
function repeatedly_execute() {
//--------------------------------------------------
// Pressing mode
//--------------------------------------------------
if ((IsGamePaused() == true) || (KeyboardMovement_Mode != eKeyboardMovement_Pressing) || (IsInterfaceEnabled() == false) || (player.on == false)) return 0;
// if game is paused, module or mode disabled, interface disabled or player character hidden, quit function
KeyboardMovement_Directions newdirection; // declare variable storing new direction
// get new direction:
if ( ((IsKeyPressed(KeyboardMovement_KeyDown)) && (IsKeyPressed(KeyboardMovement_KeyRight))) || (IsKeyPressed(KeyboardMovement_KeyDownRight)) ) newdirection = eKeyboardMovement_DownRight; // if down&right arrows or PgDn (numeric pad) held down, set new direction to Down-Right
else if ( ((IsKeyPressed(KeyboardMovement_KeyUp)) && (IsKeyPressed(KeyboardMovement_KeyRight))) || (IsKeyPressed(KeyboardMovement_KeyUpRight)) ) newdirection = eKeyboardMovement_UpRight; // up&right arrows or PgUp (numpad)
else if ( ((IsKeyPressed(KeyboardMovement_KeyDown)) && (IsKeyPressed(KeyboardMovement_KeyLeft))) || (IsKeyPressed(KeyboardMovement_KeyDownLeft)) ) newdirection = eKeyboardMovement_DownLeft; // down&left arrows or End (numpad)
else if ( ((IsKeyPressed(KeyboardMovement_KeyUp)) && (IsKeyPressed(KeyboardMovement_KeyLeft))) || (IsKeyPressed(KeyboardMovement_KeyUpLeft)) ) newdirection = eKeyboardMovement_UpLeft; // up&left arrows or Home (numpad)
else if (IsKeyPressed(KeyboardMovement_KeyDown)) newdirection = eKeyboardMovement_Down; // down arrow
else if (IsKeyPressed(KeyboardMovement_KeyLeft)) newdirection = eKeyboardMovement_Left; // left arrow
else if (IsKeyPressed(KeyboardMovement_KeyRight)) newdirection = eKeyboardMovement_Right; // right arrow
else if (IsKeyPressed(KeyboardMovement_KeyUp)) newdirection = eKeyboardMovement_Up; // up arrow
else newdirection = eKeyboardMovement_Stop; // if none of the above held down, set it to stop player character
if (IsKeyPressed(KeyboardMovement_KeyStop)) newdirection = eKeyboardMovement_Stop; // if 5 (numeric pad) held down, stop player character, regardless of whether some of the above are held down
if (newdirection != KeyboardMovement_CurrentDirection) { // if new direction is different from current direction
if (newdirection == eKeyboardMovement_Stop) player.StopMoving(); // if new direction is the Stop command, stop movement of player character
else { // if new direction is NOT the Stop command
int dx, dy; // declare variables storing new walk coordinates
if (newdirection == eKeyboardMovement_DownRight) {
dx = DISTANCE;
dy = DISTANCE;
}
else if (newdirection == eKeyboardMovement_UpRight) {
dx = DISTANCE;
dy = -DISTANCE;
}
else if (newdirection == eKeyboardMovement_DownLeft) {
dx = -DISTANCE;
dy = DISTANCE;
}
else if (newdirection == eKeyboardMovement_UpLeft) {
dx = -DISTANCE;
dy = -DISTANCE;
}
else if (newdirection == eKeyboardMovement_Down) {
dx = 0;
dy = DISTANCE;
}
else if (newdirection == eKeyboardMovement_Left) {
dx = -DISTANCE;
dy = 0;
}
else if (newdirection == eKeyboardMovement_Right) {
dx = DISTANCE;
dy = 0;
}
else if (newdirection == eKeyboardMovement_Up) {
dx = 0;
dy = -DISTANCE;
}
player.WalkStraight(player.x + dx, player.y + dy, eNoBlock); // walk player character to the new coordinates
}
KeyboardMovement_CurrentDirection = newdirection; // update current direction to new direction
}
}
//====================================================================================================
function on_key_press(int keycode) {
//--------------------------------------------------
// Tapping mode
//--------------------------------------------------
if ((IsGamePaused() == true) || (KeyboardMovement_Mode != eKeyboardMovement_Tapping) || (IsInterfaceEnabled() == false) || (player.on == false)) return 0;
// if game is paused, module or mode disabled, interface disabled or player character hidden, quit function
KeyboardMovement_Directions newdirection; // declare variable storing new direction
// get new direction:
if (keycode == KeyboardMovement_KeyDownRight) newdirection = eKeyboardMovement_DownRight; // if down-right key pressed, set new direction to Down-Right
else if (keycode == KeyboardMovement_KeyUpRight) newdirection = eKeyboardMovement_UpRight;
else if (keycode == KeyboardMovement_KeyDownLeft) newdirection = eKeyboardMovement_DownLeft;
else if (keycode == KeyboardMovement_KeyUpLeft) newdirection = eKeyboardMovement_UpLeft;
else if (keycode == KeyboardMovement_KeyDown) newdirection = eKeyboardMovement_Down;
else if (keycode == KeyboardMovement_KeyLeft) newdirection = eKeyboardMovement_Left;
else if (keycode == KeyboardMovement_KeyRight) newdirection = eKeyboardMovement_Right;
else if (keycode == KeyboardMovement_KeyUp) newdirection = eKeyboardMovement_Up;
else if (keycode == KeyboardMovement_KeyStop) newdirection = eKeyboardMovement_Stop; // if stop key pressed, set to stop player character
if (newdirection != KeyboardMovement_CurrentDirection) { // if new direction is different from current direction
if (newdirection == eKeyboardMovement_Stop) player.StopMoving(); // if new direction is the Stop command, stop movement of player character
else { // if new direction is NOT the Stop command
int dx, dy; // declare variables storing new walk coordinates
if (newdirection == eKeyboardMovement_DownRight) {
dx = DISTANCE;
dy = DISTANCE;
}
else if (newdirection == eKeyboardMovement_UpRight) {
dx = DISTANCE;
dy = -DISTANCE;
}
else if (newdirection == eKeyboardMovement_DownLeft) {
dx = -DISTANCE;
dy = DISTANCE;
}
else if (newdirection == eKeyboardMovement_UpLeft) {
dx = -DISTANCE;
dy = -DISTANCE;
}
else if (newdirection == eKeyboardMovement_Down) {
dx = 0;
dy = DISTANCE;
}
else if (newdirection == eKeyboardMovement_Left) {
dx = -DISTANCE;
dy = 0;
}
else if (newdirection == eKeyboardMovement_Right) {
dx = DISTANCE;
dy = 0;
}
else if (newdirection == eKeyboardMovement_Up) {
dx = 0;
dy = -DISTANCE;
}
player.WalkStraight(player.x + dx, player.y + dy, eNoBlock); // walk player character to the new coordinates
}
KeyboardMovement_CurrentDirection = newdirection; // update current direction to new direction
}
else { // if new direction is same as current direction
player.StopMoving(); // stop player character
KeyboardMovement_CurrentDirection = eKeyboardMovement_Stop; // update current direction
}
}
//====================================================================================================
function on_event(EventType event, int data) {
if (event == eEventLeaveRoom) KeyboardMovement_CurrentDirection = eKeyboardMovement_Stop;
}
//====================================================================================================

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@@ -0,0 +1,13 @@
// Script header for module 'KeyboardMovement'
#define KeyboardMovement_VERSION 101
enum KeyboardMovement_Modes {
eKeyboardMovement_None,
eKeyboardMovement_Tapping,
eKeyboardMovement_Pressing
};
struct KeyboardMovement {
import static function SetMode(KeyboardMovement_Modes mode);
};

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⍝ You can try this at http://tryapl.org/
⍝ I can not explain how much I suddenly love this crypto-language
Starts 'Experiential truth ' 'The physical world ' 'Non-judgment ' 'Quantum physics '
Middles 'nurtures an ' 'projects onto ' 'imparts reality to ' 'constructs with '
Qualifiers 'abundance of ' 'the barrier of ' 'self-righteous ' 'potential '
Finishes 'marvel.' 'choices.' 'creativity.' 'actions.'
rf {(?)}
erf {rf ¨ }
deepak {erf Starts Middles Qualifiers Finishes}
deepak

367
samples/APL/UT.dyalog Normal file
View File

@@ -0,0 +1,367 @@
:NameSpace UT
sac ← 0
expect_orig ← expect ← ⎕NS⍬
exception ← ⍬
nexpect_orig ← nexpect ← ⎕NS⍬
∇ {Z}←{Conf}run Argument;PRE_test;POST_test;TEST_step;COVER_step;FromSpace
load_display_if_not_already_loaded
load_salt_scripts_into_current_namespace_if_configured
FromSpace←1⊃⎕RSI
PRE_test←{}
POST_test←{}
COVER_step←{}
:If 0≠⎕NC'Conf'
:If Conf has'cover_target'
PRE_test←{{}⎕PROFILE'start'}
POST_test←{{}⎕PROFILE'stop'}
:EndIf
:EndIf
:If is_function Argument
TEST_step←single_function_test_function
COVER_file←Argument,'_coverage.html'
:ElseIf is_list_of_functions Argument
TEST_step←list_of_functions_test_function
COVER_file←'list_coverage.html'
:ElseIf is_file Argument
TEST_step←file_test_function
COVER_file←(get_file_name Argument),'_coverage.html'
:ElseIf is_dir Argument
test_files←test_files_in_dir Argument
TEST_step←test_dir_function
Argument←test_files
:EndIf
:If 0≠⎕NC'Conf'
:If Conf has'cover_target'
COVER_step←{Conf,←⊂('cover_file'COVER_file)
generate_coverage_page Conf}
:EndIf
:EndIf
PRE_test ⍬
Z←FromSpace TEST_step Argument
POST_test ⍬
COVER_step ⍬
∇ load_display_if_not_already_loaded
:If 0=⎕NC'#.DISPLAY'
'DISPLAY'#.⎕CY'display'
:EndIf
∇ load_salt_scripts_into_current_namespace_if_configured
:If 0≠⎕NC'#.UT.appdir'
:If ⍬≢#.UT.appdir
⎕SE.SALT.Load #.UT.appdir,'src/*.dyalog -target=#'
⎕SE.SALT.Load #.UT.appdir,'test/*.dyalog -target=#'
:EndIf
:EndIf
∇ Z←FromSpace single_function_test_function TestName
Z←run_ut FromSpace TestName
∇ Z←FromSpace list_of_functions_test_function ListOfNames;t
t←⎕TS
Z←run_ut¨{FromSpace ⍵}¨ListOfNames
t←⎕TS-t
('Test execution report')print_passed_crashed_failed Z t
∇ Z←FromSpace file_test_function FilePath;FileNS;Functions;TestFunctions;t
FileNS←⎕SE.SALT.Load FilePath,' -target=#'
Functions←↓FileNS.⎕NL 3
TestFunctions←(is_test¨Functions)/Functions
:If (0/⍬,⊂0/'')≡TestFunctions
⎕←'No test functions found'
Z←⍬
:Else
t←⎕TS
Z←run_ut¨{FileNS ⍵}¨TestFunctions
t←⎕TS-t
(FilePath,' tests')print_passed_crashed_failed Z t
:EndIf
∇ Z←FromSpace test_dir_function Test_files
:If Test_files≡⍬/⍬,⊂''
⎕←'No test files found'
Z←⍬
:Else
Z←#.UT.run¨Test_files
:EndIf
∇ Z←get_file_name Argument;separator
separator←⊃⌽(Argument∊'/\')/Argument
Z←¯7↓separator↓Argument
∇ generate_coverage_page Conf;ProfileData;CoverResults;HTML
ProfileData←⎕PROFILE'data'
ToCover←retrieve_coverables¨(⊃'cover_target'in Conf)
:If (ToCover)≡(⊂1)
ToCover←⊃ToCover
:EndIf
Representations←get_representation¨ToCover
CoverResults←ProfileData∘generate_cover_result¨↓ToCover,[1.5]Representations
HTML←generate_html CoverResults
Conf write_html_to_page HTML
⎕PROFILE'clear'
∇ Z←retrieve_coverables Something;nc;functions
nc←⎕NC Something
:If nc=3
Z←Something
:ElseIf nc=9
functions←strip¨↓⍎Something,'.⎕NL 3'
Z←{(Something,'.',⍵)}¨functions
:EndIf
∇ Z←strip input
Z←(input≠' ')/input
∇ Z←get_representation Function;nc;rep
nc←⎕NC⊂Function
:If nc=3.1
rep←↓⎕CR Function
rep[1]←⊂'∇',⊃rep[1]
rep,←⊂'∇'
rep←↑rep
:Else
rep←⎕CR Function
:EndIf
Z←rep
∇ Z←ProfileData generate_cover_result(name representation);Indices;lines;functionlines;covered_lines
Indices←({name≡⍵}¨ProfileData[;1])/ProfileData[;1]
lines←ProfileData[Indices;2]
nc←⎕NC⊂name
:If 3.1=nc
functionlines←¯2+↓representation
:Else
functionlines←⊃↓representation
:EndIf
covered_lines←(⍬∘≢¨lines)/lines
Z←(nc lines functionlines covered_lines representation)
∇ Z←generate_html CoverResults;Covered;Total;Percentage;CoverageText;ColorizedCode;Timestamp;Page
Covered←⊃⊃+/{4⊃⍵}¨CoverResults
Total←⊃⊃+/{3⊃⍵}¨CoverResults
Percentage←100×Covered÷Total
CoverageText←'Coverage: ',Percentage,'% (',Covered,'/',Total,')'
ColorizedCode←⊃,/{colorize_code_by_coverage ⍵}¨CoverResults
Timestamp←generate_timestamp_text
Page←⍬
Page,←⊂⍬,'<html>'
Page,←⊂⍬,'<meta http-equiv="Content-Type" content="text/html;charset=utf-8"/>'
Page,←⊂⍬,'<style>pre cov {line-height:80%;}'
Page,←⊂⍬,'pre cov {color: green;}'
Page,←⊂⍬,'pre uncov {line-height:80%;}'
Page,←⊂⍬,'pre uncov {color:red;}</style>'
Page,←⊂⍬,CoverageText
Page,←⊂⍬,'<pre>'
Page,←ColorizedCode
Page,←⊂⍬,'</pre>'
Page,←Timestamp
Page,←⊂⍬,'</html>'
Z←Page
∇ Z←colorize_code_by_coverage CoverResult;Colors;Ends;Code
:If 3.1=⊃CoverResult
Colors←(2+3⊃CoverResult)⍴⊂'<uncov>'
Colors[1]←⊂''
Colors[Colors]←⊂''
Ends←(2+3⊃CoverResult)⍴⊂'</uncov>'
Ends[1]←⊂''
Ends[Ends]←⊂''
:Else
Colors←(3⊃CoverResult)⍴⊂'<uncov>'
Ends←(3⊃CoverResult)⍴⊂'</uncov>'
:EndIf
Colors[1+4⊃CoverResult]←⊂'<cov>'
Ends[1+4⊃CoverResult]←⊂'</cov>'
Code←↓5⊃CoverResult
Z←Colors,[1.5]Code
Z←{,(⎕UCS 13),⍵}/Z,Ends
∇ Z←generate_timestamp_text;TS;YYMMDD;HHMMSS
TS←⎕TS
YYMMDD←⊃{,'-',⍵}/3↑TS
HHMMSS←⊃{,':',⍵}/3↑3↓TS
Z←'Page generated: ',YYMMDD,'|',HHMMSS
∇ Conf write_html_to_page Page;tie;filename
filename←(⊃'cover_out'in Conf),(⊃'cover_file'in Conf)
:Trap 22
tie←filename ⎕NTIE 0
filename ⎕NERASE tie
filename ⎕NCREATE tie
:Else
tie←filename ⎕NCREATE 0
:EndTrap
Simple_array←⍕⊃,/Page
(⎕UCS'UTF-8'⎕UCS Simple_array)⎕NAPPEND tie
∇ Z←is_function Argument
Z←'_TEST'≡¯5↑Argument
∇ Z←is_list_of_functions Argument
Z←2=≡Argument
∇ Z←is_file Argument
Z←'.dyalog'≡¯7↑Argument
∇ Z←is_dir Argument;attr
:If 'Linux'≡5↑⊃'.'⎕WG'APLVersion'
Z←'yes'≡⊃⎕CMD'test -d ',Argument,' && echo yes || echo no'
:Else
'gfa'⎕NA'I kernel32|GetFileAttributes* <0t'
:If Z←¯1≠attr←gfa⊂Argument ⍝ If file exists
Z←⊃2 16attr ⍝ Return bit 4
:EndIf
:EndIf
∇ Z←test_files_in_dir Argument
:If 'Linux'≡5↑⊃'.'⎕WG'APLVersion'
Z←⎕SH'find ',Argument,' -name \*_tests.dyalog'
:Else
#.⎕CY'files'
Z←#.Files.Dir Argument,'\*_tests.dyalog'
Z←(Argument,'\')∘,¨Z
:EndIf
∇ Z←run_ut ut_data;returned;crashed;pass;crash;fail;message
(returned crashed time)←execute_function ut_data
(pass crash fail)←determine_pass_crash_or_fail returned crashed
message←determine_message pass fail crashed(2⊃ut_data)returned time
print_message_to_screen message
Z←(pass crash fail)
∇ Z←execute_function ut_data;function;t
reset_UT_globals
function←(⍕(⊃ut_data[1])),'.',⊃ut_data[2]
:Trap sac
:If 3.2≡⎕NC⊂function
t←⎕TS
Z←(⍎function,' ⍬')0
t←⎕TS-t
:Else
t←⎕TS
Z←(⍎function)0
t←⎕TS-t
:EndIf
:Else
Z←(↑⎕DM)1
:If exception≢⍬
expect←exception
Z[2]←0
t←⎕TS-t
:EndIf
:EndTrap
Z,←⊂t
∇ reset_UT_globals
expect_orig ← expect← ⎕NS⍬
exception←⍬
nexpect_orig ← nexpect← ⎕NS⍬
∇ Z←is_test FunctionName;wsIndex
wsIndex←FunctionName' '
FunctionName←(wsIndex-1)↑FunctionName
Z←'_TEST'≡¯5↑FunctionName
∇ Heading print_passed_crashed_failed(ArrayRes time)
⎕←'-----------------------------------------'
⎕←Heading
⎕←' ⍋ Passed: ',+/{1⊃⍵}¨ArrayRes
⎕←' ⍟ Crashed: ',+/{2⊃⍵}¨ArrayRes
⎕←' ⍒ Failed: ',+/{3⊃⍵}¨ArrayRes
⎕←' ○ Runtime: ',time[5],'m',time[6],'s',time[7],'ms'
determine_pass_crash_or_fail←{
r c←⍵ ⋄ 0≠c:0 1 0 ⋄ z←(0 0 1)(1 0 0)
expect_orig≢expect:(⎕IO+expect≡r)⊃z ⋄ (⎕IO+nexpect≢r)⊃z
}
∇ Z←determine_message(pass fail crashed name returned time)
:If crashed
Z←'CRASHED: 'failure_message name returned
:ElseIf pass
Z←'Passed ',time[5],'m',time[6],'s',time[7],'ms'
:Else
Z←'FAILED: 'failure_message name returned
:EndIf
∇ print_message_to_screen message
⎕←message
∇ Z←term_to_text Term;Text;Rows
Text←#.DISPLAY Term
Rows←1⊃Text
Z←(Rows 4''),Text
∇ Z←Cause failure_message(name returned);hdr;exp;expterm;got;gotterm
hdr←Cause,name
exp←'Expected'
expterm←term_to_text #.UT.expect
got←'Got'
gotterm←term_to_text returned
Z←align_and_join_message_parts hdr exp expterm got gotterm
∇ Z←align_and_join_message_parts Parts;hdr;exp;expterm;got;gotterm;R1;C1;R2;C2;W
(hdr exp expterm got gotterm)←Parts
(R1 C1)←expterm
(R2 C2)←gotterm
W←⊃⊃⌈/C1 C2(hdr)(exp)(got)
Z←(W↑hdr),[0.5](W↑exp)
Z←Z⍪(R1 W↑expterm)
Z←Z⍪(W↑got)
Z←Z⍪(R2 W↑gotterm)
∇ Z←confparam in config
Z←1↓⊃({confparam≡⊃⍵}¨config)/config
∇ Z←config has confparam
Z←/{confparam≡⊃⍵}¨config
:EndNameSpace

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<?xml version="1.0" encoding="iso-8859-1"?>
<project name="WebBuild">
<!-- generate timestamps -->
<tstamp />
<!-- Debugging Macro -->
<import file="echopath.xml" />
<!-- JS build files macro -->
<import file="rhinoscript.xml" />
<!-- Component Build Files -->
<import file="setup.xml" />
<import file="clean.xml" />
<import file="copy.xml" />
<import file="file.transform.xml" />
<import file="external.tools.xml" />
<import file="rename.xml" />
<import file="js.xml" />
<import file="css.xml" />
<import file="img.xml" />
<import file="png8.xml" />
<import file="yui.xml" />
<import file="cdn.xml" />
<import file="datauri.xml" />
<import file="devlive.xml" />
<!-- This dirname is the only complete path we know for sure, everything builds off of it -->
<dirname property="dir.build" file="${ant.file.WebBuild}" />
<!-- get name for newly built folder -->
<basename property="app.name" file="${basedir}" />
<!-- read global properties file -->
<property file="${dir.build}\build.properties" />
<!-- Build Directories -->
<property name="dir.build.js" location="${dir.build}/js" />
<!-- App Directories -->
<property name="dir.app" location="${dir.result}/${app.name}" />
<property name="dir.app.temp" location="${dir.temp}/${app.name}" />
<property name="dir.app.files" location="${dir.app.temp}/${dir.files}" />
<!-- Files -->
<property name="mapping.js" location="${dir.app.temp}/${mapping.file.js}" />
<property name="mapping.css" location="${dir.app.temp}/${mapping.file.css}" />
<property name="mapping.img" location="${dir.app.temp}/${mapping.file.img}" />
<property name="mapping.swf" location="${dir.app.temp}/${mapping.file.swf}" />
<property name="mapping.fonts" location="${dir.app.temp}/${mapping.file.fonts}" />
<!-- Tool Directories -->
<property name="dir.bin" location="${dir.build}/Bin" />
<property name="dir.jar" location="${dir.bin}/jar" />
<!-- Tool Files -->
<property name="tools.compressor" location="${dir.jar}/${tools.file.compressor}" />
<property name="tools.cssembed" location="${dir.jar}/${tools.file.cssembed}" />
<property name="tools.filetransform" location="${dir.jar}/${tools.file.filetransform}" />
<property name="tools.optipng" location="${dir.bin}/${tools.file.optipng}" />
<property name="tools.jpegtran" location="${dir.bin}/${tools.file.jpegtran}" />
<!-- BUILD TARGETS -->
<!-- low level utility build targets -->
<!-- Build the tools -->
<target name="-setup.build.tools"
depends="-define.filetransform, -define.cssembed, -define.yuicompressor, -define.jsclasspath"
/>
<!-- set up filesystem properties -->
<target
name="-setup"
depends="-setup.mode, -setup.conditions, -setup.js, -setup.css, -setup.swf, -setup.img, -setup.fonts, -setup.yui"
/>
<!-- utility-ish targets -->
<target name="copy" depends="clean, tools, -copy" />
<target name="tools" depends="-setup.build.tools" />
<target name="finalize" depends="copy, -finalize" />
<target name="-prepare" depends="copy, -setup" />
<!-- individual component build targets (empty descriptions are to make sure they show in "ant -p") -->
<target name="devlive" depends="-prepare, -devlive" description="" />
<target name="js" depends="-prepare, -js" description="" />
<target name="css" depends="-prepare, -css" description="" />
<target name="rename" depends="-prepare, -rename" description="" />
<target name="yui" depends="-prepare, rename, -yui" description="" />
<target name="cdn" depends="-prepare, -cdn" description="" />
<!-- high level build targets (Excluding of images is on purpose here, it's slow) -->
<target name="core"
depends="devlive, js, css, cdn, rename, yui, -js.inline"
description="Core build work"
/>
<target name="prod"
depends="core, finalize"
description="Full Production Build"
/>
<!-- debug target -->
<target name="debug" depends="-setup">
<echoproperties/>
</target>
</project>

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ant.xml

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ORG 0000h
SJMP START
ORG 0003h
LCALL INT0_ISR
RETI
ORG 000Bh
LCALL T0_ISR
RETI
ORG 0013h
LCALL INT1_ISR
RETI
ORG 001Bh
LCALL T1_ISR
RETI
ORG 0023h
LCALL UART_ISR
RETI
ORG 0030h
START:
MOV A,#11111110b
SETB IT0 ; Set External Interrupt 0 to be falling edge triggered
SETB EX0 ; Enable External Interrut 0
SETB EA ; Enable Interrupt
LEFT:
CJNE A,#01111111b,LOOP1
JMP RIGHT
LOOP1:
MOV P1,A
RL A
LCALL DELAY
SJMP LEFT
RIGHT:
CJNE A,#11111110b,LOOP2
JMP LEFT
LOOP2:
MOV P1,A
RR A
LCALL DELAY
SJMP RIGHT
INT0_ISR:
MOV R1,#3
FLASH:
MOV P1,#00h
LCALL DELAY
MOV P1,#0FFh
LCALL DELAY
DJNZ R1,FLASH
RET
T0_ISR:
RET
INT1_ISR:
RET
T1_ISR:
RET
UART_ISR:
RET
DELAY: MOV R5,#20 ;R5*20 mS
D1: MOV R6,#40
D2: MOV R7,#249
DJNZ R7,$
DJNZ R6,D2
DJNZ R5,D1
RET
END

86
samples/C++/16F88.h Normal file
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/*
* This file is part of PIC
* Copyright © 2012 Rachel Mant (dx-mon@users.sourceforge.net)
*
* PIC is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* PIC is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
enum PIC16F88Instruction
{
ADDWF,
ANDWF,
CLRF,
CLRW,
COMF,
DECF,
DECFSZ,
INCF,
INCFSZ,
IORWF,
MOVF,
MOVWF,
NOP,
RLF,
RRF,
SUBWF,
SWAPF,
XORWF,
BCF,
BSF,
BTFSC,
BTFSS,
ADDLW,
ANDLW,
CALL,
CLRWDT,
GOTO,
IORLW,
MOVLW,
RETFIE,
RETLW,
RETURN,
SLEEP,
SUBLW,
XORLW
};
class PIC16F88
{
public:
PIC16F88(ROM *ProgramMemory);
void Step();
private:
uint8_t q;
bool nextIsNop, trapped;
Memory *memory;
ROM *program;
Stack<uint16_t, 8> *CallStack;
Register<uint16_t> *PC;
Register<> *WREG, *PCL, *STATUS, *PCLATCH;
PIC16F88Instruction inst;
uint16_t instrWord;
private:
void DecodeInstruction();
void ProcessInstruction();
uint8_t GetBank();
uint8_t GetMemoryContents(uint8_t partialAddress);
void SetMemoryContents(uint8_t partialAddress, uint8_t newVal);
void CheckZero(uint8_t value);
void StoreValue(uint8_t value, bool updateZero);
uint8_t SetCarry(bool val);
uint16_t GetPCHFinalBits();
};

32
samples/C++/Memory16F88.h Normal file
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/*
* This file is part of PIC
* Copyright © 2012 Rachel Mant (dx-mon@users.sourceforge.net)
*
* PIC is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* PIC is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Memory.h"
class Memory16F88 : public Memory
{
private:
uint8_t memory[512];
std::map<uint32_t, MemoryLocation *> memoryMap;
public:
Memory16F88();
uint8_t Dereference(uint8_t bank, uint8_t partialAddress);
uint8_t *Reference(uint8_t bank, uint8_t partialAddress);
uint8_t *operator [](uint32_t ref);
};

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/*
* This file is part of IRCBot
* Copyright © 2014 Rachel Mant (dx-mon@users.sourceforge.net)
*
* IRCBot is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* IRCBot is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __THREADED_QUEUE_H__
#define __THREADED_QUEUE_H__
#include <pthread.h>
#include <queue>
template<class T>
class ThreadedQueue : public std::queue<T>
{
private:
pthread_mutex_t queueMutex;
pthread_cond_t queueCond;
public:
ThreadedQueue()
{
pthread_mutexattr_t mutexAttrs;
pthread_condattr_t condAttrs;
pthread_mutexattr_init(&mutexAttrs);
pthread_mutexattr_settype(&mutexAttrs, PTHREAD_MUTEX_ERRORCHECK);
pthread_mutex_init(&queueMutex, &mutexAttrs);
pthread_mutexattr_destroy(&mutexAttrs);
pthread_condattr_init(&condAttrs);
pthread_condattr_setpshared(&condAttrs, PTHREAD_PROCESS_PRIVATE);
pthread_cond_init(&queueCond, &condAttrs);
pthread_condattr_destroy(&condAttrs);
}
~ThreadedQueue()
{
pthread_cond_destroy(&queueCond);
pthread_mutex_destroy(&queueMutex);
}
void waitItems()
{
pthread_mutex_lock(&queueMutex);
pthread_cond_wait(&queueCond, &queueMutex);
pthread_mutex_unlock(&queueMutex);
}
void signalItems()
{
pthread_mutex_lock(&queueMutex);
pthread_cond_broadcast(&queueCond);
pthread_mutex_unlock(&queueMutex);
}
void push(T item)
{
std::queue<T>::push(item);
signalItems();
}
};
#endif /*__THREADED_QUEUE_H__*/

10
samples/C++/bar.hh Normal file
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class Bar
{
protected:
char *name;
public:
void hello();
}

145
samples/C/2D.C Normal file
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#include "2D.h"
#include <math.h>
void set_vgabasemem(void)
{
ULONG vgabase;
SELECTOR tmp;
asm mov [tmp], ds
dpmi_get_sel_base(&vgabase, tmp);
vgabasemem = (char *)(-vgabase + 0xa0000);
}
void drw_chdis(int mode) // change the display!
{
regs.b.ah = 0x00; // seet theh display moode
regs.b.al = mode; // change it to the mode like innit
regs.h.flags = 0x72;// Set the dingoes kidneys out of FLAGS eh?
regs.h.ss = 0; // Like, totally set the stack segment
regs.h.sp = 0; // Set tha stack pointaaaaahhhhh!!!
dpmi_simulate_real_interrupt(0x10, &regs);
}
void drw_pix(int x, int y, enum COLORS col)
{
*VGAPIX(x, y) = col;
}
void drw_line(int x0, int y0, int x1, int y1, enum COLORS col)
{
// Going for the optimized version of bresenham's line algo.
int stp = (abs(y0 - y1) > abs(x0 - x1));
int tmp, dx, dy, err, yi, i, j; // yi = y excrement
if (stp) {
// swappity swap
tmp = y0;
y0 = x0;
x0 = tmp;
tmp = y1;
y1 = x1;
x1 = tmp;
}
// AAAAND NOW WE MUST DO ZEES AGAIN :(
// I'm sure there was a func somewhere that does this? :P
if (x0 > x1) {
tmp = x0;
x0 = x1;
x1 = tmp;
tmp = y0;
y0 = y1;
y1 = tmp;
}
dx = (x1 - x0);
dy = (abs(y1 - y0));
err = (dx / 2);
if (y0 < y1)
yi = 1;
else
yi = -1;
j = y0;
for (i = x0; i < x1; i++)
{
if (stp)
*VGAPIX(j, i) = col;
else
*VGAPIX(i, j) = col;
err -= dy;
if (err < 0) {
j += yi;
err += dx;
}
}
}
void drw_rectl(int x, int y, int w, int h, enum COLORS col)
{
drw_line(x, y, x+w, y, col);
drw_line(x+w, y, x+w, y+h, col);
drw_line(x, y, x, y+h, col);
drw_line(x, y+h, x+w+1, y+h, col);
}
void drw_rectf(int x, int y, int w, int h, enum COLORS col)
{
int i, j;
for (j = y; j < x+h; j++) {
for (i = x; i < y+w; i++) {
*VGAPIX(i, j) = col;
}
}
}
void drw_circl(int x, int y, int rad, enum COLORS col)
{
int mang, i; // max angle, haha
int px, py;
mang = 360; // Yeah yeah I'll switch to rad later
for (i = 0; i <= mang; i++)
{
px = cos(i)*rad + x; // + px; // causes some really cools effects! :D
py = sin(i)*rad + y; // + py;
*VGAPIX(px, py) = col;
}
}
void drw_tex(int x, int y, int w, int h, enum COLORS tex[])
{ // i*w+j
int i, j;
for (i = 0; i < w; i++)
{
for (j = 0; j < h; j++)
{
*VGAPIX(x+i, y+j) = tex[j*w+i];
}
}
}
void 2D_init(void)
{
set_vgabasemem();
drw_chdis(0x13);
}
void 2D_exit(void)
{
drw_chdis(3);
}
/*
int main()
{
set_vgabasemem();
drw_chdis(0x13);
while(!kbhit()) {
if ((getch()) == 0x1b) // escape
break;
}
drw_chdis(3);
return 0;
}
*/

29
samples/C/2D.H Normal file
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#ifndef __2DGFX
#define __2DGFX
// Includes
#include <stdio.h>
#include <math.h>
#include <conio.h>
#include <dpmi.h>
// Defines
#define VGAPIX(x,y) (vgabasemem + (x) + (y) * 320)
// Variables
char * vgabasemem;
DPMI_REGS regs;
// Drawing functions:
//void setvgabasemem(void);
void drw_chdis(int mode); // draw_func_change_display
void drw_pix(int x, int y, enum COLORS col);
void drw_line(int x0, int y0, int x1, int y1, enum COLORS col);
void drw_rectl(int x, int y, int w, int h, enum COLORS col);
void drw_rectf(int x, int y, int w, int h, enum COLORS col);
void drw_cirl(int x, int y, int rad, enum COLORS col);
void drw_tex(int x, int y, int w, int h, enum COLORS tex[]);
void 2D_init(void);
void 2D_exit(void);
#endif

93
samples/C/ArrowLeft.h Normal file
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/*
* This file is part of GTK++ (libGTK++)
* Copyright © 2012 Rachel Mant (dx-mon@users.sourceforge.net)
*
* GTK++ is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* GTK++ is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/* GdkPixbuf RGBA C-Source image dump */
#ifdef __SUNPRO_C
#pragma align 4 (ArrowLeft)
#endif
#ifdef __GNUC__
static const uint8_t ArrowLeft[] __attribute__ ((__aligned__ (4))) =
#else
static const uint8_t ArrowLeft[] =
#endif
{ ""
/* Pixbuf magic (0x47646b50) */
"GdkP"
/* length: header (24) + pixel_data (1600) */
"\0\0\6X"
/* pixdata_type (0x1010002) */
"\1\1\0\2"
/* rowstride (80) */
"\0\0\0P"
/* width (20) */
"\0\0\0\24"
/* height (20) */
"\0\0\0\24"
/* pixel_data: */
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\377\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\377\0\0\0\377\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\377\0\0\0\377\0\0\0\377\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\377\0\0\0\377\0\0\0\377"
"\0\0\0\377\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\377\0\0\0\377\0\0\0\377\0\0\0\377\0\0\0\377\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\377\0\0\0\377\0\0\0\377\0\0\0\377\0\0\0\377"
"\0\0\0\377\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\377\0\0\0\377\0\0\0\377\0\0\0\377\0\0\0\377\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\377\0\0\0\377\0\0\0\377\0"
"\0\0\377\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\377\0\0\0\377\0\0\0\377\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\377\0\0\0\377\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\377\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0"
"\0\0"};

903
samples/C/GLKMatrix4.h Normal file
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@@ -0,0 +1,903 @@
//
// GLKMatrix4.h
// GLKit
//
// Copyright (c) 2011, Apple Inc. All rights reserved.
//
#ifndef __GLK_MATRIX_4_H
#define __GLK_MATRIX_4_H
#include <stddef.h>
#include <stdbool.h>
#include <math.h>
#if defined(__ARM_NEON__)
#include <arm_neon.h>
#endif
#include <GLKit/GLKMathTypes.h>
#include <GLKit/GLKVector3.h>
#include <GLKit/GLKVector4.h>
#include <GLKit/GLKQuaternion.h>
#ifdef __cplusplus
extern "C" {
#endif
#pragma mark -
#pragma mark Prototypes
#pragma mark -
extern const GLKMatrix4 GLKMatrix4Identity;
/*
m30, m31, and m32 correspond to the translation values tx, ty, tz, respectively.
*/
static __inline__ GLKMatrix4 GLKMatrix4Make(float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23,
float m30, float m31, float m32, float m33);
/*
m03, m13, and m23 correspond to the translation values tx, ty, tz, respectively.
*/
static __inline__ GLKMatrix4 GLKMatrix4MakeAndTranspose(float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23,
float m30, float m31, float m32, float m33);
/*
m[12], m[13], and m[14] correspond to the translation values tx, ty, and tz, respectively.
*/
static __inline__ GLKMatrix4 GLKMatrix4MakeWithArray(float values[16]);
/*
m[3], m[7], and m[11] correspond to the translation values tx, ty, and tz, respectively.
*/
static __inline__ GLKMatrix4 GLKMatrix4MakeWithArrayAndTranspose(float values[16]);
/*
row0, row1, and row2's last component should correspond to the translation values tx, ty, and tz, respectively.
*/
static __inline__ GLKMatrix4 GLKMatrix4MakeWithRows(GLKVector4 row0,
GLKVector4 row1,
GLKVector4 row2,
GLKVector4 row3);
/*
column3's first three components should correspond to the translation values tx, ty, and tz.
*/
static __inline__ GLKMatrix4 GLKMatrix4MakeWithColumns(GLKVector4 column0,
GLKVector4 column1,
GLKVector4 column2,
GLKVector4 column3);
/*
The quaternion will be normalized before conversion.
*/
static __inline__ GLKMatrix4 GLKMatrix4MakeWithQuaternion(GLKQuaternion quaternion);
static __inline__ GLKMatrix4 GLKMatrix4MakeTranslation(float tx, float ty, float tz);
static __inline__ GLKMatrix4 GLKMatrix4MakeScale(float sx, float sy, float sz);
static __inline__ GLKMatrix4 GLKMatrix4MakeRotation(float radians, float x, float y, float z);
static __inline__ GLKMatrix4 GLKMatrix4MakeXRotation(float radians);
static __inline__ GLKMatrix4 GLKMatrix4MakeYRotation(float radians);
static __inline__ GLKMatrix4 GLKMatrix4MakeZRotation(float radians);
/*
Equivalent to gluPerspective.
*/
static __inline__ GLKMatrix4 GLKMatrix4MakePerspective(float fovyRadians, float aspect, float nearZ, float farZ);
/*
Equivalent to glFrustum.
*/
static __inline__ GLKMatrix4 GLKMatrix4MakeFrustum(float left, float right,
float bottom, float top,
float nearZ, float farZ);
/*
Equivalent to glOrtho.
*/
static __inline__ GLKMatrix4 GLKMatrix4MakeOrtho(float left, float right,
float bottom, float top,
float nearZ, float farZ);
/*
Equivalent to gluLookAt.
*/
static __inline__ GLKMatrix4 GLKMatrix4MakeLookAt(float eyeX, float eyeY, float eyeZ,
float centerX, float centerY, float centerZ,
float upX, float upY, float upZ);
/*
Returns the upper left 3x3 portion of the 4x4 matrix.
*/
static __inline__ GLKMatrix3 GLKMatrix4GetMatrix3(GLKMatrix4 matrix);
/*
Returns the upper left 2x2 portion of the 4x4 matrix.
*/
static __inline__ GLKMatrix2 GLKMatrix4GetMatrix2(GLKMatrix4 matrix);
/*
GLKMatrix4GetRow returns vectors for rows 0, 1, and 2 whose last component will be the translation value tx, ty, and tz, respectively.
Valid row values range from 0 to 3, inclusive.
*/
static __inline__ GLKVector4 GLKMatrix4GetRow(GLKMatrix4 matrix, int row);
/*
GLKMatrix4GetColumn returns a vector for column 3 whose first three components will be the translation values tx, ty, and tz.
Valid column values range from 0 to 3, inclusive.
*/
static __inline__ GLKVector4 GLKMatrix4GetColumn(GLKMatrix4 matrix, int column);
/*
GLKMatrix4SetRow expects that the vector for row 0, 1, and 2 will have a translation value as its last component.
Valid row values range from 0 to 3, inclusive.
*/
static __inline__ GLKMatrix4 GLKMatrix4SetRow(GLKMatrix4 matrix, int row, GLKVector4 vector);
/*
GLKMatrix4SetColumn expects that the vector for column 3 will contain the translation values tx, ty, and tz as its first three components, respectively.
Valid column values range from 0 to 3, inclusive.
*/
static __inline__ GLKMatrix4 GLKMatrix4SetColumn(GLKMatrix4 matrix, int column, GLKVector4 vector);
static __inline__ GLKMatrix4 GLKMatrix4Transpose(GLKMatrix4 matrix);
GLKMatrix4 GLKMatrix4Invert(GLKMatrix4 matrix, bool *isInvertible);
GLKMatrix4 GLKMatrix4InvertAndTranspose(GLKMatrix4 matrix, bool *isInvertible);
static __inline__ GLKMatrix4 GLKMatrix4Multiply(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight);
static __inline__ GLKMatrix4 GLKMatrix4Add(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight);
static __inline__ GLKMatrix4 GLKMatrix4Subtract(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight);
static __inline__ GLKMatrix4 GLKMatrix4Translate(GLKMatrix4 matrix, float tx, float ty, float tz);
static __inline__ GLKMatrix4 GLKMatrix4TranslateWithVector3(GLKMatrix4 matrix, GLKVector3 translationVector);
/*
The last component of the GLKVector4, translationVector, is ignored.
*/
static __inline__ GLKMatrix4 GLKMatrix4TranslateWithVector4(GLKMatrix4 matrix, GLKVector4 translationVector);
static __inline__ GLKMatrix4 GLKMatrix4Scale(GLKMatrix4 matrix, float sx, float sy, float sz);
static __inline__ GLKMatrix4 GLKMatrix4ScaleWithVector3(GLKMatrix4 matrix, GLKVector3 scaleVector);
/*
The last component of the GLKVector4, scaleVector, is ignored.
*/
static __inline__ GLKMatrix4 GLKMatrix4ScaleWithVector4(GLKMatrix4 matrix, GLKVector4 scaleVector);
static __inline__ GLKMatrix4 GLKMatrix4Rotate(GLKMatrix4 matrix, float radians, float x, float y, float z);
static __inline__ GLKMatrix4 GLKMatrix4RotateWithVector3(GLKMatrix4 matrix, float radians, GLKVector3 axisVector);
/*
The last component of the GLKVector4, axisVector, is ignored.
*/
static __inline__ GLKMatrix4 GLKMatrix4RotateWithVector4(GLKMatrix4 matrix, float radians, GLKVector4 axisVector);
static __inline__ GLKMatrix4 GLKMatrix4RotateX(GLKMatrix4 matrix, float radians);
static __inline__ GLKMatrix4 GLKMatrix4RotateY(GLKMatrix4 matrix, float radians);
static __inline__ GLKMatrix4 GLKMatrix4RotateZ(GLKMatrix4 matrix, float radians);
/*
Assumes 0 in the w component.
*/
static __inline__ GLKVector3 GLKMatrix4MultiplyVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight);
/*
Assumes 1 in the w component.
*/
static __inline__ GLKVector3 GLKMatrix4MultiplyVector3WithTranslation(GLKMatrix4 matrixLeft, GLKVector3 vectorRight);
/*
Assumes 1 in the w component and divides the resulting vector by w before returning.
*/
static __inline__ GLKVector3 GLKMatrix4MultiplyAndProjectVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight);
/*
Assumes 0 in the w component.
*/
static __inline__ void GLKMatrix4MultiplyVector3Array(GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount);
/*
Assumes 1 in the w component.
*/
static __inline__ void GLKMatrix4MultiplyVector3ArrayWithTranslation(GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount);
/*
Assumes 1 in the w component and divides the resulting vector by w before returning.
*/
static __inline__ void GLKMatrix4MultiplyAndProjectVector3Array(GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount);
static __inline__ GLKVector4 GLKMatrix4MultiplyVector4(GLKMatrix4 matrixLeft, GLKVector4 vectorRight);
static __inline__ void GLKMatrix4MultiplyVector4Array(GLKMatrix4 matrix, GLKVector4 *vectors, size_t vectorCount);
#pragma mark -
#pragma mark Implementations
#pragma mark -
static __inline__ GLKMatrix4 GLKMatrix4Make(float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23,
float m30, float m31, float m32, float m33)
{
GLKMatrix4 m = { m00, m01, m02, m03,
m10, m11, m12, m13,
m20, m21, m22, m23,
m30, m31, m32, m33 };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeAndTranspose(float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23,
float m30, float m31, float m32, float m33)
{
GLKMatrix4 m = { m00, m10, m20, m30,
m01, m11, m21, m31,
m02, m12, m22, m32,
m03, m13, m23, m33 };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeWithArray(float values[16])
{
GLKMatrix4 m = { values[0], values[1], values[2], values[3],
values[4], values[5], values[6], values[7],
values[8], values[9], values[10], values[11],
values[12], values[13], values[14], values[15] };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeWithArrayAndTranspose(float values[16])
{
#if defined(__ARM_NEON__)
float32x4x4_t m = vld4q_f32(values);
return *(GLKMatrix4 *)&m;
#else
GLKMatrix4 m = { values[0], values[4], values[8], values[12],
values[1], values[5], values[9], values[13],
values[2], values[6], values[10], values[14],
values[3], values[7], values[11], values[15] };
return m;
#endif
}
static __inline__ GLKMatrix4 GLKMatrix4MakeWithRows(GLKVector4 row0,
GLKVector4 row1,
GLKVector4 row2,
GLKVector4 row3)
{
GLKMatrix4 m = { row0.v[0], row1.v[0], row2.v[0], row3.v[0],
row0.v[1], row1.v[1], row2.v[1], row3.v[1],
row0.v[2], row1.v[2], row2.v[2], row3.v[2],
row0.v[3], row1.v[3], row2.v[3], row3.v[3] };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeWithColumns(GLKVector4 column0,
GLKVector4 column1,
GLKVector4 column2,
GLKVector4 column3)
{
#if defined(__ARM_NEON__)
float32x4x4_t m;
m.val[0] = vld1q_f32(column0.v);
m.val[1] = vld1q_f32(column1.v);
m.val[2] = vld1q_f32(column2.v);
m.val[3] = vld1q_f32(column3.v);
return *(GLKMatrix4 *)&m;
#else
GLKMatrix4 m = { column0.v[0], column0.v[1], column0.v[2], column0.v[3],
column1.v[0], column1.v[1], column1.v[2], column1.v[3],
column2.v[0], column2.v[1], column2.v[2], column2.v[3],
column3.v[0], column3.v[1], column3.v[2], column3.v[3] };
return m;
#endif
}
static __inline__ GLKMatrix4 GLKMatrix4MakeWithQuaternion(GLKQuaternion quaternion)
{
quaternion = GLKQuaternionNormalize(quaternion);
float x = quaternion.q[0];
float y = quaternion.q[1];
float z = quaternion.q[2];
float w = quaternion.q[3];
float _2x = x + x;
float _2y = y + y;
float _2z = z + z;
float _2w = w + w;
GLKMatrix4 m = { 1.0f - _2y * y - _2z * z,
_2x * y + _2w * z,
_2x * z - _2w * y,
0.0f,
_2x * y - _2w * z,
1.0f - _2x * x - _2z * z,
_2y * z + _2w * x,
0.0f,
_2x * z + _2w * y,
_2y * z - _2w * x,
1.0f - _2x * x - _2y * y,
0.0f,
0.0f,
0.0f,
0.0f,
1.0f };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeTranslation(float tx, float ty, float tz)
{
GLKMatrix4 m = GLKMatrix4Identity;
m.m[12] = tx;
m.m[13] = ty;
m.m[14] = tz;
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeScale(float sx, float sy, float sz)
{
GLKMatrix4 m = GLKMatrix4Identity;
m.m[0] = sx;
m.m[5] = sy;
m.m[10] = sz;
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeRotation(float radians, float x, float y, float z)
{
GLKVector3 v = GLKVector3Normalize(GLKVector3Make(x, y, z));
float cos = cosf(radians);
float cosp = 1.0f - cos;
float sin = sinf(radians);
GLKMatrix4 m = { cos + cosp * v.v[0] * v.v[0],
cosp * v.v[0] * v.v[1] + v.v[2] * sin,
cosp * v.v[0] * v.v[2] - v.v[1] * sin,
0.0f,
cosp * v.v[0] * v.v[1] - v.v[2] * sin,
cos + cosp * v.v[1] * v.v[1],
cosp * v.v[1] * v.v[2] + v.v[0] * sin,
0.0f,
cosp * v.v[0] * v.v[2] + v.v[1] * sin,
cosp * v.v[1] * v.v[2] - v.v[0] * sin,
cos + cosp * v.v[2] * v.v[2],
0.0f,
0.0f,
0.0f,
0.0f,
1.0f };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeXRotation(float radians)
{
float cos = cosf(radians);
float sin = sinf(radians);
GLKMatrix4 m = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, cos, sin, 0.0f,
0.0f, -sin, cos, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeYRotation(float radians)
{
float cos = cosf(radians);
float sin = sinf(radians);
GLKMatrix4 m = { cos, 0.0f, -sin, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
sin, 0.0f, cos, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeZRotation(float radians)
{
float cos = cosf(radians);
float sin = sinf(radians);
GLKMatrix4 m = { cos, sin, 0.0f, 0.0f,
-sin, cos, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakePerspective(float fovyRadians, float aspect, float nearZ, float farZ)
{
float cotan = 1.0f / tanf(fovyRadians / 2.0f);
GLKMatrix4 m = { cotan / aspect, 0.0f, 0.0f, 0.0f,
0.0f, cotan, 0.0f, 0.0f,
0.0f, 0.0f, (farZ + nearZ) / (nearZ - farZ), -1.0f,
0.0f, 0.0f, (2.0f * farZ * nearZ) / (nearZ - farZ), 0.0f };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeFrustum(float left, float right,
float bottom, float top,
float nearZ, float farZ)
{
float ral = right + left;
float rsl = right - left;
float tsb = top - bottom;
float tab = top + bottom;
float fan = farZ + nearZ;
float fsn = farZ - nearZ;
GLKMatrix4 m = { 2.0f * nearZ / rsl, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f * nearZ / tsb, 0.0f, 0.0f,
ral / rsl, tab / tsb, -fan / fsn, -1.0f,
0.0f, 0.0f, (-2.0f * farZ * nearZ) / fsn, 0.0f };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeOrtho(float left, float right,
float bottom, float top,
float nearZ, float farZ)
{
float ral = right + left;
float rsl = right - left;
float tab = top + bottom;
float tsb = top - bottom;
float fan = farZ + nearZ;
float fsn = farZ - nearZ;
GLKMatrix4 m = { 2.0f / rsl, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f / tsb, 0.0f, 0.0f,
0.0f, 0.0f, -2.0f / fsn, 0.0f,
-ral / rsl, -tab / tsb, -fan / fsn, 1.0f };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4MakeLookAt(float eyeX, float eyeY, float eyeZ,
float centerX, float centerY, float centerZ,
float upX, float upY, float upZ)
{
GLKVector3 ev = { eyeX, eyeY, eyeZ };
GLKVector3 cv = { centerX, centerY, centerZ };
GLKVector3 uv = { upX, upY, upZ };
GLKVector3 n = GLKVector3Normalize(GLKVector3Add(ev, GLKVector3Negate(cv)));
GLKVector3 u = GLKVector3Normalize(GLKVector3CrossProduct(uv, n));
GLKVector3 v = GLKVector3CrossProduct(n, u);
GLKMatrix4 m = { u.v[0], v.v[0], n.v[0], 0.0f,
u.v[1], v.v[1], n.v[1], 0.0f,
u.v[2], v.v[2], n.v[2], 0.0f,
GLKVector3DotProduct(GLKVector3Negate(u), ev),
GLKVector3DotProduct(GLKVector3Negate(v), ev),
GLKVector3DotProduct(GLKVector3Negate(n), ev),
1.0f };
return m;
}
static __inline__ GLKMatrix3 GLKMatrix4GetMatrix3(GLKMatrix4 matrix)
{
GLKMatrix3 m = { matrix.m[0], matrix.m[1], matrix.m[2],
matrix.m[4], matrix.m[5], matrix.m[6],
matrix.m[8], matrix.m[9], matrix.m[10] };
return m;
}
static __inline__ GLKMatrix2 GLKMatrix4GetMatrix2(GLKMatrix4 matrix)
{
GLKMatrix2 m = { matrix.m[0], matrix.m[1],
matrix.m[4], matrix.m[5] };
return m;
}
static __inline__ GLKVector4 GLKMatrix4GetRow(GLKMatrix4 matrix, int row)
{
GLKVector4 v = { matrix.m[row], matrix.m[4 + row], matrix.m[8 + row], matrix.m[12 + row] };
return v;
}
static __inline__ GLKVector4 GLKMatrix4GetColumn(GLKMatrix4 matrix, int column)
{
#if defined(__ARM_NEON__)
float32x4_t v = vld1q_f32(&(matrix.m[column * 4]));
return *(GLKVector4 *)&v;
#else
GLKVector4 v = { matrix.m[column * 4 + 0], matrix.m[column * 4 + 1], matrix.m[column * 4 + 2], matrix.m[column * 4 + 3] };
return v;
#endif
}
static __inline__ GLKMatrix4 GLKMatrix4SetRow(GLKMatrix4 matrix, int row, GLKVector4 vector)
{
matrix.m[row] = vector.v[0];
matrix.m[row + 4] = vector.v[1];
matrix.m[row + 8] = vector.v[2];
matrix.m[row + 12] = vector.v[3];
return matrix;
}
static __inline__ GLKMatrix4 GLKMatrix4SetColumn(GLKMatrix4 matrix, int column, GLKVector4 vector)
{
#if defined(__ARM_NEON__)
float *dst = &(matrix.m[column * 4]);
vst1q_f32(dst, vld1q_f32(vector.v));
return matrix;
#else
matrix.m[column * 4 + 0] = vector.v[0];
matrix.m[column * 4 + 1] = vector.v[1];
matrix.m[column * 4 + 2] = vector.v[2];
matrix.m[column * 4 + 3] = vector.v[3];
return matrix;
#endif
}
static __inline__ GLKMatrix4 GLKMatrix4Transpose(GLKMatrix4 matrix)
{
#if defined(__ARM_NEON__)
float32x4x4_t m = vld4q_f32(matrix.m);
return *(GLKMatrix4 *)&m;
#else
GLKMatrix4 m = { matrix.m[0], matrix.m[4], matrix.m[8], matrix.m[12],
matrix.m[1], matrix.m[5], matrix.m[9], matrix.m[13],
matrix.m[2], matrix.m[6], matrix.m[10], matrix.m[14],
matrix.m[3], matrix.m[7], matrix.m[11], matrix.m[15] };
return m;
#endif
}
static __inline__ GLKMatrix4 GLKMatrix4Multiply(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)
{
#if defined(__ARM_NEON__)
float32x4x4_t iMatrixLeft = *(float32x4x4_t *)&matrixLeft;
float32x4x4_t iMatrixRight = *(float32x4x4_t *)&matrixRight;
float32x4x4_t m;
m.val[0] = vmulq_n_f32(iMatrixLeft.val[0], vgetq_lane_f32(iMatrixRight.val[0], 0));
m.val[1] = vmulq_n_f32(iMatrixLeft.val[0], vgetq_lane_f32(iMatrixRight.val[1], 0));
m.val[2] = vmulq_n_f32(iMatrixLeft.val[0], vgetq_lane_f32(iMatrixRight.val[2], 0));
m.val[3] = vmulq_n_f32(iMatrixLeft.val[0], vgetq_lane_f32(iMatrixRight.val[3], 0));
m.val[0] = vmlaq_n_f32(m.val[0], iMatrixLeft.val[1], vgetq_lane_f32(iMatrixRight.val[0], 1));
m.val[1] = vmlaq_n_f32(m.val[1], iMatrixLeft.val[1], vgetq_lane_f32(iMatrixRight.val[1], 1));
m.val[2] = vmlaq_n_f32(m.val[2], iMatrixLeft.val[1], vgetq_lane_f32(iMatrixRight.val[2], 1));
m.val[3] = vmlaq_n_f32(m.val[3], iMatrixLeft.val[1], vgetq_lane_f32(iMatrixRight.val[3], 1));
m.val[0] = vmlaq_n_f32(m.val[0], iMatrixLeft.val[2], vgetq_lane_f32(iMatrixRight.val[0], 2));
m.val[1] = vmlaq_n_f32(m.val[1], iMatrixLeft.val[2], vgetq_lane_f32(iMatrixRight.val[1], 2));
m.val[2] = vmlaq_n_f32(m.val[2], iMatrixLeft.val[2], vgetq_lane_f32(iMatrixRight.val[2], 2));
m.val[3] = vmlaq_n_f32(m.val[3], iMatrixLeft.val[2], vgetq_lane_f32(iMatrixRight.val[3], 2));
m.val[0] = vmlaq_n_f32(m.val[0], iMatrixLeft.val[3], vgetq_lane_f32(iMatrixRight.val[0], 3));
m.val[1] = vmlaq_n_f32(m.val[1], iMatrixLeft.val[3], vgetq_lane_f32(iMatrixRight.val[1], 3));
m.val[2] = vmlaq_n_f32(m.val[2], iMatrixLeft.val[3], vgetq_lane_f32(iMatrixRight.val[2], 3));
m.val[3] = vmlaq_n_f32(m.val[3], iMatrixLeft.val[3], vgetq_lane_f32(iMatrixRight.val[3], 3));
return *(GLKMatrix4 *)&m;
#else
GLKMatrix4 m;
m.m[0] = matrixLeft.m[0] * matrixRight.m[0] + matrixLeft.m[4] * matrixRight.m[1] + matrixLeft.m[8] * matrixRight.m[2] + matrixLeft.m[12] * matrixRight.m[3];
m.m[4] = matrixLeft.m[0] * matrixRight.m[4] + matrixLeft.m[4] * matrixRight.m[5] + matrixLeft.m[8] * matrixRight.m[6] + matrixLeft.m[12] * matrixRight.m[7];
m.m[8] = matrixLeft.m[0] * matrixRight.m[8] + matrixLeft.m[4] * matrixRight.m[9] + matrixLeft.m[8] * matrixRight.m[10] + matrixLeft.m[12] * matrixRight.m[11];
m.m[12] = matrixLeft.m[0] * matrixRight.m[12] + matrixLeft.m[4] * matrixRight.m[13] + matrixLeft.m[8] * matrixRight.m[14] + matrixLeft.m[12] * matrixRight.m[15];
m.m[1] = matrixLeft.m[1] * matrixRight.m[0] + matrixLeft.m[5] * matrixRight.m[1] + matrixLeft.m[9] * matrixRight.m[2] + matrixLeft.m[13] * matrixRight.m[3];
m.m[5] = matrixLeft.m[1] * matrixRight.m[4] + matrixLeft.m[5] * matrixRight.m[5] + matrixLeft.m[9] * matrixRight.m[6] + matrixLeft.m[13] * matrixRight.m[7];
m.m[9] = matrixLeft.m[1] * matrixRight.m[8] + matrixLeft.m[5] * matrixRight.m[9] + matrixLeft.m[9] * matrixRight.m[10] + matrixLeft.m[13] * matrixRight.m[11];
m.m[13] = matrixLeft.m[1] * matrixRight.m[12] + matrixLeft.m[5] * matrixRight.m[13] + matrixLeft.m[9] * matrixRight.m[14] + matrixLeft.m[13] * matrixRight.m[15];
m.m[2] = matrixLeft.m[2] * matrixRight.m[0] + matrixLeft.m[6] * matrixRight.m[1] + matrixLeft.m[10] * matrixRight.m[2] + matrixLeft.m[14] * matrixRight.m[3];
m.m[6] = matrixLeft.m[2] * matrixRight.m[4] + matrixLeft.m[6] * matrixRight.m[5] + matrixLeft.m[10] * matrixRight.m[6] + matrixLeft.m[14] * matrixRight.m[7];
m.m[10] = matrixLeft.m[2] * matrixRight.m[8] + matrixLeft.m[6] * matrixRight.m[9] + matrixLeft.m[10] * matrixRight.m[10] + matrixLeft.m[14] * matrixRight.m[11];
m.m[14] = matrixLeft.m[2] * matrixRight.m[12] + matrixLeft.m[6] * matrixRight.m[13] + matrixLeft.m[10] * matrixRight.m[14] + matrixLeft.m[14] * matrixRight.m[15];
m.m[3] = matrixLeft.m[3] * matrixRight.m[0] + matrixLeft.m[7] * matrixRight.m[1] + matrixLeft.m[11] * matrixRight.m[2] + matrixLeft.m[15] * matrixRight.m[3];
m.m[7] = matrixLeft.m[3] * matrixRight.m[4] + matrixLeft.m[7] * matrixRight.m[5] + matrixLeft.m[11] * matrixRight.m[6] + matrixLeft.m[15] * matrixRight.m[7];
m.m[11] = matrixLeft.m[3] * matrixRight.m[8] + matrixLeft.m[7] * matrixRight.m[9] + matrixLeft.m[11] * matrixRight.m[10] + matrixLeft.m[15] * matrixRight.m[11];
m.m[15] = matrixLeft.m[3] * matrixRight.m[12] + matrixLeft.m[7] * matrixRight.m[13] + matrixLeft.m[11] * matrixRight.m[14] + matrixLeft.m[15] * matrixRight.m[15];
return m;
#endif
}
static __inline__ GLKMatrix4 GLKMatrix4Add(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)
{
#if defined(__ARM_NEON__)
float32x4x4_t iMatrixLeft = *(float32x4x4_t *)&matrixLeft;
float32x4x4_t iMatrixRight = *(float32x4x4_t *)&matrixRight;
float32x4x4_t m;
m.val[0] = vaddq_f32(iMatrixLeft.val[0], iMatrixRight.val[0]);
m.val[1] = vaddq_f32(iMatrixLeft.val[1], iMatrixRight.val[1]);
m.val[2] = vaddq_f32(iMatrixLeft.val[2], iMatrixRight.val[2]);
m.val[3] = vaddq_f32(iMatrixLeft.val[3], iMatrixRight.val[3]);
return *(GLKMatrix4 *)&m;
#else
GLKMatrix4 m;
m.m[0] = matrixLeft.m[0] + matrixRight.m[0];
m.m[1] = matrixLeft.m[1] + matrixRight.m[1];
m.m[2] = matrixLeft.m[2] + matrixRight.m[2];
m.m[3] = matrixLeft.m[3] + matrixRight.m[3];
m.m[4] = matrixLeft.m[4] + matrixRight.m[4];
m.m[5] = matrixLeft.m[5] + matrixRight.m[5];
m.m[6] = matrixLeft.m[6] + matrixRight.m[6];
m.m[7] = matrixLeft.m[7] + matrixRight.m[7];
m.m[8] = matrixLeft.m[8] + matrixRight.m[8];
m.m[9] = matrixLeft.m[9] + matrixRight.m[9];
m.m[10] = matrixLeft.m[10] + matrixRight.m[10];
m.m[11] = matrixLeft.m[11] + matrixRight.m[11];
m.m[12] = matrixLeft.m[12] + matrixRight.m[12];
m.m[13] = matrixLeft.m[13] + matrixRight.m[13];
m.m[14] = matrixLeft.m[14] + matrixRight.m[14];
m.m[15] = matrixLeft.m[15] + matrixRight.m[15];
return m;
#endif
}
static __inline__ GLKMatrix4 GLKMatrix4Subtract(GLKMatrix4 matrixLeft, GLKMatrix4 matrixRight)
{
#if defined(__ARM_NEON__)
float32x4x4_t iMatrixLeft = *(float32x4x4_t *)&matrixLeft;
float32x4x4_t iMatrixRight = *(float32x4x4_t *)&matrixRight;
float32x4x4_t m;
m.val[0] = vsubq_f32(iMatrixLeft.val[0], iMatrixRight.val[0]);
m.val[1] = vsubq_f32(iMatrixLeft.val[1], iMatrixRight.val[1]);
m.val[2] = vsubq_f32(iMatrixLeft.val[2], iMatrixRight.val[2]);
m.val[3] = vsubq_f32(iMatrixLeft.val[3], iMatrixRight.val[3]);
return *(GLKMatrix4 *)&m;
#else
GLKMatrix4 m;
m.m[0] = matrixLeft.m[0] - matrixRight.m[0];
m.m[1] = matrixLeft.m[1] - matrixRight.m[1];
m.m[2] = matrixLeft.m[2] - matrixRight.m[2];
m.m[3] = matrixLeft.m[3] - matrixRight.m[3];
m.m[4] = matrixLeft.m[4] - matrixRight.m[4];
m.m[5] = matrixLeft.m[5] - matrixRight.m[5];
m.m[6] = matrixLeft.m[6] - matrixRight.m[6];
m.m[7] = matrixLeft.m[7] - matrixRight.m[7];
m.m[8] = matrixLeft.m[8] - matrixRight.m[8];
m.m[9] = matrixLeft.m[9] - matrixRight.m[9];
m.m[10] = matrixLeft.m[10] - matrixRight.m[10];
m.m[11] = matrixLeft.m[11] - matrixRight.m[11];
m.m[12] = matrixLeft.m[12] - matrixRight.m[12];
m.m[13] = matrixLeft.m[13] - matrixRight.m[13];
m.m[14] = matrixLeft.m[14] - matrixRight.m[14];
m.m[15] = matrixLeft.m[15] - matrixRight.m[15];
return m;
#endif
}
static __inline__ GLKMatrix4 GLKMatrix4Translate(GLKMatrix4 matrix, float tx, float ty, float tz)
{
GLKMatrix4 m = { matrix.m[0], matrix.m[1], matrix.m[2], matrix.m[3],
matrix.m[4], matrix.m[5], matrix.m[6], matrix.m[7],
matrix.m[8], matrix.m[9], matrix.m[10], matrix.m[11],
matrix.m[0] * tx + matrix.m[4] * ty + matrix.m[8] * tz + matrix.m[12],
matrix.m[1] * tx + matrix.m[5] * ty + matrix.m[9] * tz + matrix.m[13],
matrix.m[2] * tx + matrix.m[6] * ty + matrix.m[10] * tz + matrix.m[14],
matrix.m[15] };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4TranslateWithVector3(GLKMatrix4 matrix, GLKVector3 translationVector)
{
GLKMatrix4 m = { matrix.m[0], matrix.m[1], matrix.m[2], matrix.m[3],
matrix.m[4], matrix.m[5], matrix.m[6], matrix.m[7],
matrix.m[8], matrix.m[9], matrix.m[10], matrix.m[11],
matrix.m[0] * translationVector.v[0] + matrix.m[4] * translationVector.v[1] + matrix.m[8] * translationVector.v[2] + matrix.m[12],
matrix.m[1] * translationVector.v[0] + matrix.m[5] * translationVector.v[1] + matrix.m[9] * translationVector.v[2] + matrix.m[13],
matrix.m[2] * translationVector.v[0] + matrix.m[6] * translationVector.v[1] + matrix.m[10] * translationVector.v[2] + matrix.m[14],
matrix.m[15] };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4TranslateWithVector4(GLKMatrix4 matrix, GLKVector4 translationVector)
{
GLKMatrix4 m = { matrix.m[0], matrix.m[1], matrix.m[2], matrix.m[3],
matrix.m[4], matrix.m[5], matrix.m[6], matrix.m[7],
matrix.m[8], matrix.m[9], matrix.m[10], matrix.m[11],
matrix.m[0] * translationVector.v[0] + matrix.m[4] * translationVector.v[1] + matrix.m[8] * translationVector.v[2] + matrix.m[12],
matrix.m[1] * translationVector.v[0] + matrix.m[5] * translationVector.v[1] + matrix.m[9] * translationVector.v[2] + matrix.m[13],
matrix.m[2] * translationVector.v[0] + matrix.m[6] * translationVector.v[1] + matrix.m[10] * translationVector.v[2] + matrix.m[14],
matrix.m[15] };
return m;
}
static __inline__ GLKMatrix4 GLKMatrix4Scale(GLKMatrix4 matrix, float sx, float sy, float sz)
{
#if defined(__ARM_NEON__)
float32x4x4_t iMatrix = *(float32x4x4_t *)&matrix;
float32x4x4_t m;
m.val[0] = vmulq_n_f32(iMatrix.val[0], (float32_t)sx);
m.val[1] = vmulq_n_f32(iMatrix.val[1], (float32_t)sy);
m.val[2] = vmulq_n_f32(iMatrix.val[2], (float32_t)sz);
m.val[3] = iMatrix.val[3];
return *(GLKMatrix4 *)&m;
#else
GLKMatrix4 m = { matrix.m[0] * sx, matrix.m[1] * sx, matrix.m[2] * sx, matrix.m[3] * sx,
matrix.m[4] * sy, matrix.m[5] * sy, matrix.m[6] * sy, matrix.m[7] * sy,
matrix.m[8] * sz, matrix.m[9] * sz, matrix.m[10] * sz, matrix.m[11] * sz,
matrix.m[12], matrix.m[13], matrix.m[14], matrix.m[15] };
return m;
#endif
}
static __inline__ GLKMatrix4 GLKMatrix4ScaleWithVector3(GLKMatrix4 matrix, GLKVector3 scaleVector)
{
#if defined(__ARM_NEON__)
float32x4x4_t iMatrix = *(float32x4x4_t *)&matrix;
float32x4x4_t m;
m.val[0] = vmulq_n_f32(iMatrix.val[0], (float32_t)scaleVector.v[0]);
m.val[1] = vmulq_n_f32(iMatrix.val[1], (float32_t)scaleVector.v[1]);
m.val[2] = vmulq_n_f32(iMatrix.val[2], (float32_t)scaleVector.v[2]);
m.val[3] = iMatrix.val[3];
return *(GLKMatrix4 *)&m;
#else
GLKMatrix4 m = { matrix.m[0] * scaleVector.v[0], matrix.m[1] * scaleVector.v[0], matrix.m[2] * scaleVector.v[0], matrix.m[3] * scaleVector.v[0],
matrix.m[4] * scaleVector.v[1], matrix.m[5] * scaleVector.v[1], matrix.m[6] * scaleVector.v[1], matrix.m[7] * scaleVector.v[1],
matrix.m[8] * scaleVector.v[2], matrix.m[9] * scaleVector.v[2], matrix.m[10] * scaleVector.v[2], matrix.m[11] * scaleVector.v[2],
matrix.m[12], matrix.m[13], matrix.m[14], matrix.m[15] };
return m;
#endif
}
static __inline__ GLKMatrix4 GLKMatrix4ScaleWithVector4(GLKMatrix4 matrix, GLKVector4 scaleVector)
{
#if defined(__ARM_NEON__)
float32x4x4_t iMatrix = *(float32x4x4_t *)&matrix;
float32x4x4_t m;
m.val[0] = vmulq_n_f32(iMatrix.val[0], (float32_t)scaleVector.v[0]);
m.val[1] = vmulq_n_f32(iMatrix.val[1], (float32_t)scaleVector.v[1]);
m.val[2] = vmulq_n_f32(iMatrix.val[2], (float32_t)scaleVector.v[2]);
m.val[3] = iMatrix.val[3];
return *(GLKMatrix4 *)&m;
#else
GLKMatrix4 m = { matrix.m[0] * scaleVector.v[0], matrix.m[1] * scaleVector.v[0], matrix.m[2] * scaleVector.v[0], matrix.m[3] * scaleVector.v[0],
matrix.m[4] * scaleVector.v[1], matrix.m[5] * scaleVector.v[1], matrix.m[6] * scaleVector.v[1], matrix.m[7] * scaleVector.v[1],
matrix.m[8] * scaleVector.v[2], matrix.m[9] * scaleVector.v[2], matrix.m[10] * scaleVector.v[2], matrix.m[11] * scaleVector.v[2],
matrix.m[12], matrix.m[13], matrix.m[14], matrix.m[15] };
return m;
#endif
}
static __inline__ GLKMatrix4 GLKMatrix4Rotate(GLKMatrix4 matrix, float radians, float x, float y, float z)
{
GLKMatrix4 rm = GLKMatrix4MakeRotation(radians, x, y, z);
return GLKMatrix4Multiply(matrix, rm);
}
static __inline__ GLKMatrix4 GLKMatrix4RotateWithVector3(GLKMatrix4 matrix, float radians, GLKVector3 axisVector)
{
GLKMatrix4 rm = GLKMatrix4MakeRotation(radians, axisVector.v[0], axisVector.v[1], axisVector.v[2]);
return GLKMatrix4Multiply(matrix, rm);
}
static __inline__ GLKMatrix4 GLKMatrix4RotateWithVector4(GLKMatrix4 matrix, float radians, GLKVector4 axisVector)
{
GLKMatrix4 rm = GLKMatrix4MakeRotation(radians, axisVector.v[0], axisVector.v[1], axisVector.v[2]);
return GLKMatrix4Multiply(matrix, rm);
}
static __inline__ GLKMatrix4 GLKMatrix4RotateX(GLKMatrix4 matrix, float radians)
{
GLKMatrix4 rm = GLKMatrix4MakeXRotation(radians);
return GLKMatrix4Multiply(matrix, rm);
}
static __inline__ GLKMatrix4 GLKMatrix4RotateY(GLKMatrix4 matrix, float radians)
{
GLKMatrix4 rm = GLKMatrix4MakeYRotation(radians);
return GLKMatrix4Multiply(matrix, rm);
}
static __inline__ GLKMatrix4 GLKMatrix4RotateZ(GLKMatrix4 matrix, float radians)
{
GLKMatrix4 rm = GLKMatrix4MakeZRotation(radians);
return GLKMatrix4Multiply(matrix, rm);
}
static __inline__ GLKVector3 GLKMatrix4MultiplyVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)
{
GLKVector4 v4 = GLKMatrix4MultiplyVector4(matrixLeft, GLKVector4Make(vectorRight.v[0], vectorRight.v[1], vectorRight.v[2], 0.0f));
return GLKVector3Make(v4.v[0], v4.v[1], v4.v[2]);
}
static __inline__ GLKVector3 GLKMatrix4MultiplyVector3WithTranslation(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)
{
GLKVector4 v4 = GLKMatrix4MultiplyVector4(matrixLeft, GLKVector4Make(vectorRight.v[0], vectorRight.v[1], vectorRight.v[2], 1.0f));
return GLKVector3Make(v4.v[0], v4.v[1], v4.v[2]);
}
static __inline__ GLKVector3 GLKMatrix4MultiplyAndProjectVector3(GLKMatrix4 matrixLeft, GLKVector3 vectorRight)
{
GLKVector4 v4 = GLKMatrix4MultiplyVector4(matrixLeft, GLKVector4Make(vectorRight.v[0], vectorRight.v[1], vectorRight.v[2], 1.0f));
return GLKVector3MultiplyScalar(GLKVector3Make(v4.v[0], v4.v[1], v4.v[2]), 1.0f / v4.v[3]);
}
static __inline__ void GLKMatrix4MultiplyVector3Array(GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount)
{
size_t i;
for (i=0; i < vectorCount; i++)
vectors[i] = GLKMatrix4MultiplyVector3(matrix, vectors[i]);
}
static __inline__ void GLKMatrix4MultiplyVector3ArrayWithTranslation(GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount)
{
size_t i;
for (i=0; i < vectorCount; i++)
vectors[i] = GLKMatrix4MultiplyVector3WithTranslation(matrix, vectors[i]);
}
static __inline__ void GLKMatrix4MultiplyAndProjectVector3Array(GLKMatrix4 matrix, GLKVector3 *vectors, size_t vectorCount)
{
size_t i;
for (i=0; i < vectorCount; i++)
vectors[i] = GLKMatrix4MultiplyAndProjectVector3(matrix, vectors[i]);
}
static __inline__ GLKVector4 GLKMatrix4MultiplyVector4(GLKMatrix4 matrixLeft, GLKVector4 vectorRight)
{
#if defined(__ARM_NEON__)
float32x4x4_t iMatrix = *(float32x4x4_t *)&matrixLeft;
float32x4_t v;
iMatrix.val[0] = vmulq_n_f32(iMatrix.val[0], (float32_t)vectorRight.v[0]);
iMatrix.val[1] = vmulq_n_f32(iMatrix.val[1], (float32_t)vectorRight.v[1]);
iMatrix.val[2] = vmulq_n_f32(iMatrix.val[2], (float32_t)vectorRight.v[2]);
iMatrix.val[3] = vmulq_n_f32(iMatrix.val[3], (float32_t)vectorRight.v[3]);
iMatrix.val[0] = vaddq_f32(iMatrix.val[0], iMatrix.val[1]);
iMatrix.val[2] = vaddq_f32(iMatrix.val[2], iMatrix.val[3]);
v = vaddq_f32(iMatrix.val[0], iMatrix.val[2]);
return *(GLKVector4 *)&v;
#else
GLKVector4 v = { matrixLeft.m[0] * vectorRight.v[0] + matrixLeft.m[4] * vectorRight.v[1] + matrixLeft.m[8] * vectorRight.v[2] + matrixLeft.m[12] * vectorRight.v[3],
matrixLeft.m[1] * vectorRight.v[0] + matrixLeft.m[5] * vectorRight.v[1] + matrixLeft.m[9] * vectorRight.v[2] + matrixLeft.m[13] * vectorRight.v[3],
matrixLeft.m[2] * vectorRight.v[0] + matrixLeft.m[6] * vectorRight.v[1] + matrixLeft.m[10] * vectorRight.v[2] + matrixLeft.m[14] * vectorRight.v[3],
matrixLeft.m[3] * vectorRight.v[0] + matrixLeft.m[7] * vectorRight.v[1] + matrixLeft.m[11] * vectorRight.v[2] + matrixLeft.m[15] * vectorRight.v[3] };
return v;
#endif
}
static __inline__ void GLKMatrix4MultiplyVector4Array(GLKMatrix4 matrix, GLKVector4 *vectors, size_t vectorCount)
{
size_t i;
for (i=0; i < vectorCount; i++)
vectors[i] = GLKMatrix4MultiplyVector4(matrix, vectors[i]);
}
#ifdef __cplusplus
}
#endif
#endif /* __GLK_MATRIX_4_H */

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#ifndef _NME_WMAN_H
#define _NME_WMAN_H
// Internal window manager API
#include "NCompat.h"
START_HEAD
#include "NPos.h"
#include "NUtil.h"
#include "NTypes.h"
NTS(NWMan_event);
NSTRUCT(NWMan, {
// Init stuff
bool (*init)();
bool (*destroy)();
// Window stuff
bool (*create_window)();
bool (*destroy_window)();
void (*swap_buffers)();
// Event stuff
bool (*next_event)(NWMan_event* event);
// Time stuff
uint (*get_millis)();
void (*sleep)(uint millis);
// Info
int rshift_key;
int lshift_key;
int left_key;
int right_key;
});
NENUM(NWMan_event_type, {
N_WMAN_MOUSE_MOVE = 0,
N_WMAN_MOUSE_BUTTON = 1,
N_WMAN_MOUSE_WHEEL = 2,
N_WMAN_KEYBOARD = 10,
N_WMAN_QUIT = 20,
N_WMAN_RESIZE = 21,
N_WMAN_FOCUS = 22
});
#define N_WMAN_MOUSE_LEFT 0
#define N_WMAN_MOUSE_RIGHT 1
#define N_WMAN_MOUSE_MIDDLE 2
NSTRUCT(NWMan_event, {
NWMan_event_type type;
union {
// Mouse
NPos2i mouse_pos;
struct {
short id;
bool state;
} mouse_button;
signed char mouse_wheel; // 1 if up, -1 if down
// Keyboard
struct {
int key;
bool state;
} keyboard;
// Window
bool window_quit; // Will always be true if WM_QUIT
NPos2i window_size;
bool window_focus;
};
});
NWMan_event NWMan_event_new(NWMan_event_type type);
bool NWMan_init();
bool NWMan_destroy();
extern NWMan N_WMan;
END_HEAD
#endif

27
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#ifndef _NMEX_NIGHTMARE_H
#define _NMEX_NIGHTMARE_H
//#define NMEX
#include "../src/NCompat.h"
START_HEAD
#include "../src/NTypes.h"
#include "../src/NUtil.h"
#include "../src/NPorting.h"
#include "../src/NGlobals.h"
#include "../src/NLog.h"
#include "../src/NWMan.h"
#include "../src/NRsc.h"
#include "../src/NShader.h"
#include "../src/NSquare.h"
#include "../src/NImage.h"
#include "../src/NSprite.h"
#include "../src/NSpritesheet.h"
#include "../src/NEntity.h"
#include "../src/Game.h"
END_HEAD
#endif

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samples/C/ntru_encrypt.h Normal file
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/*
* Copyright (C) 2014 FH Bielefeld
*
* This file is part of a FH Bielefeld project.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301 USA
*/
/**
* @file ntru_encrypt.h
* Header for the internal API of ntru_encrypt.c.
* @brief header for encrypt.c
*/
#ifndef PQC_ENCRYPT_H
#define PQC_ENCRYPT_H
#include "ntru_params.h"
#include "ntru_poly.h"
#include "ntru_string.h"
#include <fmpz_poly.h>
#include <fmpz.h>
/**
* encrypt the msg, using the math:
* e = (h r) + m (mod q)
*
* e = the encrypted poly
*
* h = the public key
*
* r = the random poly
*
* m = the message poly
*
* q = large mod
*
* @param msg_tern the message to encrypt, in ternary format
* @param pub_key the public key
* @param rnd the random poly (should have relatively small
* coefficients, but not restricted to {-1, 0, 1})
* @param out the output poly which is in the range {0, q-1}
* (not ternary!) [out]
* @param params ntru_params the ntru context
*/
void
ntru_encrypt_poly(
const fmpz_poly_t msg_tern,
const fmpz_poly_t pub_key,
const fmpz_poly_t rnd,
fmpz_poly_t out,
const ntru_params *params);
/**
* Encrypt a message in the form of a null-terminated char array and
* return a string.
*
* @param msg the message
* @param pub_key the public key
* @param rnd the random poly (should have relatively small
* coefficients, but not restricted to {-1, 0, 1})
* @param params ntru_params the ntru context
* @return the newly allocated encrypted string
*/
string *
ntru_encrypt_string(
const string *msg,
const fmpz_poly_t pub_key,
const fmpz_poly_t rnd,
const ntru_params *params);
#endif /* PQC_ENCRYPT_H */

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@@ -1,13 +1,13 @@
doc "Test function for Ceylon"
by "Enrique"
"Test function for Ceylon"
by ("Enrique")
shared void test() {
print("test");
print("test");
}
doc "Test class for Ceylon"
"Test class for Ceylon"
shared class Test(name) satisfies Comparable<Test> {
shared String name;
shared actual String string = "Test " name ".";
shared actual String string = "Test ``name``.";
shared actual Comparison compare(Test other) {
return name<=>other.name;

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//
// Distributions Primer
//
// This primer demonstrates uses of some of Chapel's standard
// distributions. To use these distributions in a Chapel program,
// the respective module must be used:
//
use BlockDist, CyclicDist, BlockCycDist, ReplicatedDist;
use DimensionalDist2D, ReplicatedDim, BlockCycDim;
//
// For each distribution, we'll create a distributed domain and array
// and then initialize it just to give a brief flavor of how the
// distribution maps across locales. Running this example on 6
// locales does a nice job of illustrating the distribution
// characteristics.
//
// All of these distributions support options to map to a different
// virtual locale grid than the one used by default (a
// multidimensional factoring of the built-in Locales array), as well
// as to control the amount of parallelism used in data parallel
// loops. See the Standard Distributions chapter of the language spec
// for more details.
//
//
// Make the program size configurable from the command line.
//
config const n = 8;
//
// Declare a 2-dimensional domain Space that we will later use to
// initialize the distributed domains.
//
const Space = {1..n, 1..n};
//
// The Block distribution distributes a bounding box from
// n-dimensional space across the target locale array viewed as an
// n-dimensional virtual locale grid. The bounding box is blocked
// into roughly equal portions across the locales. Note that domains
// declared over a Block distribution can also store indices outside
// of the bounding box; the bounding box is merely used to compute
// the blocking of space.
//
// In this example, we declare a 2-dimensional Block-distributed
// domain BlockSpace and a Block-distributed array BA declared over
// the domain.
//
const BlockSpace = Space dmapped Block(boundingBox=Space);
var BA: [BlockSpace] int;
//
// To illustrate how the index set is distributed across locales,
// we'll use a forall loop to initialize each array element to the
// locale ID that stores that index/element/iteration.
//
forall ba in BA do
ba = here.id;
//
// Output the Block-distributed array to visually see how the elements
// are partitioned across the locales.
//
writeln("Block Array Index Map");
writeln(BA);
writeln();
//
// Most of Chapel's standard distributions support an optional
// targetLocales argument that permits you to pass in your own
// array of locales to be targeted. In general, the targetLocales
// argument should match the rank of the distribution. So for
// example, to map a Block to a [numLocales x 1] view of the
// locale set, one could do something like this:
//
// We start by creating our own array of the locale values. Here
// we use the standard array reshape function for convenience,
// but more generally, this array could be accessed/assigned like any
// other.
//
var MyLocaleView = {0..#numLocales, 1..1};
var MyLocales: [MyLocaleView] locale = reshape(Locales, MyLocaleView);
//
// Then we'll declare a distributed domain/array that targets
// this view of the locales:
//
const BlockSpace2 = Space dmapped Block(boundingBox=Space,
targetLocales=MyLocales);
var BA2: [BlockSpace2] int;
//
// Then we'll do a similar computation as before to verify where
// everything ended up:
//
forall ba in BA2 do
ba = here.id;
writeln("Block Array Index Map");
writeln(BA2);
writeln();
//
// Next, we'll perform a similar computation for the Cyclic distribution.
// Cyclic distributions start at a designated n-dimensional index and
// distribute the n-dimensional space across an n-dimensional array
// of locales in a round-robin fashion (in each dimension). As with
// the Block distribution, domains may be declared using the
// distribution who have lower indices that the starting index; that
// value should just be considered a parameterization of how the
// distribution is defined.
//
const CyclicSpace = Space dmapped Cyclic(startIdx=Space.low);
var CA: [CyclicSpace] int;
forall ca in CA do
ca = here.id;
writeln("Cyclic Array Index Map");
writeln(CA);
writeln();
//
// Next, we'll declare a Block-Cyclic distribution. These
// distributions also deal out indices in a round-robin fashion,
// but rather than dealing out singleton indices, they deal out blocks
// of indices. Thus, the BlockCyclic distribution is parameterized
// by a starting index (as with Cyclic) and a block size (per
// dimension) specifying how large the chunks to be dealt out are.
//
const BlkCycSpace = Space dmapped BlockCyclic(startIdx=Space.low,
blocksize=(2, 3));
var BCA: [BlkCycSpace] int;
forall bca in BCA do
bca = here.id;
writeln("Block-Cyclic Array Index Map");
writeln(BCA);
writeln();
//
// The ReplicatedDist distribution is different: each of the
// original domain's indices - and the corresponding array elements -
// is replicated onto each locale. (Note: consistency among these
// array replicands is NOT maintained automatically.)
//
// This replication is observable in some cases but not others,
// as shown below. Note: this behavior may change in the future.
//
const ReplicatedSpace = Space dmapped ReplicatedDist();
var RA: [ReplicatedSpace] int;
// The replication is observable - this visits each replicand.
forall ra in RA do
ra = here.id;
writeln("Replicated Array Index Map, ", RA.numElements, " elements total");
writeln(RA);
writeln();
//
// The replication is observable when the replicated array is
// on the left-hand side. If the right-hand side is not replicated,
// it is copied into each replicand.
// We illustrate this using a non-distributed array.
//
var A: [Space] int = [(i,j) in Space] i*100 + j;
RA = A;
writeln("Replicated Array after being array-assigned into");
writeln(RA);
writeln();
//
// Analogously, each replicand will be visited and
// other participated expressions will be computed on each locale
// (a) when the replicated array is assigned a scalar:
// RA = 5;
// (b) when it appears first in a zippered forall loop:
// forall (ra, a) in zip(RA, A) do ...;
// (c) when it appears in a for loop:
// for ra in RA do ...;
//
// Zippering (RA,A) or (A,RA) in a 'for' loop will generate
// an error due to their different number of elements.
// Let RA store the Index Map again, for the examples below.
forall ra in RA do
ra = here.id;
//
// Only the local replicand is accessed - replication is NOT observable
// and consistency is NOT maintained - when:
// (a) the replicated array is indexed - an individual element is read...
//
on Locales(0) do
writeln("on ", here, ": ", RA(Space.low));
on Locales(LocaleSpace.high) do
writeln("on ", here, ": ", RA(Space.low));
writeln();
// ...or an individual element is written;
on Locales(LocaleSpace.high) do
RA(Space.low) = 7777;
writeln("Replicated Array after being indexed into");
writeln(RA);
writeln();
//
// (b) the replicated array is on the right-hand side of an assignment...
//
on Locales(LocaleSpace.high) do
A = RA + 4;
writeln("Non-Replicated Array after assignment from Replicated Array + 4");
writeln(A);
writeln();
//
// (c) ...or, generally, the replicated array or domain participates
// in a zippered forall loop, but not in the first position.
// The loop could look like:
//
// forall (a, (i,j), ra) in (A, ReplicatedSpace, RA) do ...;
//
//
// The DimensionalDist2D distribution lets us build a 2D distribution
// as a composition of specifiers for individual dimensions.
// Under such a "dimensional" distribution each dimension is handled
// independently of the other.
//
// The dimension specifiers are similar to the corresponding multi-dimensional
// distributions in constructor arguments and index-to-locale mapping rules.
// However, instead of an array of locales, a specifier constructor
// accepts just the number of locales that the indices in the corresponding
// dimension will be distributed across.
//
// The DimensionalDist2D constructor requires:
// * an [0..nl1-1, 0..nl2-1] array of locales, where
// nl1 and nl2 are the number of locales in each dimension, and
// * two dimension specifiers, created for nl1 and nl2 locale counts, resp.
//
// Presently, the following dimension specifiers are available
// (shown here with their constructor arguments):
//
// * ReplicatedDim(numLocales)
// * BlockDim(numLocales, boundingBoxLow, boundingBoxHigh)
// * BlockCyclicDim(lowIdx, blockSize, numLocales)
//
//
// The following example creates a dimensional distribution that
// replicates over 2 locales (when available) in the first dimemsion
// and distributes using block-cyclic distribution in the second dimension.
// The example computes nl1 and nl2 and reshapes MyLocales correspondingly.
//
var (nl1, nl2) = if numLocales == 1 then (1, 1) else (2, numLocales/2);
MyLocaleView = {0..#nl1, 0..#nl2};
MyLocales = reshape(Locales[0..#nl1*nl2], MyLocaleView);
const DimReplicatedBlockcyclicSpace = Space
dmapped DimensionalDist2D(MyLocales,
new ReplicatedDim(numLocales = nl1),
new BlockCyclicDim(numLocales = nl2,
lowIdx = 1, blockSize = 2));
var DRBA: [DimReplicatedBlockcyclicSpace] int;
// The ReplicatedDim specifier always accesses the local replicand.
// (This differs from how the ReplicatedDist distribution works.)
//
// This example visits each replicand. The behavior is the same
// regardless of the second index into MyLocales below.
for locId1 in 0..#nl1 do on MyLocales[locId1, 0] {
forall drba in DRBA do
drba = here.id;
writeln("Dimensional2D(Replicated,BlockCyclic) Array Index Map",
" from ", here);
// Technicality: 'writeln(DRBA)' would read DRBA always on Locale 0.
// Since we want to see what DRBA contains on the current locale,
// we use 'Helper' that is mapped using the default distribution.
// 'Helper = DRBA' captures the view of DRBA on the current locale,
// which we then print out.
const Helper: [Space] int = DRBA;
writeln(Helper);
writeln();
}

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writeln("Hello, world!"); // print 'Hello, world!' to the console

1692
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/* The Computer Language Benchmarks Game
http://benchmarksgame.alioth.debian.org/
contributed by Albert Sidelnik
modified by Brad Chamberlain
*/
//
// The number of timesteps to simulate; may be set via the command-line
//
config const n = 10000;
//
// Constants representing pi, the solar mass, and the number of days per year
//
const pi = 3.141592653589793,
solarMass = 4 * pi**2,
daysPerYear = 365.24;
//
// a record representing one of the bodies in the solar system
//
record body {
var pos: 3*real;
var v: 3*real;
var mass: real; // does not change after it is set up
}
//
// the array of bodies that we'll be simulating
//
var bodies = [/* sun */
new body(mass = solarMass),
/* jupiter */
new body(pos = ( 4.84143144246472090e+00,
-1.16032004402742839e+00,
-1.03622044471123109e-01),
v = ( 1.66007664274403694e-03 * daysPerYear,
7.69901118419740425e-03 * daysPerYear,
-6.90460016972063023e-05 * daysPerYear),
mass = 9.54791938424326609e-04 * solarMass),
/* saturn */
new body(pos = ( 8.34336671824457987e+00,
4.12479856412430479e+00,
-4.03523417114321381e-01),
v = (-2.76742510726862411e-03 * daysPerYear,
4.99852801234917238e-03 * daysPerYear,
2.30417297573763929e-05 * daysPerYear),
mass = 2.85885980666130812e-04 * solarMass),
/* uranus */
new body(pos = ( 1.28943695621391310e+01,
-1.51111514016986312e+01,
-2.23307578892655734e-01),
v = ( 2.96460137564761618e-03 * daysPerYear,
2.37847173959480950e-03 * daysPerYear,
-2.96589568540237556e-05 * daysPerYear),
mass = 4.36624404335156298e-05 * solarMass),
/* neptune */
new body(pos = ( 1.53796971148509165e+01,
-2.59193146099879641e+01,
1.79258772950371181e-01),
v = ( 2.68067772490389322e-03 * daysPerYear,
1.62824170038242295e-03 * daysPerYear,
-9.51592254519715870e-05 * daysPerYear),
mass = 5.15138902046611451e-05 * solarMass)
];
//
// the number of bodies to be simulated
//
const numbodies = bodies.numElements;
//
// The computation involves initializing the sun's velocity,
// writing the initial energy, advancing the system through 'n'
// timesteps, and writing the final energy.
//
proc main() {
initSun();
writef("%.9r\n", energy());
for 1..n do
advance(0.01);
writef("%.9r\n", energy());
}
//
// compute the sun's initial velocity
//
proc initSun() {
const p = + reduce (for b in bodies do (b.v * b.mass));
bodies[1].v = -p / solarMass;
}
//
// advance the positions and velocities of all the bodies
//
proc advance(dt) {
for i in 1..numbodies {
for j in i+1..numbodies {
updateVelocities(bodies[i], bodies[j]);
inline proc updateVelocities(ref b1, ref b2) {
const dpos = b1.pos - b2.pos,
mag = dt / sqrt(sumOfSquares(dpos))**3;
b1.v -= dpos * b2.mass * mag;
b2.v += dpos * b1.mass * mag;
}
}
}
for b in bodies do
b.pos += dt * b.v;
}
//
// compute the energy of the bodies
//
proc energy() {
var e = 0.0;
for i in 1..numbodies {
const b1 = bodies[i];
e += 0.5 * b1.mass * sumOfSquares(b1.v);
for j in i+1..numbodies {
const b2 = bodies[j];
e -= (b1.mass * b2.mass) / sqrt(sumOfSquares(b1.pos - b2.pos));
}
}
return e;
}
//
// a helper routine to compute the sum of squares of a 3-tuple's components
//
inline proc sumOfSquares(x)
return x(1)**2 + x(2)**2 + x(3)**2;

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//
// An example of a parallel quick sort implementation that uses
// "cobegin" to make each recursive call in parallel and "serial" to
// limit the number of threads.
//
use Random, Time; // for random number generation and the Timer class
var timer: Timer; // to time the sort
config var n: int = 2**15; // the size of the array to be sorted
config var thresh: int = 1; // the recursive depth to serialize
config var verbose: int = 0; // print out this many elements in array
config var timing: bool = true; // set timing to false to disable timer
var A: [1..n] real; // array of real numbers
//
// initialize array with random numbers
//
fillRandom(A);
//
// print out front of array if verbose flag is set
//
if verbose > 0 then
writeln("A[1..", verbose, "] = ", A[1..verbose]);
//
// start timer, call parallel quick sort routine, stop timer
//
if timing then timer.start();
pqsort(A, thresh);
if timing then timer.stop();
//
// report sort time
//
if timing then writeln("sorted in ", timer.elapsed(), " seconds");
//
// print out front of array if verbose flag is set
// values should now be in sorted order
//
if verbose > 0 then
writeln("A[1..", verbose, "] = ", A[1..verbose]);
//
// verify that array is sorted or halt
//
for i in 2..n do
if A(i) < A(i-1) then
halt("A(", i-1, ") == ", A(i-1), " > A(", i, ") == ", A(i));
writeln("verification success");
//
// pqsort -- parallel quick sort
//
// arr: generic 1D array of values (real, int, ...)
// thresh: number of recursive calls to make before serializing
// low: lower bound of array to start sort at, defaults to whole array
// high: upper bound of array to stop sort at, defaults to whole array
//
proc pqsort(arr: [],
thresh: int,
low: int = arr.domain.low,
high: int = arr.domain.high) where arr.rank == 1 {
//
// base case: arr[low..high] is small enough to bubble sort
//
if high - low < 8 {
bubbleSort(arr, low, high);
return;
}
//
// determine pivot and partition arr[low..high]
//
const pivotVal = findPivot();
const pivotLoc = partition(pivotVal);
//
// make recursive calls to parallel quick sort each unsorted half of
// the array; if thresh is 0 or less, start executing conquer tasks
// serially
//
serial thresh <= 0 do cobegin {
pqsort(arr, thresh-1, low, pivotLoc-1);
pqsort(arr, thresh-1, pivotLoc+1, high);
}
//
// findPivot -- helper routine to find pivot value using simple
// median-of-3 method, returns pivot value
//
proc findPivot() {
const mid = low + (high-low+1) / 2;
if arr(mid) < arr(low) then arr(mid) <=> arr(low);
if arr(high) < arr(low) then arr(high) <=> arr(low);
if arr(high) < arr(mid) then arr(high) <=> arr(mid);
const pivotVal = arr(mid);
arr(mid) = arr(high-1);
arr(high-1) = pivotVal;
return pivotVal;
}
//
// partition -- helper routine to partition array such that all
// values less than pivot are to its left and all
// values greater than pivot are to its right, returns
// pivot location
//
proc partition(pivotVal) {
var ilo = low, ihi = high-1;
while (ilo < ihi) {
do { ilo += 1; } while arr(ilo) < pivotVal;
do { ihi -= 1; } while pivotVal < arr(ihi);
if (ilo < ihi) {
arr(ilo) <=> arr(ihi);
}
}
arr(high-1) = arr(ilo);
arr(ilo) = pivotVal;
return ilo;
}
}
//
// bubbleSort -- bubble sort for base case of quick sort
//
// arr: generic 1D array of values (real, int, ...)
// low: lower bound of array to start sort at
// high: upper bound of array to stop sort at
//
proc bubbleSort(arr: [], low: int, high: int) where arr.rank == 1 {
for i in low..high do
for j in low..high-1 do
if arr(j) > arr(j+1) then
arr(j) <=> arr(j+1);
}

11
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definition module GenHylo
import StdGeneric, GenMap
:: Fix f = In (f .(Fix f))
Out :: !u:(Fix v:a) -> v:(a w:(Fix v:a)), [u <= w]
hylo :: ((.f .b) -> .b) (.a -> (.f .a)) -> (.a -> .b) | gMap{|*->*|} f
cata :: (u:(f .a) -> .a) -> (Fix u:f) -> .a | gMap{|*->*|} f
ana :: (.a -> u:(f .a)) -> .a -> (Fix u:f) | gMap{|*->*|} f

9
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definition module GenMap
import StdGeneric
generic gMap a b :: .a -> .b
derive gMap c, UNIT, PAIR, EITHER, CONS, FIELD, OBJECT, {}, {!}
derive gMap [], (,), (,,), (,,,), (,,,,), (,,,,,), (,,,,,,), (,,,,,,,)

19
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implementation module GenMap
import StdClass, StdArray, StdInt, StdFunc
import StdGeneric, _Array
generic gMap a b :: .a -> .b
gMap{|c|} x = x
gMap{|UNIT|} x = x
gMap{|PAIR|} fx fy (PAIR x y) = PAIR (fx x) (fy y)
gMap{|EITHER|} fl fr (LEFT x) = LEFT (fl x)
gMap{|EITHER|} fl fr (RIGHT x) = RIGHT (fr x)
gMap{|CONS|} f (CONS x) = CONS (f x)
gMap{|FIELD|} f (FIELD x) = FIELD (f x)
gMap{|OBJECT|} f (OBJECT x) = OBJECT (f x)
gMap{|{}|} f xs = mapArray f xs
gMap{|{!}|} f xs = mapArray f xs
derive gMap [], (,), (,,), (,,,), (,,,,), (,,,,,), (,,,,,,), (,,,,,,,)

54
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module fsieve
/*
The Fast Sieve of Eratosthenes.
A sequential and optimized version of the sieve of Eratosthenes.
The program calculates a list of the first NrOfPrime primes.
The result of the program is the NrOfPrimes'th prime.
Strictness annotations have been added because the strictness analyser
is not able to deduce all strictness information. Removal of these !'s
will make the program about 20% slower.
On a machine without a math coprocessor the execution of this
program might take a (very) long time. Set NrOfPrimes to a smaller value.
*/
import StdClass; // RWS
import StdInt, StdReal
NrOfPrimes :== 3000
// The sieve algorithm: generate an infinite list of all primes.
Primes::[Int]
Primes = pr where pr = [5 : Sieve 7 4 pr]
Sieve::Int !Int [Int] -> [Int]
Sieve g i prs
| IsPrime prs g (toInt (sqrt (toReal g))) = [g : Sieve` g i prs]
= Sieve (g + i) (6 - i) prs
Sieve`::Int Int [Int] -> [Int]
Sieve` g i prs = Sieve (g + i) (6 - i) prs
IsPrime::[Int] !Int Int -> Bool
IsPrime [f:r] pr bd | f>bd = True
| pr rem f==0 = False
= IsPrime r pr bd
// Select is used to get the NrOfPrimes'th prime from the infinite list.
Select::[x] Int -> x
Select [f:r] 1 = f
Select [f:r] n = Select r (n - 1)
/* The Start rule: Select the NrOfPrimes'th prime from the list of primes
generated by Primes.
*/
Start::Int
Start = Select [2, 3 : Primes] NrOfPrimes

99
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module monadicSemantics
import StdEnv, StdGeneric, GenMap, GenHylo
/* For fun I implemented the recursive datastructre Exp and Stm as fixpoints
This helps us define recursive functions on them (only a little bit though)
However deriving gMap for Fix did not works out of the box
I had to remove some uniqueness typing in GenMap and GenHylo */
:: Op = Plus | Minus | Times | Rem | Equal | LessThan
:: Var :== String
:: ExpP a = Int Int | Var Var | Op Op a a
:: Exp :== Fix ExpP
:: StmP a = Assign Var Exp | If Exp a a | While Exp a | Seq a a | Cont
:: Stm :== Fix StmP
derive gMap ExpP, StmP, Fix
// Environment. Semantics is basically Env -> Env
:: Env :== Var -> Int
:: Sem :== Env -> (Int, Env)
empty = \v . 0
// return
rtn :: Int -> Sem
rtn i = \e. (i, e)
// the usual bind
(>>=) infixl 1 :: Sem (Int->Sem) -> Sem
(>>=) x y = \e. (\(i,e2).y i e2) (x e)
(>>|) infixl 1 :: Sem Sem -> Sem
(>>|) x y = x >>= \_. y
// read variable from environment
read :: Var -> Sem
read v = \e. (e v, e)
// assign value to give variable in environment
write :: Var Int -> Sem
write v i = \e. (i, \w. if (w==v) i (e w))
// semantics
class sem a :: a -> Sem
operator :: Op -> Int -> Int -> Int
operator Plus = (+)
operator Minus = (-)
operator Times = (*)
operator Rem = rem
operator Equal = \x y . if (x==y) 1 0
operator LessThan = \x y . if (x< y) 1 0
// semantics of expressions
instance sem Exp where
sem x = cata phi x where
phi (Int n) = rtn n
phi (Var v) = read v
phi (Op op x y) = x >>= \v1. y >>= return o (operator op v1)
// semantics of statments
// NOTE: while will always return 0, as it might not even be executed
instance sem Stm where
sem x = cata phi x where
phi (Assign v e) = sem e >>= write v
phi (If e s1 s2) = sem e >>= \b . if (b<>0) s1 s2
phi stm=:(While e s) = sem e >>= \b . if (b<>0) (s >>| phi stm) (phi Cont)
phi (Seq s1 s2) = s1 >>| s2 // Here the cata *finally* pays off :D
phi Cont = rtn 0
// convenience functions
int = In o Int
var = In o Var
op o = In o2 (Op o)
assign = In o2 Assign
ifte e = In o2 (If e)
while = In o2 While
seq = In o2 Seq
cont = In Cont
// test case, also testing the new operator <
pEuclides =
while (op LessThan (int 0) (var "b"))(
seq (assign "r" (op Rem (var "a") (var "b")))
(seq (assign "a" (var "b"))
( (assign "b" (var "r")))
)
)
Start = fst (program start) where
program = sem pEuclides >>| read "a"
start "a" = 9
start "b" = 12
start _ = 0
// Helper
(o2) infixr 9
(o2) f g x :== f o (g x)

14
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definition module stack
:: Stack a
newStack :: (Stack a)
push :: a (Stack a) -> Stack a
pushes :: [a] (Stack a) -> Stack a
pop :: (Stack a) -> Stack a
popn :: Int (Stack a) -> Stack a
top :: (Stack a) -> a
topn :: Int (Stack a) -> [a]
elements :: (Stack a) -> [a]
count :: (Stack a) -> Int

33
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implementation module stack
import StdEnv
:: Stack a :== [a]
newStack :: (Stack a)
newStack = []
push :: a (Stack a) -> Stack a
push x s = [x:s]
pushes :: [a] (Stack a) -> Stack a
pushes x s = x ++ s
pop :: (Stack a) -> Stack a
pop [] = abort "Cannot use pop on an empty stack"
pop [e:s] = s
popn :: Int (Stack a) -> Stack a
popn n s = drop n s
top :: (Stack a) -> a
top [] = abort "Cannot use top on an empty stack"
top [e:s] = e
topn :: Int (Stack a) -> [a]
topn n s = take n s
elements :: (Stack a) -> [a]
elements s = s
count :: (Stack a) -> Int
count s = length s

16
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definition module streams
import StdEnv
instance zero [Real]
instance one [Real]
instance + [Real]
instance - [Real]
instance * [Real]
instance / [Real]
X :: [Real]
invert :: [Real] -> [Real]
pow :: [Real] Int -> [Real]
(shuffle) infixl 7 :: [Real] [Real] -> [Real]

49
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implementation module streams
import StdEnv
instance zero [Real]
where
zero = [] //Infinite row of zeroes represented as empty list to ease computation
instance one [Real]
where
one = [1.0:zero]
instance + [Real]
where
(+) [s:s`] [t:t`] = [s+t:s`+t`]
(+) [s:s`] [] = [s:s`]
(+) [] [t:t`] = [t:t`]
(+) [] [] = []
instance - [Real]
where
(-) [s:s`] [t:t`] = [s-t:s`-t`]
(-) [s:s`] [] = [s:s`]
(-) [] [t:t`] = [-1.0] * [t:t`]
(-) [] [] = []
instance * [Real]
where
(*) [s:s`] [t:t`] = [s*t:s`*[t:t`]+[s]*t`]
(*) _ _ = []
instance / [Real]
where
(/) s t = s * (invert t)
X :: [Real]
X = [0.0:one]
invert :: [Real] -> [Real]
invert [s:s`] = [1.0/s:(invert [s:s`]) * s` * [-1.0/s]]
pow :: [Real] Int -> [Real]
pow s 0 = one
pow s n = s * pow s (n-1)
(shuffle) infixl 7 :: [Real] [Real] -> [Real]
(shuffle) [s:s`] [t:t`] = [s*t:s` shuffle [t:t`] + [s:s`] shuffle t`]
(shuffle) _ _ = []

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###* @cjsx React.DOM ###
define 'myProject.ReactExampleComponent', [
'React'
'myProject.ExampleStore'
'myProject.ExampleActions'
'myProject.ReactExampleTable'
], (React, ExampleStore, ExampleActions, ReactExampleTable ) ->
ReactExampleComponent = React.createClass
mixins: [ListenMixin]
getInitialState: ->
rows: ExampleStore.getRows()
meta: ExampleStore.getMeta()
componentWillMount: ->
@listenTo ExampleStore
componentDidMount: ->
ExampleActions.getExampleData()
onStoreChange: ->
if this.isMounted()
@setState
rows: ExampleStore.getRows()
meta: ExampleStore.getMeta()
componentWillUnmount: ->
@stopListening ExampleStore
render: ->
<div className="page-wrap">
<header>
<strong> {@state.title} </strong>
<header>
<ReactExampleTable
rows={@state.rows},
meta={@state.meta}
/>
</div>

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/**
********************************************************************************
ContentBox - A Modular Content Platform
Copyright 2012 by Luis Majano and Ortus Solutions, Corp
www.gocontentbox.org | www.luismajano.com | www.ortussolutions.com
********************************************************************************
Apache License, Version 2.0
Copyright Since [2012] [Luis Majano and Ortus Solutions,Corp]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
********************************************************************************
* A generic content service for content objects
*/
component extends="coldbox.system.orm.hibernate.VirtualEntityService" singleton{
// DI
property name="settingService" inject="id:settingService@cb";
property name="cacheBox" inject="cachebox";
property name="log" inject="logbox:logger:{this}";
property name="customFieldService" inject="customFieldService@cb";
property name="categoryService" inject="categoryService@cb";
property name="commentService" inject="commentService@cb";
property name="contentVersionService" inject="contentVersionService@cb";
property name="authorService" inject="authorService@cb";
property name="populator" inject="wirebox:populator";
property name="systemUtil" inject="SystemUtil@cb";
/*
* Constructor
* @entityName.hint The content entity name to bind this service to.
*/
ContentService function init(entityName="cbContent"){
// init it
super.init(entityName=arguments.entityName, useQueryCaching=true);
// Test scope coloring in pygments
this.colorTestVar = "Just for testing pygments!";
cookie.colorTestVar = "";
client.colorTestVar = ""
session.colorTestVar = "";
application.colorTestVar = "";
return this;
}
/**
* Clear all content caches
* @async.hint Run it asynchronously or not, defaults to false
*/
function clearAllCaches(boolean async=false){
var settings = settingService.getAllSettings(asStruct=true);
// Get appropriate cache provider
var cache = cacheBox.getCache( settings.cb_content_cacheName );
cache.clearByKeySnippet(keySnippet="cb-content",async=arguments.async);
return this;
}
/**
* Clear all page wrapper caches
* @async.hint Run it asynchronously or not, defaults to false
*/
function clearAllPageWrapperCaches(boolean async=false){
var settings = settingService.getAllSettings(asStruct=true);
// Get appropriate cache provider
var cache = cacheBox.getCache( settings.cb_content_cacheName );
cache.clearByKeySnippet(keySnippet="cb-content-pagewrapper",async=arguments.async);
return this;
}
/**
* Clear all page wrapper caches
* @slug.hint The slug partial to clean on
* @async.hint Run it asynchronously or not, defaults to false
*/
function clearPageWrapperCaches(required any slug, boolean async=false){
var settings = settingService.getAllSettings(asStruct=true);
// Get appropriate cache provider
var cache = cacheBox.getCache( settings.cb_content_cacheName );
cache.clearByKeySnippet(keySnippet="cb-content-pagewrapper-#arguments.slug#",async=arguments.async);
return this;
}
/**
* Clear a page wrapper cache
* @slug.hint The slug to clean
* @async.hint Run it asynchronously or not, defaults to false
*/
function clearPageWrapper(required any slug, boolean async=false){
var settings = settingService.getAllSettings(asStruct=true);
// Get appropriate cache provider
var cache = cacheBox.getCache( settings.cb_content_cacheName );
cache.clear("cb-content-pagewrapper-#arguments.slug#/");
return this;
}
/**
* Searches published content with cool paramters, remember published content only
* @searchTerm.hint The search term to search
* @max.hint The maximum number of records to paginate
* @offset.hint The offset in the pagination
* @asQuery.hint Return as query or array of objects, defaults to array of objects
* @sortOrder.hint The sorting of the search results, defaults to publishedDate DESC
* @isPublished.hint Search for published, non-published or both content objects [true, false, 'all']
* @searchActiveContent.hint Search only content titles or both title and active content. Defaults to both.
*/
function searchContent(
any searchTerm="",
numeric max=0,
numeric offset=0,
boolean asQuery=false,
any sortOrder="publishedDate DESC",
any isPublished=true,
boolean searchActiveContent=true){
var results = {};
var c = newCriteria();
// only published content
if( isBoolean( arguments.isPublished ) ){
// Published bit
c.isEq( "isPublished", javaCast( "Boolean", arguments.isPublished ) );
// Published eq true evaluate other params
if( arguments.isPublished ){
c.isLt("publishedDate", now() )
.$or( c.restrictions.isNull("expireDate"), c.restrictions.isGT("expireDate", now() ) )
.isEq("passwordProtection","");
}
}
// Search Criteria
if( len( arguments.searchTerm ) ){
// like disjunctions
c.createAlias("activeContent","ac");
// Do we search title and active content or just title?
if( arguments.searchActiveContent ){
c.$or( c.restrictions.like("title","%#arguments.searchTerm#%"),
c.restrictions.like("ac.content", "%#arguments.searchTerm#%") );
}
else{
c.like( "title", "%#arguments.searchTerm#%" );
}
}
// run criteria query and projections count
results.count = c.count( "contentID" );
results.content = c.resultTransformer( c.DISTINCT_ROOT_ENTITY )
.list(offset=arguments.offset, max=arguments.max, sortOrder=arguments.sortOrder, asQuery=arguments.asQuery);
return results;
}
/********************************************* PRIVATE *********************************************/
/**
* Update the content hits
* @contentID.hint The content id to update
*/
private function syncUpdateHits(required contentID){
var q = new Query(sql="UPDATE cb_content SET hits = hits + 1 WHERE contentID = #arguments.contentID#").execute();
return this;
}
private function closureTest(){
methodCall(
param1,
function( arg1, required arg2 ){
var settings = settingService.getAllSettings(asStruct=true);
// Get appropriate cache provider
var cache = cacheBox.getCache( settings.cb_content_cacheName );
cache.clear("cb-content-pagewrapper-#arguments.slug#/");
return this;
},
param1
);
}
private function StructliteralTest(){
return {
foo = bar,
brad = 'Wood',
func = function( arg1, required arg2 ){
var settings = settingService.getAllSettings(asStruct=true);
// Get appropriate cache provider
var cache = cacheBox.getCache( settings.cb_content_cacheName );
cache.clear("cb-content-pagewrapper-#arguments.slug#/");
return this;
},
array = [
1,
2,
3,
4,
5,
'test',
'testing',
'testerton',
{
foo = true,
brad = false,
wood = null
}
],
last = "final"
};
}
private function arrayliteralTest(){
return [
1,
2,
3,
4,
5,
'test',
'testing',
'testerton',
{
foo = true,
brad = false,
wood = null
},
'testy-von-testavich'
];
}
}

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<cfcomponent>
<cffunction name="init" access="public" returntype="any">
<cfargument name="arg1" type="any" required="true">
<cfset this.myVariable = arguments.arg1>
<cfreturn this>
</cffunction>
<cffunction name="testFunc" access="private" returntype="void">
<cfargument name="arg1" type="any" required="false">
<cfif structKeyExists(arguments, "arg1")>
<cfset writeoutput("Argument exists")>
</cfif>
</cffunction>
</cfcomponent>

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<!--- cfcomment --->
<!--- nested <!--- cfcomment ---> --->
<!--- multi-line
nested
<!---
cfcomment
--->
--->
<!-- html comment -->
<html>
<head>
<title>Date Functions</title>
</head>
<body>
<cfset RightNow = Now()>
<cfoutput>
#RightNow#<br />
#DateFormat(RightNow)#<br />
#DateFormat(RightNow,"mm/dd/yy")#<br />
#TimeFormat(RightNow)#<br />
#TimeFormat(RightNow,"hh:mm tt")#<br />
#IsDate(RightNow)#<br />
#IsDate("January 31, 2007")#<br />
#IsDate("foo")#<br />
#DaysInMonth(RightNow)#
</cfoutput>
<cfset x="x">
<cfset y="y">
<cfset z="z">
<cfoutput group="x">
#x#
<cfoutput>#y#</cfoutput>
#z#
</cfoutput>
</body>
</html>
<cfset person = "Paul">
<cfset greeting = "Hello #person#">
<cfset greeting = "Hello" & " world!">
<cfset a = 5>
<cfset b = 10>
<cfset c = a^b>
<cfset c = a MOD b>
<cfset c = a / b>
<cfset c = a * b>
<cfset c = a + b>
<cfset c = a - b>
<!--- <!-- another <!--- nested --> ---> comment --->

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class App.FromNowView extends Ember.View
tagName: 'time'
template: Ember.Handlebars.compile '{{view.output}}'
output: ~>
return moment(@value).fromNow()
didInsertElement: ->
@tick()
tick: ->
f = ->
@notifyPropertyChange 'output'
@tick()
nextTick = Ember.run.later(this, f, 1000)
@set 'nextTick', nextTick
willDestroyElement: ->
nextTick = @nextTick
Ember.run.cancel nextTick
Ember.Handlebars.helper 'fromNow', App.FromNowView

15
samples/F#/sample.fs Normal file
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module Sample
open System
type Foo =
{
Bar : string
}
type Baz = interface end
let Sample1(xs : int list) : string =
xs
|> List.map (fun x -> string x)
|> String.concat ","

25
samples/FORTRAN/sample1.f Normal file
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c comment
* comment
program main
end
subroutine foo( i, x, b )
INTEGER i
REAL x
LOGICAL b
if( i.ne.0 ) then
call bar( -i )
end if
return
end
double complex function baz()
baz = (0.0d0,0.0d0)
return
end

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c comment
* comment
program main
end
subroutine foo( i, x, b )
INTEGER i
REAL x
LOGICAL b
if( i.ne.0 ) then
call bar( -i )
end if
return
end
double complex function baz()
baz = (0.0d0,0.0d0)
return
end

25
samples/FORTRAN/sample2.f Normal file
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PROGRAM MAIN
END
C comment
* comment
SUBROUTINE foo( i, x, b )
INTEGER i
REAL x
LOGICAL b
IF( i.NE.0 ) THEN
CALL bar( -i )
END IF
RETURN
END
DOUBLE COMPLEX FUNCTION baz()
baz = (0.0d0,0.0d0)
RETURN
END

25
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c comment
* comment
program main
end
subroutine foo( i, x, b )
INTEGER i
REAL x
LOGICAL b
if( i.ne.0 ) then
call bar( -i )
end if
return
end
double complex function baz()
baz = (0.0d0,0.0d0)
return
end

8
samples/Forth/bitmap.frt Normal file
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\ Bit arrays.
: bits ( u1 -- u2 ) 7 + 3 rshift ;
: bitmap ( u "name" -- ) create bits here over erase allot
does> ( u -- a x ) over 3 rshift + 1 rot 7 and lshift ;
: bit@ ( a x -- f ) swap c@ and ;
: 1bit ( a x -- ) over c@ or swap c! ;
: 0bit ( a x -- ) invert over c@ and swap c! ;
: bit! ( f a x -- ) rot if 1bit else 0bit then ;

252
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: immediate lastxt @ dup c@ negate swap c! ;
: \ source nip >in ! ; immediate \ Copyright 2004, 2012 Lars Brinkhoff
: char \ ( "word" -- char )
bl-word here 1+ c@ ;
: ahead here 0 , ;
: resolve here swap ! ;
: ' bl-word here find 0branch [ ahead ] exit [ resolve ] 0 ;
: postpone-nonimmediate [ ' literal , ' compile, ] literal , ;
: create dovariable_code header, reveal ;
create postponers
' postpone-nonimmediate ,
' abort ,
' , ,
: word \ ( char "<chars>string<char>" -- caddr )
drop bl-word here ;
: postpone \ ( C: "word" -- )
bl word find 1+ cells postponers + @ execute ; immediate
: unresolved \ ( C: "word" -- orig )
postpone postpone postpone ahead ; immediate
: chars \ ( n1 -- n2 )
;
: else \ ( -- ) ( C: orig1 -- orig2 )
unresolved branch swap resolve ; immediate
: if \ ( flag -- ) ( C: -- orig )
unresolved 0branch ; immediate
: then \ ( -- ) ( C: orig -- )
resolve ; immediate
: [char] \ ( "word" -- )
char postpone literal ; immediate
: (does>) lastxt @ dodoes_code over >code ! r> swap >does ! ;
: does> postpone (does>) ; immediate
: begin \ ( -- ) ( C: -- dest )
here ; immediate
: while \ ( x -- ) ( C: dest -- orig dest )
unresolved 0branch swap ; immediate
: repeat \ ( -- ) ( C: orig dest -- )
postpone branch , resolve ; immediate
: until \ ( x -- ) ( C: dest -- )
postpone 0branch , ; immediate
: recurse lastxt @ compile, ; immediate
: pad \ ( -- addr )
here 1024 + ;
: parse \ ( char "string<char>" -- addr n )
pad >r begin
source? if <source 2dup <> else 0 0 then
while
r@ c! r> 1+ >r
repeat 2drop pad r> over - ;
: ( \ ( "string<paren>" -- )
[ char ) ] literal parse 2drop ; immediate
\ TODO: If necessary, refill and keep parsing.
: string, ( addr n -- )
here over allot align swap cmove ;
: (s") ( -- addr n ) ( R: ret1 -- ret2 )
r> dup @ swap cell+ 2dup + aligned >r swap ;
create squote 128 allot
: s" ( "string<quote>" -- addr n )
state @ if
postpone (s") [char] " parse dup , string,
else
[char] " parse >r squote r@ cmove squote r>
then ; immediate
: (abort") ( ... addr n -- ) ( R: ... -- )
cr type cr abort ;
: abort" ( ... x "string<quote>" -- ) ( R: ... -- )
postpone if postpone s" postpone (abort") postpone then ; immediate
\ ----------------------------------------------------------------------
( Core words. )
\ TODO: #
\ TODO: #>
\ TODO: #s
: and ( x y -- x&y ) nand invert ;
: * 1 2>r 0 swap begin r@ while
r> r> swap 2dup dup + 2>r and if swap over + swap then dup +
repeat r> r> 2drop drop ;
\ TODO: */mod
: +loop ( -- ) ( C: nest-sys -- )
postpone (+loop) postpone 0branch , postpone unloop ; immediate
: space bl emit ;
: ?.- dup 0 < if [char] - emit negate then ;
: digit [char] 0 + emit ;
: (.) base @ /mod ?dup if recurse then digit ;
: ." ( "string<quote>" -- ) postpone s" postpone type ; immediate
: . ( x -- ) ?.- (.) space ;
: postpone-number ( caddr -- )
0 0 rot count >number dup 0= if
2drop nip
postpone (literal) postpone (literal) postpone ,
postpone literal postpone ,
else
." Undefined: " type cr abort
then ;
' postpone-number postponers cell+ !
: / ( x y -- x/y ) /mod nip ;
: 0< ( n -- flag ) 0 < ;
: 1- ( n -- n-1 ) -1 + ;
: 2! ( x1 x2 addr -- ) swap over ! cell+ ! ;
: 2* ( n -- 2n ) dup + ;
\ Kernel: 2/
: 2@ ( addr -- x1 x2 ) dup cell+ @ swap @ ;
\ Kernel: 2drop
\ Kernel: 2dup
\ TODO: 2over ( x1 x2 x3 x4 -- x1 x2 x3 x4 x1 x2 )
\ 3 pick 3 pick ;
\ TODO: 2swap
\ TODO: <#
: abs ( n -- |n| )
dup 0< if negate then ;
\ TODO: accept
: c, ( n -- )
here c! 1 chars allot ;
: char+ ( n1 -- n2 )
1+ ;
: constant create , does> @ ;
: decimal ( -- )
10 base ! ;
: depth ( -- n )
data_stack 100 cells + 'SP @ - /cell / 2 - ;
: do ( n1 n2 -- ) ( R: -- loop-sys ) ( C: -- do-sys )
postpone 2>r here ; immediate
\ TODO: environment?
\ TODO: evaluate
\ TODO: fill
\ TODO: fm/mod )
\ TODO: hold
: j ( -- x1 ) ( R: x1 x2 x3 -- x1 x2 x3 )
'RP @ 3 cells + @ ;
\ TODO: leave
: loop ( -- ) ( C: nest-sys -- )
postpone 1 postpone (+loop)
postpone 0branch ,
postpone unloop ; immediate
: lshift begin ?dup while 1- swap dup + swap repeat ;
: rshift 1 begin over while dup + swap 1- swap repeat nip
2>r 0 1 begin r@ while
r> r> 2dup swap dup + 2>r and if swap over + swap then dup +
repeat r> r> 2drop drop ;
: max ( x y -- max[x,y] )
2dup > if drop else nip then ;
\ Kernel: min
\ TODO: mod
\ TODO: move
: (quit) ( R: ... -- )
return_stack 100 cells + 'RP !
0 'source-id ! tib ''source ! #tib ''#source !
postpone [
begin
refill
while
interpret state @ 0= if ." ok" cr then
repeat
bye ;
' (quit) ' quit >body cell+ !
\ TODO: s>d
\ TODO: sign
\ TODO: sm/rem
: spaces ( n -- )
0 do space loop ;
\ TODO: u.
: signbit ( -- n ) -1 1 rshift invert ;
: xor ( x y -- x^y ) 2dup nand >r r@ nand swap r> nand nand ;
: u< ( x y -- flag ) signbit xor swap signbit xor > ;
\ TODO: um/mod
: variable ( "word" -- )
create /cell allot ;
: ['] \ ( C: "word" -- )
' postpone literal ; immediate

252
samples/Forth/core.for Normal file
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@@ -0,0 +1,252 @@
: immediate lastxt @ dup c@ negate swap c! ;
: \ source nip >in ! ; immediate \ Copyright 2004, 2012 Lars Brinkhoff
: char \ ( "word" -- char )
bl-word here 1+ c@ ;
: ahead here 0 , ;
: resolve here swap ! ;
: ' bl-word here find 0branch [ ahead ] exit [ resolve ] 0 ;
: postpone-nonimmediate [ ' literal , ' compile, ] literal , ;
: create dovariable_code header, reveal ;
create postponers
' postpone-nonimmediate ,
' abort ,
' , ,
: word \ ( char "<chars>string<char>" -- caddr )
drop bl-word here ;
: postpone \ ( C: "word" -- )
bl word find 1+ cells postponers + @ execute ; immediate
: unresolved \ ( C: "word" -- orig )
postpone postpone postpone ahead ; immediate
: chars \ ( n1 -- n2 )
;
: else \ ( -- ) ( C: orig1 -- orig2 )
unresolved branch swap resolve ; immediate
: if \ ( flag -- ) ( C: -- orig )
unresolved 0branch ; immediate
: then \ ( -- ) ( C: orig -- )
resolve ; immediate
: [char] \ ( "word" -- )
char postpone literal ; immediate
: (does>) lastxt @ dodoes_code over >code ! r> swap >does ! ;
: does> postpone (does>) ; immediate
: begin \ ( -- ) ( C: -- dest )
here ; immediate
: while \ ( x -- ) ( C: dest -- orig dest )
unresolved 0branch swap ; immediate
: repeat \ ( -- ) ( C: orig dest -- )
postpone branch , resolve ; immediate
: until \ ( x -- ) ( C: dest -- )
postpone 0branch , ; immediate
: recurse lastxt @ compile, ; immediate
: pad \ ( -- addr )
here 1024 + ;
: parse \ ( char "string<char>" -- addr n )
pad >r begin
source? if <source 2dup <> else 0 0 then
while
r@ c! r> 1+ >r
repeat 2drop pad r> over - ;
: ( \ ( "string<paren>" -- )
[ char ) ] literal parse 2drop ; immediate
\ TODO: If necessary, refill and keep parsing.
: string, ( addr n -- )
here over allot align swap cmove ;
: (s") ( -- addr n ) ( R: ret1 -- ret2 )
r> dup @ swap cell+ 2dup + aligned >r swap ;
create squote 128 allot
: s" ( "string<quote>" -- addr n )
state @ if
postpone (s") [char] " parse dup , string,
else
[char] " parse >r squote r@ cmove squote r>
then ; immediate
: (abort") ( ... addr n -- ) ( R: ... -- )
cr type cr abort ;
: abort" ( ... x "string<quote>" -- ) ( R: ... -- )
postpone if postpone s" postpone (abort") postpone then ; immediate
\ ----------------------------------------------------------------------
( Core words. )
\ TODO: #
\ TODO: #>
\ TODO: #s
: and ( x y -- x&y ) nand invert ;
: * 1 2>r 0 swap begin r@ while
r> r> swap 2dup dup + 2>r and if swap over + swap then dup +
repeat r> r> 2drop drop ;
\ TODO: */mod
: +loop ( -- ) ( C: nest-sys -- )
postpone (+loop) postpone 0branch , postpone unloop ; immediate
: space bl emit ;
: ?.- dup 0 < if [char] - emit negate then ;
: digit [char] 0 + emit ;
: (.) base @ /mod ?dup if recurse then digit ;
: ." ( "string<quote>" -- ) postpone s" postpone type ; immediate
: . ( x -- ) ?.- (.) space ;
: postpone-number ( caddr -- )
0 0 rot count >number dup 0= if
2drop nip
postpone (literal) postpone (literal) postpone ,
postpone literal postpone ,
else
." Undefined: " type cr abort
then ;
' postpone-number postponers cell+ !
: / ( x y -- x/y ) /mod nip ;
: 0< ( n -- flag ) 0 < ;
: 1- ( n -- n-1 ) -1 + ;
: 2! ( x1 x2 addr -- ) swap over ! cell+ ! ;
: 2* ( n -- 2n ) dup + ;
\ Kernel: 2/
: 2@ ( addr -- x1 x2 ) dup cell+ @ swap @ ;
\ Kernel: 2drop
\ Kernel: 2dup
\ TODO: 2over ( x1 x2 x3 x4 -- x1 x2 x3 x4 x1 x2 )
\ 3 pick 3 pick ;
\ TODO: 2swap
\ TODO: <#
: abs ( n -- |n| )
dup 0< if negate then ;
\ TODO: accept
: c, ( n -- )
here c! 1 chars allot ;
: char+ ( n1 -- n2 )
1+ ;
: constant create , does> @ ;
: decimal ( -- )
10 base ! ;
: depth ( -- n )
data_stack 100 cells + 'SP @ - /cell / 2 - ;
: do ( n1 n2 -- ) ( R: -- loop-sys ) ( C: -- do-sys )
postpone 2>r here ; immediate
\ TODO: environment?
\ TODO: evaluate
\ TODO: fill
\ TODO: fm/mod )
\ TODO: hold
: j ( -- x1 ) ( R: x1 x2 x3 -- x1 x2 x3 )
'RP @ 3 cells + @ ;
\ TODO: leave
: loop ( -- ) ( C: nest-sys -- )
postpone 1 postpone (+loop)
postpone 0branch ,
postpone unloop ; immediate
: lshift begin ?dup while 1- swap dup + swap repeat ;
: rshift 1 begin over while dup + swap 1- swap repeat nip
2>r 0 1 begin r@ while
r> r> 2dup swap dup + 2>r and if swap over + swap then dup +
repeat r> r> 2drop drop ;
: max ( x y -- max[x,y] )
2dup > if drop else nip then ;
\ Kernel: min
\ TODO: mod
\ TODO: move
: (quit) ( R: ... -- )
return_stack 100 cells + 'RP !
0 'source-id ! tib ''source ! #tib ''#source !
postpone [
begin
refill
while
interpret state @ 0= if ." ok" cr then
repeat
bye ;
' (quit) ' quit >body cell+ !
\ TODO: s>d
\ TODO: sign
\ TODO: sm/rem
: spaces ( n -- )
0 do space loop ;
\ TODO: u.
: signbit ( -- n ) -1 1 rshift invert ;
: xor ( x y -- x^y ) 2dup nand >r r@ nand swap r> nand nand ;
: u< ( x y -- flag ) signbit xor swap signbit xor > ;
\ TODO: um/mod
: variable ( "word" -- )
create /cell allot ;
: ['] \ ( C: "word" -- )
' postpone literal ; immediate

252
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@@ -0,0 +1,252 @@
: immediate lastxt @ dup c@ negate swap c! ;
: \ source nip >in ! ; immediate \ Copyright 2004, 2012 Lars Brinkhoff
: char \ ( "word" -- char )
bl-word here 1+ c@ ;
: ahead here 0 , ;
: resolve here swap ! ;
: ' bl-word here find 0branch [ ahead ] exit [ resolve ] 0 ;
: postpone-nonimmediate [ ' literal , ' compile, ] literal , ;
: create dovariable_code header, reveal ;
create postponers
' postpone-nonimmediate ,
' abort ,
' , ,
: word \ ( char "<chars>string<char>" -- caddr )
drop bl-word here ;
: postpone \ ( C: "word" -- )
bl word find 1+ cells postponers + @ execute ; immediate
: unresolved \ ( C: "word" -- orig )
postpone postpone postpone ahead ; immediate
: chars \ ( n1 -- n2 )
;
: else \ ( -- ) ( C: orig1 -- orig2 )
unresolved branch swap resolve ; immediate
: if \ ( flag -- ) ( C: -- orig )
unresolved 0branch ; immediate
: then \ ( -- ) ( C: orig -- )
resolve ; immediate
: [char] \ ( "word" -- )
char postpone literal ; immediate
: (does>) lastxt @ dodoes_code over >code ! r> swap >does ! ;
: does> postpone (does>) ; immediate
: begin \ ( -- ) ( C: -- dest )
here ; immediate
: while \ ( x -- ) ( C: dest -- orig dest )
unresolved 0branch swap ; immediate
: repeat \ ( -- ) ( C: orig dest -- )
postpone branch , resolve ; immediate
: until \ ( x -- ) ( C: dest -- )
postpone 0branch , ; immediate
: recurse lastxt @ compile, ; immediate
: pad \ ( -- addr )
here 1024 + ;
: parse \ ( char "string<char>" -- addr n )
pad >r begin
source? if <source 2dup <> else 0 0 then
while
r@ c! r> 1+ >r
repeat 2drop pad r> over - ;
: ( \ ( "string<paren>" -- )
[ char ) ] literal parse 2drop ; immediate
\ TODO: If necessary, refill and keep parsing.
: string, ( addr n -- )
here over allot align swap cmove ;
: (s") ( -- addr n ) ( R: ret1 -- ret2 )
r> dup @ swap cell+ 2dup + aligned >r swap ;
create squote 128 allot
: s" ( "string<quote>" -- addr n )
state @ if
postpone (s") [char] " parse dup , string,
else
[char] " parse >r squote r@ cmove squote r>
then ; immediate
: (abort") ( ... addr n -- ) ( R: ... -- )
cr type cr abort ;
: abort" ( ... x "string<quote>" -- ) ( R: ... -- )
postpone if postpone s" postpone (abort") postpone then ; immediate
\ ----------------------------------------------------------------------
( Core words. )
\ TODO: #
\ TODO: #>
\ TODO: #s
: and ( x y -- x&y ) nand invert ;
: * 1 2>r 0 swap begin r@ while
r> r> swap 2dup dup + 2>r and if swap over + swap then dup +
repeat r> r> 2drop drop ;
\ TODO: */mod
: +loop ( -- ) ( C: nest-sys -- )
postpone (+loop) postpone 0branch , postpone unloop ; immediate
: space bl emit ;
: ?.- dup 0 < if [char] - emit negate then ;
: digit [char] 0 + emit ;
: (.) base @ /mod ?dup if recurse then digit ;
: ." ( "string<quote>" -- ) postpone s" postpone type ; immediate
: . ( x -- ) ?.- (.) space ;
: postpone-number ( caddr -- )
0 0 rot count >number dup 0= if
2drop nip
postpone (literal) postpone (literal) postpone ,
postpone literal postpone ,
else
." Undefined: " type cr abort
then ;
' postpone-number postponers cell+ !
: / ( x y -- x/y ) /mod nip ;
: 0< ( n -- flag ) 0 < ;
: 1- ( n -- n-1 ) -1 + ;
: 2! ( x1 x2 addr -- ) swap over ! cell+ ! ;
: 2* ( n -- 2n ) dup + ;
\ Kernel: 2/
: 2@ ( addr -- x1 x2 ) dup cell+ @ swap @ ;
\ Kernel: 2drop
\ Kernel: 2dup
\ TODO: 2over ( x1 x2 x3 x4 -- x1 x2 x3 x4 x1 x2 )
\ 3 pick 3 pick ;
\ TODO: 2swap
\ TODO: <#
: abs ( n -- |n| )
dup 0< if negate then ;
\ TODO: accept
: c, ( n -- )
here c! 1 chars allot ;
: char+ ( n1 -- n2 )
1+ ;
: constant create , does> @ ;
: decimal ( -- )
10 base ! ;
: depth ( -- n )
data_stack 100 cells + 'SP @ - /cell / 2 - ;
: do ( n1 n2 -- ) ( R: -- loop-sys ) ( C: -- do-sys )
postpone 2>r here ; immediate
\ TODO: environment?
\ TODO: evaluate
\ TODO: fill
\ TODO: fm/mod )
\ TODO: hold
: j ( -- x1 ) ( R: x1 x2 x3 -- x1 x2 x3 )
'RP @ 3 cells + @ ;
\ TODO: leave
: loop ( -- ) ( C: nest-sys -- )
postpone 1 postpone (+loop)
postpone 0branch ,
postpone unloop ; immediate
: lshift begin ?dup while 1- swap dup + swap repeat ;
: rshift 1 begin over while dup + swap 1- swap repeat nip
2>r 0 1 begin r@ while
r> r> 2dup swap dup + 2>r and if swap over + swap then dup +
repeat r> r> 2drop drop ;
: max ( x y -- max[x,y] )
2dup > if drop else nip then ;
\ Kernel: min
\ TODO: mod
\ TODO: move
: (quit) ( R: ... -- )
return_stack 100 cells + 'RP !
0 'source-id ! tib ''source ! #tib ''#source !
postpone [
begin
refill
while
interpret state @ 0= if ." ok" cr then
repeat
bye ;
' (quit) ' quit >body cell+ !
\ TODO: s>d
\ TODO: sign
\ TODO: sm/rem
: spaces ( n -- )
0 do space loop ;
\ TODO: u.
: signbit ( -- n ) -1 1 rshift invert ;
: xor ( x y -- x^y ) 2dup nand >r r@ nand swap r> nand nand ;
: u< ( x y -- flag ) signbit xor swap signbit xor > ;
\ TODO: um/mod
: variable ( "word" -- )
create /cell allot ;
: ['] \ ( C: "word" -- )
' postpone literal ; immediate

252
samples/Forth/core1.F Normal file
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@@ -0,0 +1,252 @@
: immediate lastxt @ dup c@ negate swap c! ;
: \ source nip >in ! ; immediate \ Copyright 2004, 2012 Lars Brinkhoff
: char \ ( "word" -- char )
bl-word here 1+ c@ ;
: ahead here 0 , ;
: resolve here swap ! ;
: ' bl-word here find 0branch [ ahead ] exit [ resolve ] 0 ;
: postpone-nonimmediate [ ' literal , ' compile, ] literal , ;
: create dovariable_code header, reveal ;
create postponers
' postpone-nonimmediate ,
' abort ,
' , ,
: word \ ( char "<chars>string<char>" -- caddr )
drop bl-word here ;
: postpone \ ( C: "word" -- )
bl word find 1+ cells postponers + @ execute ; immediate
: unresolved \ ( C: "word" -- orig )
postpone postpone postpone ahead ; immediate
: chars \ ( n1 -- n2 )
;
: else \ ( -- ) ( C: orig1 -- orig2 )
unresolved branch swap resolve ; immediate
: if \ ( flag -- ) ( C: -- orig )
unresolved 0branch ; immediate
: then \ ( -- ) ( C: orig -- )
resolve ; immediate
: [char] \ ( "word" -- )
char postpone literal ; immediate
: (does>) lastxt @ dodoes_code over >code ! r> swap >does ! ;
: does> postpone (does>) ; immediate
: begin \ ( -- ) ( C: -- dest )
here ; immediate
: while \ ( x -- ) ( C: dest -- orig dest )
unresolved 0branch swap ; immediate
: repeat \ ( -- ) ( C: orig dest -- )
postpone branch , resolve ; immediate
: until \ ( x -- ) ( C: dest -- )
postpone 0branch , ; immediate
: recurse lastxt @ compile, ; immediate
: pad \ ( -- addr )
here 1024 + ;
: parse \ ( char "string<char>" -- addr n )
pad >r begin
source? if <source 2dup <> else 0 0 then
while
r@ c! r> 1+ >r
repeat 2drop pad r> over - ;
: ( \ ( "string<paren>" -- )
[ char ) ] literal parse 2drop ; immediate
\ TODO: If necessary, refill and keep parsing.
: string, ( addr n -- )
here over allot align swap cmove ;
: (s") ( -- addr n ) ( R: ret1 -- ret2 )
r> dup @ swap cell+ 2dup + aligned >r swap ;
create squote 128 allot
: s" ( "string<quote>" -- addr n )
state @ if
postpone (s") [char] " parse dup , string,
else
[char] " parse >r squote r@ cmove squote r>
then ; immediate
: (abort") ( ... addr n -- ) ( R: ... -- )
cr type cr abort ;
: abort" ( ... x "string<quote>" -- ) ( R: ... -- )
postpone if postpone s" postpone (abort") postpone then ; immediate
\ ----------------------------------------------------------------------
( Core words. )
\ TODO: #
\ TODO: #>
\ TODO: #s
: and ( x y -- x&y ) nand invert ;
: * 1 2>r 0 swap begin r@ while
r> r> swap 2dup dup + 2>r and if swap over + swap then dup +
repeat r> r> 2drop drop ;
\ TODO: */mod
: +loop ( -- ) ( C: nest-sys -- )
postpone (+loop) postpone 0branch , postpone unloop ; immediate
: space bl emit ;
: ?.- dup 0 < if [char] - emit negate then ;
: digit [char] 0 + emit ;
: (.) base @ /mod ?dup if recurse then digit ;
: ." ( "string<quote>" -- ) postpone s" postpone type ; immediate
: . ( x -- ) ?.- (.) space ;
: postpone-number ( caddr -- )
0 0 rot count >number dup 0= if
2drop nip
postpone (literal) postpone (literal) postpone ,
postpone literal postpone ,
else
." Undefined: " type cr abort
then ;
' postpone-number postponers cell+ !
: / ( x y -- x/y ) /mod nip ;
: 0< ( n -- flag ) 0 < ;
: 1- ( n -- n-1 ) -1 + ;
: 2! ( x1 x2 addr -- ) swap over ! cell+ ! ;
: 2* ( n -- 2n ) dup + ;
\ Kernel: 2/
: 2@ ( addr -- x1 x2 ) dup cell+ @ swap @ ;
\ Kernel: 2drop
\ Kernel: 2dup
\ TODO: 2over ( x1 x2 x3 x4 -- x1 x2 x3 x4 x1 x2 )
\ 3 pick 3 pick ;
\ TODO: 2swap
\ TODO: <#
: abs ( n -- |n| )
dup 0< if negate then ;
\ TODO: accept
: c, ( n -- )
here c! 1 chars allot ;
: char+ ( n1 -- n2 )
1+ ;
: constant create , does> @ ;
: decimal ( -- )
10 base ! ;
: depth ( -- n )
data_stack 100 cells + 'SP @ - /cell / 2 - ;
: do ( n1 n2 -- ) ( R: -- loop-sys ) ( C: -- do-sys )
postpone 2>r here ; immediate
\ TODO: environment?
\ TODO: evaluate
\ TODO: fill
\ TODO: fm/mod )
\ TODO: hold
: j ( -- x1 ) ( R: x1 x2 x3 -- x1 x2 x3 )
'RP @ 3 cells + @ ;
\ TODO: leave
: loop ( -- ) ( C: nest-sys -- )
postpone 1 postpone (+loop)
postpone 0branch ,
postpone unloop ; immediate
: lshift begin ?dup while 1- swap dup + swap repeat ;
: rshift 1 begin over while dup + swap 1- swap repeat nip
2>r 0 1 begin r@ while
r> r> 2dup swap dup + 2>r and if swap over + swap then dup +
repeat r> r> 2drop drop ;
: max ( x y -- max[x,y] )
2dup > if drop else nip then ;
\ Kernel: min
\ TODO: mod
\ TODO: move
: (quit) ( R: ... -- )
return_stack 100 cells + 'RP !
0 'source-id ! tib ''source ! #tib ''#source !
postpone [
begin
refill
while
interpret state @ 0= if ." ok" cr then
repeat
bye ;
' (quit) ' quit >body cell+ !
\ TODO: s>d
\ TODO: sign
\ TODO: sm/rem
: spaces ( n -- )
0 do space loop ;
\ TODO: u.
: signbit ( -- n ) -1 1 rshift invert ;
: xor ( x y -- x^y ) 2dup nand >r r@ nand swap r> nand nand ;
: u< ( x y -- flag ) signbit xor swap signbit xor > ;
\ TODO: um/mod
: variable ( "word" -- )
create /cell allot ;
: ['] \ ( C: "word" -- )
' postpone literal ; immediate

7
samples/Forth/enum.frt Normal file
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@@ -0,0 +1,7 @@
\ Implements ENUM.
\ Double DOES>!
: enum create 0 , does> create dup @ 1 rot +! , does> @ ;
\ But this is simpler.
: enum create 0 , does> dup @ constant 1 swap +! ;

8
samples/Forth/macros.frt Normal file
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@@ -0,0 +1,8 @@
\ Simplifies compiling words.
: [[ ; immediate
: '<> >in @ ' swap >in ! <> ;
: (]]) begin dup '<> while postpone postpone repeat drop ;
: ]] ['] [[ (]]) ; immediate
( Usage: : foo ]] dup * [[ ; immediate : bar 42 foo . ; )

57
samples/G-code/duettest.g Normal file
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@@ -0,0 +1,57 @@
; RepRapPro Ormerod
; Board test GCodes
M111 S1; Debug on
G21 ; mm
G90 ; Absolute positioning
M83 ; Extrusion relative
M906 X800 Y800 Z800 E800 ; Motor currents (mA)
T0 ; Extruder 0
G1 X50 F500
G1 X0
G4 P500
G1 Y50 F500
G1 Y0
G4 P500
G1 Z20 F200
G1 Z0
G4 P500
G1 E20 F200
G1 E-20
G4 P500
M106 S255
G4 P500
M106 S0
G4 P500
M105
G10 P0 S100
T0
M140 S100
G4 P5000
M105
G4 P5000
M105
G4 P5000
M105
G4 P5000
M105
G4 P5000
M105
G4 P5000
M105
G4 P5000
M105
G4 P5000
M105
G4 P5000
M105
G4 P5000
M105
G4 P5000
M105
G4 P5000
M105
M0

25912
samples/G-code/lm.g Normal file

File diff suppressed because it is too large Load Diff

29735
samples/G-code/rm.g Normal file

File diff suppressed because it is too large Load Diff

13
samples/G-code/square.g Normal file
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@@ -0,0 +1,13 @@
G28 X0 Y0
G1 X55 Y5 F2000
G1 Y180
G1 X180
G1 Y5
G1 X55
G1 Y180
G1 X180
G1 Y5
G1 X55
M0

View File

@@ -0,0 +1,57 @@
# Taken from https://github.com/okamstudio/godot/wiki/gdscript
# a file is a class!
# inheritance
extends BaseClass
# member variables
var a = 5
var s = "Hello"
var arr = [1, 2, 3]
var dict = {"key":"value", 2:3}
# constants
const answer = 42
const thename = "Charly"
# built-in vector types
var v2 = Vector2(1, 2)
var v3 = Vector3(1, 2, 3)
# function
func some_function(param1, param2):
var local_var = 5
if param1 < local_var:
print(param1)
elif param2 > 5:
print(param2)
else:
print("fail!")
for i in range(20):
print(i)
while(param2 != 0):
param2 -= 1
var local_var2 = param1+3
return local_var2
# subclass
class Something:
var a = 10
# constructor
func _init():
print("constructed!")
var lv = Something.new()
print(lv.a)

216
samples/GDScript/grid.gd Normal file
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@@ -0,0 +1,216 @@
extends Control
# Simple Tetris-like demo, (c) 2012 Juan Linietsky
# Implemented by using a regular Control and drawing on it during the _draw() callback.
# The drawing surface is updated only when changes happen (by calling update())
var score = 0
var score_label=null
const MAX_SHAPES = 7
var block = preload("block.png")
var block_colors=[
Color(1,0.5,0.5),
Color(0.5,1,0.5),
Color(0.5,0.5,1),
Color(0.8,0.4,0.8),
Color(0.8,0.8,0.4),
Color(0.4,0.8,0.8),
Color(0.7,0.7,0.7)]
var block_shapes=[
[ Vector2(0,-1),Vector2(0,0),Vector2(0,1),Vector2(0,2) ], # I
[ Vector2(0,0),Vector2(1,0),Vector2(1,1),Vector2(0,1) ], # O
[ Vector2(-1,1),Vector2(0,1),Vector2(0,0),Vector2(1,0) ], # S
[ Vector2(1,1),Vector2(0,1),Vector2(0,0),Vector2(-1,0) ], # Z
[ Vector2(-1,1),Vector2(-1,0),Vector2(0,0),Vector2(1,0) ], # L
[ Vector2(1,1),Vector2(1,0),Vector2(0,0),Vector2(-1,0) ], # J
[ Vector2(0,1),Vector2(1,0),Vector2(0,0),Vector2(-1,0) ]] # T
var block_rotations=[
Matrix32( Vector2(1,0),Vector2(0,1), Vector2() ),
Matrix32( Vector2(0,1),Vector2(-1,0), Vector2() ),
Matrix32( Vector2(-1,0),Vector2(0,-1), Vector2() ),
Matrix32( Vector2(0,-1),Vector2(1,0), Vector2() )
]
var width=0
var height=0
var cells={}
var piece_active=false
var piece_shape=0
var piece_pos=Vector2()
var piece_rot=0
func piece_cell_xform(p,er=0):
var r = (4+er+piece_rot)%4
return piece_pos+block_rotations[r].xform(p)
func _draw():
var sb = get_stylebox("bg","Tree") # use line edit bg
draw_style_box(sb,Rect2(Vector2(),get_size()).grow(3))
var bs = block.get_size()
for y in range(height):
for x in range(width):
if (Vector2(x,y) in cells):
draw_texture_rect(block,Rect2(Vector2(x,y)*bs,bs),false,block_colors[cells[Vector2(x,y)]])
if (piece_active):
for c in block_shapes[piece_shape]:
draw_texture_rect(block,Rect2(piece_cell_xform(c)*bs,bs),false,block_colors[piece_shape])
func piece_check_fit(ofs,er=0):
for c in block_shapes[piece_shape]:
var pos = piece_cell_xform(c,er)+ofs
if (pos.x < 0):
return false
if (pos.y < 0):
return false
if (pos.x >= width):
return false
if (pos.y >= height):
return false
if (pos in cells):
return false
return true
func new_piece():
piece_shape = randi() % MAX_SHAPES
piece_pos = Vector2(width/2,0)
piece_active=true
piece_rot=0
if (piece_shape==0):
piece_pos.y+=1
if (not piece_check_fit(Vector2())):
#game over
#print("GAME OVER!")
game_over()
update()
func test_collapse_rows():
var accum_down=0
for i in range(height):
var y = height - i - 1
var collapse = true
for x in range(width):
if (Vector2(x,y) in cells):
if (accum_down):
cells[ Vector2(x,y+accum_down) ] = cells[Vector2(x,y)]
else:
collapse=false
if (accum_down):
cells.erase( Vector2(x,y+accum_down) )
if (collapse):
accum_down+=1
score+=accum_down*100
score_label.set_text(str(score))
func game_over():
piece_active=false
get_node("gameover").set_text("Game Over")
update()
func restart_pressed():
score=0
score_label.set_text("0")
cells.clear()
get_node("gameover").set_text("")
piece_active=true
update()
func piece_move_down():
if (!piece_active):
return
if (piece_check_fit(Vector2(0,1))):
piece_pos.y+=1
update()
else:
for c in block_shapes[piece_shape]:
var pos = piece_cell_xform(c)
cells[pos]=piece_shape
test_collapse_rows()
new_piece()
func piece_rotate():
var adv = 1
if (not piece_check_fit(Vector2(),1)):
return
piece_rot = (piece_rot + adv) % 4
update()
func _input(ie):
if (not piece_active):
return
if (!ie.is_pressed()):
return
if (ie.is_action("move_left")):
if (piece_check_fit(Vector2(-1,0))):
piece_pos.x-=1
update()
elif (ie.is_action("move_right")):
if (piece_check_fit(Vector2(1,0))):
piece_pos.x+=1
update()
elif (ie.is_action("move_down")):
piece_move_down()
elif (ie.is_action("rotate")):
piece_rotate()
func setup(w,h):
width=w
height=h
set_size( Vector2(w,h)*block.get_size() )
new_piece()
get_node("timer").start()
func _ready():
# Initalization here
setup(10,20)
score_label = get_node("../score")
set_process_input(true)

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extends RigidBody
# member variables here, example:
# var a=2
# var b="textvar"
#var dir=Vector3()
const ANIM_FLOOR = 0
const ANIM_AIR_UP = 1
const ANIM_AIR_DOWN = 2
const SHOOT_TIME = 1.5
const SHOOT_SCALE = 2
const CHAR_SCALE = Vector3(0.3,0.3,0.3)
var facing_dir = Vector3(1, 0, 0)
var movement_dir = Vector3()
var jumping=false
var turn_speed=40
var keep_jump_inertia = true
var air_idle_deaccel = false
var accel=19.0
var deaccel=14.0
var sharp_turn_threshhold = 140
var max_speed=3.1
var on_floor = false
var prev_shoot = false
var last_floor_velocity = Vector3()
var shoot_blend = 0
func adjust_facing(p_facing, p_target,p_step, p_adjust_rate,current_gn):
var n = p_target # normal
var t = n.cross(current_gn).normalized()
var x = n.dot(p_facing)
var y = t.dot(p_facing)
var ang = atan2(y,x)
if (abs(ang)<0.001): # too small
return p_facing
var s = sign(ang)
ang = ang * s
var turn = ang * p_adjust_rate * p_step
var a
if (ang<turn):
a=ang
else:
a=turn
ang = (ang - a) * s
return ((n * cos(ang)) + (t * sin(ang))) * p_facing.length()
func _integrate_forces( state ):
var lv = state.get_linear_velocity() # linear velocity
var g = state.get_total_gravity()
var delta = state.get_step()
var d = 1.0 - delta*state.get_total_density()
if (d<0):
d=0
lv += g * delta #apply gravity
var anim = ANIM_FLOOR
var up = -g.normalized() # (up is against gravity)
var vv = up.dot(lv) # vertical velocity
var hv = lv - (up*vv) # horizontal velocity
var hdir = hv.normalized() # horizontal direction
var hspeed = hv.length() #horizontal speed
var floor_velocity
var onfloor = false
if (state.get_contact_count() == 0):
floor_velocity = last_floor_velocity
else:
for i in range(state.get_contact_count()):
if (state.get_contact_local_shape(i) != 1):
continue
onfloor = true
floor_velocity = state.get_contact_collider_velocity_at_pos(i)
break
var dir = Vector3() #where does the player intend to walk to
var cam_xform = get_node("target/camera").get_global_transform()
if (Input.is_action_pressed("move_forward")):
dir+=-cam_xform.basis[2]
if (Input.is_action_pressed("move_backwards")):
dir+=cam_xform.basis[2]
if (Input.is_action_pressed("move_left")):
dir+=-cam_xform.basis[0]
if (Input.is_action_pressed("move_right")):
dir+=cam_xform.basis[0]
var jump_attempt = Input.is_action_pressed("jump")
var shoot_attempt = Input.is_action_pressed("shoot")
var target_dir = (dir - up*dir.dot(up)).normalized()
if (onfloor):
var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshhold
if (dir.length()>0.1 and !sharp_turn) :
if (hspeed > 0.001) :
#linear_dir = linear_h_velocity/linear_vel
#if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir)<-cos(Math::deg2rad(brake_angular_limit)))
# brake=true
#else
hdir = adjust_facing(hdir,target_dir,delta,1.0/hspeed*turn_speed,up)
facing_dir = hdir
else:
hdir = target_dir
if (hspeed<max_speed):
hspeed+=accel*delta
else:
hspeed-=deaccel*delta
if (hspeed<0):
hspeed=0
hv = hdir*hspeed
var mesh_xform = get_node("Armature").get_transform()
var facing_mesh=-mesh_xform.basis[0].normalized()
facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized()
facing_mesh = adjust_facing(facing_mesh,target_dir,delta,1.0/hspeed*turn_speed,up)
var m3 = Matrix3(-facing_mesh,up,-facing_mesh.cross(up).normalized()).scaled( CHAR_SCALE )
get_node("Armature").set_transform(Transform(m3,mesh_xform.origin))
if (not jumping and jump_attempt):
vv = 7.0
jumping = true
get_node("sfx").play("jump")
else:
if (vv>0):
anim=ANIM_AIR_UP
else:
anim=ANIM_AIR_DOWN
var hs
if (dir.length()>0.1):
hv += target_dir * (accel * 0.2) * delta
if (hv.length() > max_speed):
hv = hv.normalized() * max_speed
else:
if (air_idle_deaccel):
hspeed = hspeed - (deaccel * 0.2) * delta
if (hspeed<0):
hspeed=0
hv = hdir*hspeed
if (jumping and vv < 0):
jumping=false
lv = hv+up*vv
if (onfloor):
movement_dir = lv
#lv += floor_velocity
last_floor_velocity = floor_velocity
else:
if (on_floor) :
#if (keep_jump_inertia):
# lv += last_floor_velocity
pass
last_floor_velocity = Vector3()
movement_dir = lv
on_floor = onfloor
state.set_linear_velocity(lv)
if (shoot_blend>0):
shoot_blend -= delta * SHOOT_SCALE
if (shoot_blend<0):
shoot_blend=0
if (shoot_attempt and not prev_shoot):
shoot_blend = SHOOT_TIME
var bullet = preload("res://bullet.scn").instance()
bullet.set_transform( get_node("Armature/bullet").get_global_transform().orthonormalized() )
get_parent().add_child( bullet )
bullet.set_linear_velocity( get_node("Armature/bullet").get_global_transform().basis[2].normalized() * 20 )
PS.body_add_collision_exception( bullet.get_rid(), get_rid() ) #add it to bullet
get_node("sfx").play("shoot")
prev_shoot = shoot_attempt
if (onfloor):
get_node("AnimationTreePlayer").blend2_node_set_amount("walk",hspeed / max_speed)
get_node("AnimationTreePlayer").transition_node_set_current("state",anim)
get_node("AnimationTreePlayer").blend2_node_set_amount("gun",min(shoot_blend,1.0))
# state.set_angular_velocity(Vector3())
func _ready():
# Initalization here
get_node("AnimationTreePlayer").set_active(true)
pass

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extends Node2D
# member variables here, example:
# var a=2
# var b="textvar"
const INITIAL_BALL_SPEED = 80
var ball_speed = INITIAL_BALL_SPEED
var screen_size = Vector2(640,400)
#default ball direction
var direction = Vector2(-1,0)
var pad_size = Vector2(8,32)
const PAD_SPEED = 150
func _process(delta):
# get ball positio and pad rectangles
var ball_pos = get_node("ball").get_pos()
var left_rect = Rect2( get_node("left").get_pos() - pad_size*0.5, pad_size )
var right_rect = Rect2( get_node("right").get_pos() - pad_size*0.5, pad_size )
#integrate new ball postion
ball_pos+=direction*ball_speed*delta
#flip when touching roof or floor
if ( (ball_pos.y<0 and direction.y <0) or (ball_pos.y>screen_size.y and direction.y>0)):
direction.y = -direction.y
#flip, change direction and increase speed when touching pads
if ( (left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)):
direction.x=-direction.x
ball_speed*=1.1
direction.y=randf()*2.0-1
direction = direction.normalized()
#check gameover
if (ball_pos.x<0 or ball_pos.x>screen_size.x):
ball_pos=screen_size*0.5
ball_speed=INITIAL_BALL_SPEED
direction=Vector2(-1,0)
get_node("ball").set_pos(ball_pos)
#move left pad
var left_pos = get_node("left").get_pos()
if (left_pos.y > 0 and Input.is_action_pressed("left_move_up")):
left_pos.y+=-PAD_SPEED*delta
if (left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down")):
left_pos.y+=PAD_SPEED*delta
get_node("left").set_pos(left_pos)
#move right pad
var right_pos = get_node("right").get_pos()
if (right_pos.y > 0 and Input.is_action_pressed("right_move_up")):
right_pos.y+=-PAD_SPEED*delta
if (right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down")):
right_pos.y+=PAD_SPEED*delta
get_node("right").set_pos(right_pos)
func _ready():
screen_size = get_viewport_rect().size # get actual size
pad_size = get_node("left").get_texture().get_size()
set_process(true)

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#version 330 core
// cross-unit recursion
void main() {}
// two-level recursion
float cbar(int);
void cfoo(float)
{
cbar(2);
}
// four-level, out of order
void CB();
void CD();
void CA() { CB(); }
void CC() { CD(); }
// high degree
void CBT();
void CDT();
void CAT() { CBT(); CBT(); CBT(); }
void CCT() { CDT(); CDT(); CBT(); }
// not recursive
void norA() {}
void norB() { norA(); }
void norC() { norA(); }
void norD() { norA(); }
void norE() { norB(); }
void norF() { norB(); }
void norG() { norE(); }
void norH() { norE(); }
void norI() { norE(); }
// not recursive, but with a call leading into a cycle if ignoring direction
void norcA() { }
void norcB() { norcA(); }
void norcC() { norcB(); }
void norcD() { norcC(); norcB(); } // head of cycle
void norcE() { norcD(); } // lead into cycle

67
samples/Golo/adapters.golo Executable file
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# Copyright 2012-2014 Institut National des Sciences Appliquées de Lyon (INSA-Lyon)
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
module samples.Adapters
local function list_sample = |fabric| {
println(">>> list_sample()")
let carbonCopy = list[]
let conf = map[
["extends", "java.util.ArrayList"],
["overrides", map[
["*", |super, name, args| {
if name == "add" {
if args: length() == 2 {
carbonCopy: add(args: get(1))
} else {
carbonCopy: add(args: get(1), args: get(2))
}
}
return super: invokeWithArguments(args)
}
]]
]]
let list = fabric: maker(conf): newInstance()
list: add("bar")
list: add(0, "foo")
list: add("baz")
println(" list: " + list + " " + list: getClass())
println("carbonCopy: " + carbonCopy + " " + carbonCopy: getClass())
}
local function runnable_sample = |fabric| {
println(">>> runnable_sample")
let result = array[1, 2, 3]
let conf = map[
["interfaces", ["java.io.Serializable", "java.lang.Runnable"]],
["implements", map[
["run", |this| {
for (var i = 0, i < result: length(), i = i + 1) {
result: set(i, result: get(i) + 10)
}
}]
]]
]
let runner = fabric: maker(conf): newInstance()
runner: run()
println(" result: " + result: toString())
println("serializable? " + (runner oftype java.io.Serializable.class))
println(" runnable? " + (runner oftype java.lang.Runnable.class))
}
function main = |args| {
let fabric = AdapterFabric()
list_sample(fabric)
runnable_sample(fabric)
}

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# Copyright 2012-2014 Institut National des Sciences Appliquées de Lyon (INSA-Lyon)
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
module samples.AsyncHelpers
import gololang.Async
import java.util.concurrent.TimeUnit
import java.util.concurrent.Executors
local function fib = |n| {
if n <= 1 {
return n
} else {
return fib(n - 1) + fib(n - 2)
}
}
function main = |args| {
let executor = newCachedThreadPool()
println("Let's do some useless asynchronous operations...")
var f = executor: enqueue({
Thread.sleep(1000_L)
return 666
})
f:
onSet(|v| -> println(">>> #slow -> " + v)):
onFail(|e| -> println(">>> #fail -> " + e))
f:
cancel(true)
f = executor: enqueue({
Thread.sleep(1000_L)
return 666
})
f:
onSet(|v| -> println(">>> #ok -> " + v)):
onFail(|e| -> println(">>> #wtf? -> " + e))
let fib_10 = promise()
let fib_20 = promise()
let fib_30 = promise()
let fib_40 = promise()
let futures = [
fib_10: future(), fib_20: future(),
fib_30: future(), fib_40: future()
]
executor: submit(-> fib_10: set(fib(10)))
executor: submit(-> fib_20: set(fib(20)))
executor: submit(-> fib_30: set(fib(30)))
executor: submit(-> fib_40: set(fib(40)))
all(futures): onSet(|results| -> println(">>> Fibs: " + results))
let truth = promise()
truth:
future():
map(|v| -> "truth=" + v):
onSet(|v| -> executor: submit(-> println(">>> (another thread) " + v))):
onSet(|v| -> println(">>> (same thread) " + v))
executor: submit({
Thread.sleep(500_L)
truth: set(42)
})
Thread.sleep(1000_L)
executor: shutdown()
executor: awaitTermination(2_L, SECONDS())
println("Bye!")
}

37
samples/Golo/augmentations.golo Executable file
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# Copyright 2012-2014 Institut National des Sciences Appliquées de Lyon (INSA-Lyon)
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
module samples.Augmentations
import java.util.LinkedList
augment java.util.List {
function with = |this, value| {
this: add(value)
return this
}
}
augment java.util.Collection {
function doToEach = |this, func| {
foreach (element in this) {
func(element)
}
}
}
function main = |args| {
let list = LinkedList(): with("foo"): with("bar"): with("baz")
list: doToEach(|value| -> println(">>> " + value))
}

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samples/Golo/closures.golo Executable file
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# Copyright 2012-2014 Institut National des Sciences Appliquées de Lyon (INSA-Lyon)
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
module Closures
local function sayHello = |who| -> "Hello " + who + "!"
function main = |args| {
let adder = |a, b| -> a + b
println(adder: invokeWithArguments(1, 2))
println(adder(1, 2))
let addToTen = adder: bindTo(10)
println(addToTen: invokeWithArguments(2))
println(addToTen(2))
let adding = |x| -> |y| -> adder(x, y)
let addingTen = adding(10)
println(addingTen(4))
println(adding(2)(4))
println(sayHello("Julien"))
let list = java.util.LinkedList()
let pump_it = {
list: add("I heard you say")
list: add("Hey!")
list: add("Hey!")
}
pump_it()
println(list)
}

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samples/Golo/coin-change.golo Executable file
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# Copyright 2012-2014 Institut National des Sciences Appliquées de Lyon (INSA-Lyon)
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
module CoinChange
import java.util.LinkedList
function change = |money, coins| -> match {
when money == 0 then 1
when (money < 0) or (coins: isEmpty()) then 0
otherwise change(money - coins: head(), coins) + change(money, coins: tail())
}
function main = |args| {
let coins = LinkedList(): append(1, 2, 5, 10, 20)
println("Coins: " + coins)
println("0: " + change(0, coins))
println("1: " + change(1, coins))
println("2: " + change(2, coins))
println("10: " + change(10, coins))
println("12: " + change(12, coins))
println("6: " + change(6, coins))
}

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# Copyright 2012-2014 Institut National des Sciences Appliquées de Lyon (INSA-Lyon)
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
module samples.CollectionLiterals
local function play_with_tuples = {
let hello = ["Hello", "world", "!"]
foreach str in hello {
print(str + " ")
}
println("")
println(hello: get(0) + "-" + hello: get(1) + "-" + hello: get(2))
println(hello: join("/"))
}
local function play_with_literals = {
let data = [
[1, 2, 3],
tuple[1, 2, 3],
array[1, 2, 3],
set[1, 2, 3, 3, 1],
map[
["a", 10],
["b", 20]
],
vector[1, 2, 3],
list[1, 2, 3]
]
data: each(|element| {
println(element: toString())
println(" type: " + element: getClass())
})
}
function main = |args| {
println(">>> Literals")
play_with_literals()
println("\n>>> Tuples")
play_with_tuples()
}

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# Copyright 2012-2014 Institut National des Sciences Appliquées de Lyon (INSA-Lyon)
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
module samples.ContextDecorator
import gololang.Decorators
let myContext = defaultContext():
count(0):
define("entry", |this, args| {
this: count(this: count() + 1)
println("hello:" + this: count())
return args
}):
define("exit", |this, result| {
require(result >= 3, "wrong value")
println("goobye")
return result
}):
define("catcher", |this, e| {
println("Caught " + e)
throw e
}):
define("finallizer", |this| {println("do some cleanup")})
@withContext(myContext)
function foo = |a, b| {
println("Hard computation")
return a + b
}
function main = |args| {
println(foo(1,2))
println("====")
println(withContext(myContext)(|a| -> 2*a)(3))
println("====")
try {
println(foo(1, 1))
} catch (e) { }
}

83
samples/Golo/decorators.golo Executable file
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# Copyright 2012-2014 Institut National des Sciences Appliquées de Lyon (INSA-Lyon)
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
module samples.Decorators
import java.util.LinkedList
function simple_decorator = |func| {
return |a,b| -> func(a+1,b+1)
}
@simple_decorator
function simple_adder = |x,y| -> x + y
function decorator_with_params = |param1, param2|{
return |func| {
return |a,b| -> func(a+param1,b+param2)
}
}
@decorator_with_params(10,2)
function parametrized_adder = |x,y| -> x + y
function generic_decorator = |func| {
return |args...| {
println("number of params : "+args: length())
return func: invokeWithArguments(args)
}
}
@generic_decorator
function generic_adder0 = -> 42
@generic_decorator
function generic_adder1 = |x| -> x
@generic_decorator
function generic_adder2 = |x,y| -> x + y
@generic_decorator
function generic_adder3 = |x,y,z| -> x + y + z
function list_sum_decorator = |func| {
return |this| -> func(this) - 8
}
augment java.util.List {
@list_sum_decorator
function sum = |this| {
var acc = 0
foreach elem in this {
acc = acc + elem
}
return acc
}
}
function main = |args| {
println(simple_adder(10,30))
println(parametrized_adder(10,20))
println(generic_adder0())
println(generic_adder1(42))
println(generic_adder2(20,22))
println(generic_adder3(10,12,20))
let list = LinkedList()
list: add(5)
list: add(10)
list: add(15)
list: add(20)
println(list: sum())
}

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# Copyright 2012-2014 Institut National des Sciences Appliquées de Lyon (INSA-Lyon)
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
module samples.DynamicEvaluation
import gololang.EvaluationEnvironment
local function test_asModule = |env| {
let code =
"""
module foo
function a = -> "a!"
function b = -> "b!"
"""
let mod = env: asModule(code)
let a = fun("a", mod)
let b = fun("b", mod)
println(">>> asModule()")
println(a())
println(b())
}
local function test_anonymousModule = |env| {
let code =
"""
function a = -> "a."
function b = -> "b."
"""
let mod = env: anonymousModule(code)
let a = fun("a", mod)
let b = fun("b", mod)
println(">>> anonymousModule()")
println(a())
println(b())
}
local function test_asFunction = |env| {
let code = "return (a + b) * 2"
let f = env: asFunction(code, "a", "b")
println(">>> asFunction")
println(f(10, 20))
}
local function test_def = |env| {
let code = "|a, b| -> (a + b) * 2"
let f = env: def(code)
println(">>> def")
println(f(10, 20))
}
local function test_run = |env| {
let code = """println(">>> run")
foreach (i in range(0, 3)) {
println("w00t")
}"""
env: run(code)
}
local function test_run_map = |env| {
let code = """println(">>> run_map")
println(a)
println(b)
"""
let values = java.util.TreeMap(): add("a", 1): add("b", 2)
env: run(code, values)
}
function main = |args| {
let env = EvaluationEnvironment()
test_asModule(env)
test_anonymousModule(env)
test_asFunction(env)
test_def(env)
test_run(env)
test_run_map(env)
}

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# Copyright 2012-2014 Institut National des Sciences Appliquées de Lyon (INSA-Lyon)
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
module samples.DynamicObjectPerson
local function mrbean = -> DynamicObject():
name("Mr Bean"):
email("mrbean@gmail.com"):
define("toString", |this| -> this: name() + " <" + this: email() + ">")
function main = |args| {
let bean = mrbean()
println(bean: toString())
bean: email("mrbean@outlook.com")
println(bean: toString())
}

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