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| void drawFolder(int sides, float rad) { | |
| float ang = (frameCount * 2 * PI * 0.05) / sides; | |
| PVector maxy = new PVector(0, 0); | |
| PVector[] v = new PVector[sides]; | |
| for (int i = 0; i != v.length; ++i) { | |
| float angle = ((2 * PI * i) / sides) + ang; | |
| float x = sin(angle) * rad; |
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| void setup() { | |
| size(500, 500, P3D); | |
| frameRate(25); | |
| blendMode(ADD); | |
| ortho(); | |
| } | |
| void draw() { | |
| background(0); | |
| noFill(); |
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| import Control.Applicative | |
| data Vec2 a = Vec2 (a, a) deriving (Eq, Show) | |
| instance Functor Vec2 where | |
| fmap f (Vec2 (x, y)) = Vec2 (f x, f y) | |
| instance Applicative Vec2 where | |
| pure x = Vec2 (x, x) | |
| (Vec2 (f, g)) <*> (Vec2 (x, y)) = Vec2 (f x, g y) |
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| import Control.Applicative | |
| import Data.Maybe | |
| import Debug.Trace | |
| data Board = Board [[Bool]] | |
| deriving (Eq, Show) | |
| newBoard :: Board | |
| newBoard = newBoard' 8 8 | |
| where newBoard' x y = Board $ take y $ repeat $ take x $ repeat False |
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| void line(PVector p, PVector q) {line(p.x, p.y, q.x, q.y);} | |
| class Line { | |
| private PVector i, j; | |
| float a, b, c; | |
| Line(PVector i_, PVector j_) { | |
| i = i_; j = j_; | |
| recalc(); | |
| } |
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| // | |
| // HASKELL | |
| // | |
| matches i (num, den) | i == 0 = 0 | |
| | g (num' + den') > g den' = 1 + f | |
| | otherwise = f | |
| where num' = den | |
| den' = num + (2 * den) | |
| f = matches (i - 1) (num', den') |
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| import Data.Char (digitToInt) | |
| main = print $ maximum [sum $ map digitToInt $ show (a ^ b) | a <- [1..100], b <- [1..100]] |
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| solve = isLychrel 0 | |
| where isLychrel i x | d == reverse d = False | |
| | i > 50 = True | |
| | otherwise = isLychrel (i + 1) c | |
| where b = reverse $ show x | |
| c = (x + (read b :: Integer)) | |
| d = show c | |
| main = print $ length $ filter (== True) $ map solve [1..9999] |
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| module Matrix where | |
| import Control.Applicative | |
| import Data.List | |
| data Matrix a = Matrix [[a]] | |
| deriving (Eq, Show) | |
| instance Functor Matrix where | |
| fmap f (Matrix x) = Matrix $ fmap (fmap f) x |
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| class Ray { | |
| private PVector origin = new PVector(); | |
| private PVector direction = new PVector(); | |
| private float length = MAX_FLOAT; | |
| Ray(PVector o, PVector d) { | |
| setorigin(o); | |
| setdirection(d); | |
| } | |
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