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perm :: [Int] -> [ [Int]] | |
perm [] = return [] | |
perm (x:xs) = do ys <- perm xs | |
zs <- insert x ys | |
return zs | |
insert :: a -> [a] -> [[a]] | |
insert x xs = (return (x:xs)) | |
`mplus` case xs of | |
[] -> mzero |
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#+LaTeX_CLASS: beamer | |
#+MACRO: BEAMERMODE presentation | |
#+MACRO: BEAMERTHEME Antibes | |
#+MACRO: BEAMERCOLORTHEME lily | |
#+MACRO: BEAMERSUBJECT RMRF | |
#+TITLE: Gobernabilidad de T.I | |
#+AUTHOR: {Adolfo Builes \\ Santiago Bustamante} | |
* Sobre la gobernabilidad de T.I |
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pLettera :: Parser Char Char | |
pLettera = P (\inp -> case inp of | |
( s:ss ) | |
| s == 'a' -> [('a',ss)] | |
| otherwise -> [] | |
otherwise -> [] | |
) |
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pLettera :: Parser Char Char | |
pLettera = P (\inp -> case inp of | |
( s:ss ) | s == 'a' -> [('a',ss)] | |
otherwise -> [] | |
) |
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Agregar iluminación local a la escena (Fórmula de Gouraud) | |
Agregando las siguientes palabras claves al compilador: | |
- global_settings {ambient_light color White} (luz ambiental de toda la escena) | |
- finish {ambient 0.1} (Ka del objeto) | |
- finish {diffuse 0.7} (Kd del objeto) |
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def finishP = "finish" ~> "{" ~> ("ambient"|"difuse"|"phong"|"phong_size") ~ valueP <~ "}" ^^ | |
{ | |
case "ambient" ~ color => ("ambient" ,color) | |
case "difuse" ~ color => ("difuse" ,color) | |
case "phong" ~ color => ("phong" ,color) | |
case "phong_color" ~ color => ("phong_color" ,color) | |
case "size" ~ color => ("size" ,color) | |
} |
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newtype ZipList a = ZipList { getZipList :: [a] } | |
instance Functor ZipList where | |
fmap g (ZipList a) = ZipList $ fmap g a | |
instance Applicative ZipList where | |
pure a = ZipList [a] | |
(ZipList fs) <*> (ZipList xs) = ZipList $ zipWith ($) fs xs |
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Con este ejemplo | |
stereotype Property extens uml::Property | |
El identifier que es Property, lo reconoce como el token STEREOTYPE y no como IDENTIFIER :(. | |
Hay una opcion para evitar eso ? | |
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grammar Textuml; | |
options{output=AST;} | |
tokens{ | |
ATTRIBUTE; | |
CLASS; | |
CLASS_DEF; | |
FEATURE; | |
IN; |
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def specularIllumination(h: Hit, l: LightSource): Color3f = { | |
val direction = getLightDirection (h.location , l ) | |
val reflected = reflectedVector (direction , h.normal ) | |
val vrn = pow (reflected.dot(direction).toFloat , h.material.kn).toFloat; | |
// val temp = (new Color3f(1,1,1)).scale (h.material.ks) | |
val specular = vrn * h.material.ks | |
val color = ***(l.color, h.material.pigment) | |
color.scale (specular) | |
return color |