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mod = angular.module 'AnimateAlgorithms', [] | |
mod.service 'Algorithm', [ '$timeout', ($timeout) -> | |
reset = () -> | |
world.states = [] | |
world.the_state = {} | |
save = (arr) -> | |
# console.log "Array: %o", arr | |
world.states.push { | |
marking: arr?.marking, | |
primes: angular.copy( arr?.primes ), | |
looking : arr?.looking, | |
found: arr?.found, | |
p : arr?.p, | |
numbers: angular.copy( arr?.numbers ) | |
} | |
animate = (stepInt) -> | |
$timeout ( () -> | |
console.log "Starting animation..." | |
reallyAnimate( stepInt ) ), 2000 | |
printCount = 0 | |
addArrayItemToWorldState = (x,i,obj) -> | |
if obj instanceof Object | |
console.log "Found hash obj" | |
for k in Object.keys( obj ) | |
if printCount > 1000 && printCount < 1030 | |
console.log "Old/New", world.the_state[x][i][k], obj[k] | |
world.the_state[x][i] = {} unless world.the_state[x][i] | |
world.the_state[x][i][k] = obj[k] | |
else | |
world.the_state[x][i] = obj | |
printCount += 1 | |
reallyAnimate = (stepInt) -> | |
if world.states.length > 1 | |
new_state = world.states.shift() | |
for x of new_state | |
type = Object.prototype.toString.call( new_state[x] ) | |
# Update existing objects rather than resetting to get animations | |
if type == "[object Array]" | |
# iterate over all of them | |
world.the_state[x] = [] unless world.the_state[x] | |
addArrayItemToWorldState( x, i, new_state[x][i] ) for i of new_state[x] | |
else | |
world.the_state[x] = new_state[x] | |
$timeout( ( () -> | |
reallyAnimate( stepInt ) ), stepInt ) | |
world = { | |
states: [] | |
the_state: {} | |
animate: animate | |
save: save | |
reset: reset | |
} | |
world | |
] | |
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(function() { | |
var mod; | |
mod = angular.module('AnimateAlgorithms', []); | |
mod.service('Algorithm', [ | |
'$timeout', function($timeout) { | |
var addArrayItemToWorldState, animate, printCount, reallyAnimate, reset, save, world; | |
reset = function() { | |
world.states = []; | |
return world.the_state = {}; | |
}; | |
save = function(arr) { | |
return world.states.push({ | |
marking: arr != null ? arr.marking : void 0, | |
primes: angular.copy(arr != null ? arr.primes : void 0), | |
looking: arr != null ? arr.looking : void 0, | |
found: arr != null ? arr.found : void 0, | |
p: arr != null ? arr.p : void 0, | |
numbers: angular.copy(arr != null ? arr.numbers : void 0) | |
}); | |
}; | |
animate = function(stepInt) { | |
return $timeout((function() { | |
console.log("Starting animation..."); | |
return reallyAnimate(stepInt); | |
}), 2000); | |
}; | |
printCount = 0; | |
addArrayItemToWorldState = function(x, i, obj) { | |
var k, _i, _len, _ref; | |
if (obj instanceof Object) { | |
console.log("Found hash obj"); | |
_ref = Object.keys(obj); | |
for (_i = 0, _len = _ref.length; _i < _len; _i++) { | |
k = _ref[_i]; | |
if (printCount > 1000 && printCount < 1030) { | |
console.log("Old/New", world.the_state[x][i][k], obj[k]); | |
} | |
if (!world.the_state[x][i]) { | |
world.the_state[x][i] = {}; | |
} | |
world.the_state[x][i][k] = obj[k]; | |
} | |
} else { | |
world.the_state[x][i] = obj; | |
} | |
return printCount += 1; | |
}; | |
reallyAnimate = function(stepInt) { | |
var i, new_state, type, x; | |
if (world.states.length > 1) { | |
new_state = world.states.shift(); | |
for (x in new_state) { | |
type = Object.prototype.toString.call(new_state[x]); | |
if (type === "[object Array]") { | |
if (!world.the_state[x]) { | |
world.the_state[x] = []; | |
} | |
for (i in new_state[x]) { | |
addArrayItemToWorldState(x, i, new_state[x][i]); | |
} | |
} else { | |
world.the_state[x] = new_state[x]; | |
} | |
} | |
return $timeout((function() { | |
return reallyAnimate(stepInt); | |
}), stepInt); | |
} | |
}; | |
world = { | |
states: [], | |
the_state: {}, | |
animate: animate, | |
save: save, | |
reset: reset | |
}; | |
return world; | |
} | |
]); | |
}).call(this); |
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