documentation updates to reflect removal of the let
keyword
also some general cleanups and improvements
This commit is contained in:
parent
731046d1f7
commit
bc2df73487
2 changed files with 125 additions and 67 deletions
146
docs/rkgk.dj
146
docs/rkgk.dj
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@ -317,7 +317,7 @@ Once you define a name, its associated data stays the same throughout the entire
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So we can define `thickness` to be `4`, and then use it in our scribbles.
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So we can define `thickness` to be `4`, and then use it in our scribbles.
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```haku
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```haku
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thickness = 4
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thickness: 4
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withDotter \d ->
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withDotter \d ->
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[
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[
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@ -327,10 +327,11 @@ withDotter \d ->
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]
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]
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```
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```
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`name = data` is a special operator in haku that tells the language "whenever we say `name`, we mean `data`."
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`name: data` is a special operator in haku that means "whenever we say `name`, we mean `data`."
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We call this operator _def_, short for _definition_.
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We cannot use it in arbitrary places in our program, because it wouldn't make sense.
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We cannot use it in arbitrary places in our program, because it wouldn't make sense.
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What does it mean to have a stroke whose thickness is `meow = 5`?
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What does it mean to have a stroke whose thickness is `meow: 5`?
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To keep a consistent program structure, haku also forces all your defs to appear _before_ your scribble.
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To keep a consistent program structure, haku also forces all your defs to appear _before_ your scribble.
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You can think of the defs as a list of ingredients for the final scribble.
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You can think of the defs as a list of ingredients for the final scribble.
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@ -348,8 +349,8 @@ We'll get to why soon!
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Anyways, we can likewise replace our `2` constants with a def:
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Anyways, we can likewise replace our `2` constants with a def:
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```haku
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```haku
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thickness = 4
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thickness: 4
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xOffset = 2
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xOffset: 2
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withDotter \d ->
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withDotter \d ->
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[
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[
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@ -380,9 +381,9 @@ But now there's a problem.
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If we change our `thickness` back to `8`, our points will overlap!
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If we change our `thickness` back to `8`, our points will overlap!
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```haku
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```haku
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thickness = 8
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thickness: 8
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---
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---
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xOffset = 2
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xOffset: 2
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withDotter \d ->
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withDotter \d ->
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[
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[
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@ -394,8 +395,8 @@ withDotter \d ->
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So we'll make our `xOffset` calculated dynamically from the `thickness`, to not have to update it every time.
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So we'll make our `xOffset` calculated dynamically from the `thickness`, to not have to update it every time.
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```haku
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```haku
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thickness = 8
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thickness: 8
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xOffset = thickness / 2
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xOffset: thickness / 2
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-------------
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-------------
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withDotter \d ->
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withDotter \d ->
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@ -484,7 +485,7 @@ That'll need fixing!
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Either way, let's define a function that'll make us those circles!
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Either way, let's define a function that'll make us those circles!
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```haku
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```haku
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splat = \d, radius ->
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splat: \d, radius ->
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fill #0001 (circle (d To) radius)
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fill #0001 (circle (d To) radius)
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withDotter \d ->
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withDotter \d ->
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@ -534,7 +535,7 @@ haku limits the use of overloading to system functions for simplicity---adding o
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Since these transparent circles are so much easier to draw now, let's make a few more of them!
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Since these transparent circles are so much easier to draw now, let's make a few more of them!
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```haku
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```haku
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splat = \d, radius ->
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splat: \d, radius ->
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fill #0001 (circle (d To) radius)
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fill #0001 (circle (d To) radius)
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withDotter \d ->
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withDotter \d ->
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@ -580,10 +581,10 @@ Until some threshold is reached, in which case we just make a single circle.
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The first part is easy to do: haku allows us to define a function that calls itself without making any fuss.
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The first part is easy to do: haku allows us to define a function that calls itself without making any fuss.
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```haku
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```haku
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splat = \d, radius ->
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splat: \d, radius ->
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fill #0001 (circle (d To) radius)
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fill #0001 (circle (d To) radius)
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airbrush = \d, size ->
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airbrush: \d, size ->
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[
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[
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splat d size
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splat d size
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airbrush d (size - 8)
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airbrush d (size - 8)
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@ -616,9 +617,9 @@ We call this act of switching execution paths _branching_.
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Try this out---change the `radius`, and observe how your brush changes color once you set it beyond 16:
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Try this out---change the `radius`, and observe how your brush changes color once you set it beyond 16:
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```haku
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```haku
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radius = 8
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radius: 8
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color =
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color:
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if (radius < 16)
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if (radius < 16)
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#00F
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#00F
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else
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else
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@ -641,10 +642,10 @@ An `if` only calculates the argument it needs to produce the result.
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This allows us to use it to prevent unbounded recursion in our `airbrush` example.
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This allows us to use it to prevent unbounded recursion in our `airbrush` example.
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```haku
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```haku
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splat = \d, radius ->
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splat: \d, radius ->
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fill #0001 (circle (d To) radius)
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fill #0001 (circle (d To) radius)
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airbrush = \d, size ->
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airbrush: \d, size ->
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if (size > 0)
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if (size > 0)
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[
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[
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splat d size
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splat d size
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@ -667,10 +668,10 @@ But the airbrush still looks super primitive.
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Let's try increasing the fidelity by doing smaller steps!
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Let's try increasing the fidelity by doing smaller steps!
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```haku
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```haku
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splat = \d, radius ->
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splat: \d, radius ->
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fill #0001 (circle (d To) radius)
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fill #0001 (circle (d To) radius)
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airbrush = \d, size ->
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airbrush: \d, size ->
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if (size > 0)
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if (size > 0)
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[
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[
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splat d size
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splat d size
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@ -687,11 +688,11 @@ withDotter \d ->
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Well... sure, that's just a black blob with a slight gradient on the outer edge, so let's decrease the opacity.
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Well... sure, that's just a black blob with a slight gradient on the outer edge, so let's decrease the opacity.
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```haku
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```haku
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splat = \d, radius ->
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splat: \d, radius ->
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fill #00000004 (circle (d To) radius)
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fill #00000004 (circle (d To) radius)
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---------
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---------
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airbrush = \d, size ->
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airbrush: \d, size ->
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if (size > 0)
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if (size > 0)
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[
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[
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splat d size
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splat d size
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@ -740,7 +741,7 @@ Most commonly, colors are blended using _linear interpolation_---which is essent
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Mathematically, linear interpolation is defined using this formula:
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Mathematically, linear interpolation is defined using this formula:
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```haku
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```haku
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lerp = \a, b, t ->
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lerp: \a, b, t ->
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a + (b - a) * t
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a + (b - a) * t
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```
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```
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@ -806,12 +807,30 @@ For now you'll have to construct your brushes with this in mind.
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### And more limits
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### And more limits
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There are more limits on top of this, which stem from haku's design.
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There are more limits on top of this, which stem from rakugaki's design.
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Since it's running _your_ code on _my_ server, it has some arbitrary limits set to prevent it from causing much harm.
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haku code cannot be too long, and it cannot execute too long.
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Recall that rakugaki is multiplayer!
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It cannot consume too much memory---you cannot have too many definitions, or too many temporary values at once.
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You can draw with your friends.
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There are also memory usage limits on "heavyweight" data, such as functions or lists.
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But, your friends may not have a computer as good as yours.
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So to keep the experience fair, haku sets some limits on brush code.
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A brush cannot be too long, and it cannot execute too long.
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It also cannot consume too much memory---you cannot have too many definitions, or too many temporary values at once.
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If you ever brush (ha ha) up against these limits, you'll see colorful bars appear beside the brush preview in the bottom right corner.
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These bars show you how much you're nearing the limits!
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Try adding this line to your brush:
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```haku
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r: range 1 30000
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```
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`range 1 30000` generates a list of integers between 1 and 30000, without having you write them out one by one.
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But we can also see that it consumes a bunch of _fuel_ (units of execution time), and _a lot_ of memory---almost all, in fact!
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Code size is harder to run up against, because it requires writing a pretty huge amount of characters into the editor.
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Feel free to try it out yourself---try writing out some really long lists by hand, and see what happens!
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## Reticles
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## Reticles
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@ -839,17 +858,17 @@ This allows you to _animate_ your brushes over time!
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For example, this brush draws a rainbow.
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For example, this brush draws a rainbow.
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```haku
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```haku
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colorCurve = \n ->
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colorCurve: \n ->
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abs (cos n)
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abs (cos n)
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pi = 3.14159265
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pi: 3.14159265
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l = 0.1 -- wavelength
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l: 0.1 -- wavelength
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withDotter \d ->
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withDotter \d ->
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let r = colorCurve (d Num * l)
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r = colorCurve (d Num * l)
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let g = colorCurve (d Num * l + pi/3)
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g = colorCurve (d Num * l + pi/3)
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let b = colorCurve (d Num * l + 2*pi/3)
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b = colorCurve (d Num * l + 2*pi/3)
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let color = rgba r g b 1
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color = rgba r g b 1
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stroke 8 color (line (d From) (d To))
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stroke 8 color (line (d From) (d To))
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```
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```
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@ -859,28 +878,28 @@ Currently, `withDotter` is the only reticle available in rakugaki, and it cannot
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In the future rakugaki might get reticles that let you select lines, rectangles, ellipses, curves... but today is not that day.
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In the future rakugaki might get reticles that let you select lines, rectangles, ellipses, curves... but today is not that day.
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### What's that, `let`?
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### What's that, `=`?
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I mentioned before that you cannot have defs inside functions.
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I mentioned before that you cannot have defs inside functions.
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What you _can_ have though, is `let`s, which define _variables_.
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What you _can_ have though, is _variables_, defined with `name = data`.
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Unlike defs, which are constant and cannot vary, variables' values can depend on function parameters---and a function can be called with a different set of parameters each time, thus making them variable!
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Unlike defs, which are constant and cannot vary, variables' values can depend on function parameters---and a function can be called with a different set of parameters each time, thus making them variable!
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A `let` always takes the following form.
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A variable always takes the following form.
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```haku
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```haku
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let name = value
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name = value
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then
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then
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```
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```
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It's very similar to a def, with one major difference.
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It's very similar to a def, with one major difference.
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Because a `let` by itself only _names a value_ and does not have a result, it must be followed by another expression on the following line---and that expression determines the result.
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Because a variable by itself only _names a value_ and does not have a result, it must be followed by another expression on the following line---and that expression determines the result.
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The magic is that this continuing expression can refer to the `name` we had previously assigned in the `let` expression.
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The magic is that this continuing expression can refer to the `name` we had previously assigned in the `name = value` expression.
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::: aside
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::: aside
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Here's a bit of trivia: the variable defined by a `let` is exactly the same as a function parameter.
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Here's a bit of trivia: variables are exactly the same as function parameters!
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The `let` above is equivalent to applying the argument `value` to a function taking in the parameter `name`, and returning `then` as the result.
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The `name = value` expression above is equivalent to applying the argument `value` to a function taking in the parameter `name`, and returning `then` as the result.
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```haku
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```haku
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(\name -> then) value
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(\name -> then) value
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@ -893,15 +912,15 @@ That's right. haku is a cute little Haskell for artists.
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:::
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:::
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`let`s aren't only useful for reusability---they're also helpful for breaking your brushes into smaller, more digestible pieces!
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Variables aren't only useful for reusability---they're also helpful for breaking your brushes into smaller, more digestible pieces!
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Compare the above version of the rainbow brush to this version, where all the `let`s are written inline:
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Compare the above version of the rainbow brush to this version, where all the `let`s are written inline:
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```haku
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```haku
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colorCurve = \n ->
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colorCurve: \n ->
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abs (cos n)
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abs (cos n)
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pi = 3.14159265
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pi: 3.14159265
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l = 0.1 -- wavelength
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l: 0.1 -- wavelength
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withDotter \d ->
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withDotter \d ->
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stroke 8 (rgba (colorCurve (d Num * l)) (colorCurve (d Num * l + pi/3)) (colorCurve (d Num * l + 2*pi/3)) 1) (line (d From) (d To))
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stroke 8 (rgba (colorCurve (d Num * l)) (colorCurve (d Num * l + pi/3)) (colorCurve (d Num * l + 2*pi/3)) 1) (line (d From) (d To))
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@ -912,6 +931,41 @@ That's one hard to read beast of a `stroke`!
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Generally, if a line is so long it wraps around rakugaki's narrow little text editor, it's probably a good idea to split it into variables.
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Generally, if a line is so long it wraps around rakugaki's narrow little text editor, it's probably a good idea to split it into variables.
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### So... sometimes it's `:`, sometimes it's `=`, help, I'm confused!
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If you're having trouble understanding when to use `:` and when to use `=`, here's a short version:
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- `:` defines a name across your whole program.
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- `=` defines a name that's only visible on the next line (more or less.)
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Since `:` defines a name accessible from your whole program, it cannot access function parameters---which are temporary and local.
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The opposite of "accessible in the whole program"!
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As for `=`, I said it defines a name that's only visible on the next line "_more or less_", because technically the line that follows can actually be broken up into multiple lines, as would be the case with e.g. an `if`:
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```haku
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color: #000
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thickness: 4
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length: 5
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duty: 0.5
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or_: \a, b -> -- haku doesn't have a boolean OR yet...
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if (a) a
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else b
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withDotter \d ->
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visible = mod (d Num) length < length * duty
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if (visible)
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-- this is more than one line, and `visible` can still be used here!
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stroke thickness color (line (d From) (d To))
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else
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() -- ...and here, too!
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```
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Another thing: as shown in the examples above, you can chain multiple `=` expressions together, which also breaks this "next line" rule of thumb.
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But it should still help in building an intuition and spotting the patterns!
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## Have fun
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## Have fun
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With that said, I hope you can have fun with rakugaki despite it being in its infancy!
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With that said, I hope you can have fun with rakugaki despite it being in its infancy!
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@ -25,8 +25,6 @@ Operators may have one or two arguments, where one argument corresponds to a pre
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Note that this documentation lists a unary and binary operator of the same spelling as _two separate functions_, not overloads of a single function.
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Note that this documentation lists a unary and binary operator of the same spelling as _two separate functions_, not overloads of a single function.
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The argument name usually does not matter when calling the function - it is only used for documentation purposes.
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The argument name usually does not matter when calling the function - it is only used for documentation purposes.
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The one exception is arguments called `...`, which signify that zero or more arguments can be passed to the function at that position.
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(Currently there are no functions that accept any number of arguments, though.)
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The argument _type_ however is important.
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The argument _type_ however is important.
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If you try to use a function with the wrong type of value as its argument, it will fail with an error.
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If you try to use a function with the wrong type of value as its argument, it will fail with an error.
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@ -567,7 +565,7 @@ For example, consider multiplicatively blending two colors.
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```haku
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```haku
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-- This is how you can multiply two colors together.
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-- This is how you can multiply two colors together.
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-- Note that the `*` operator works for colors, so you don't need to define this in your brushes.
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-- Note that the `*` operator works for colors, so you don't need to define this in your brushes.
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mulRgba = \a, b ->
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mulRgba: \a, b ->
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rgba (rgbaR a * rgbaR b) (rgbaG a * rgbaG b) (rgbaB a * rgbaB b) (rgbaA a * rgbaA b)
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rgba (rgbaR a * rgbaR b) (rgbaG a * rgbaG b) (rgbaB a * rgbaB b) (rgbaA a * rgbaA b)
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```
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```
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@ -575,11 +573,11 @@ If haku represented colors using an 8-bit `0` to `255` range instead, to multipl
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```haku
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```haku
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-- NOTE: This example does NOT work correctly.
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-- NOTE: This example does NOT work correctly.
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mulRgba = \a, b ->
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mulRgba: \a, b ->
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let red = (rgbaR a * rgbaR b) / 255
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red = (rgbaR a * rgbaR b) / 255
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let green = (rgbaG a * rgbaG b) / 255
|
green = (rgbaG a * rgbaG b) / 255
|
||||||
let blue = (rgbaB a * rgbaB b) / 255
|
blue = (rgbaB a * rgbaB b) / 255
|
||||||
let alpha = (rgbaA a * rgbaA b) / 255
|
alpha = (rgbaA a * rgbaA b) / 255
|
||||||
rgba red green blue alpha
|
rgba red green blue alpha
|
||||||
```
|
```
|
||||||
|
|
||||||
|
@ -683,32 +681,38 @@ Some of these operations may be a bit confusing, so here are some examples.
|
||||||
|
|
||||||
```haku
|
```haku
|
||||||
-- To add two to all elements in a list:
|
-- To add two to all elements in a list:
|
||||||
list = range 1 4 -- [1, 2, 3, 4]
|
list: range 1 4 -- [1, 2, 3, 4]
|
||||||
twoAdded = map list \x ->
|
twoAdded: map list \x ->
|
||||||
x + 2
|
x + 2
|
||||||
|
-- [3, 4, 5, 6]
|
||||||
```
|
```
|
||||||
|
|
||||||
```haku
|
```haku
|
||||||
-- To filter out only even numbers in a list:
|
-- To filter out only even numbers in a list:
|
||||||
list = range 1 10
|
list: range 1 10 -- [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
|
||||||
isEven = \x -> mod x 2 == 0
|
isEven: \x -> mod x 2 == 0
|
||||||
onlyEven = filter list isEven
|
onlyEven: filter list isEven
|
||||||
|
-- [2, 4, 6, 8, 10]
|
||||||
```
|
```
|
||||||
|
|
||||||
```haku
|
```haku
|
||||||
-- To sum all the numbers in a list:
|
-- To sum all the numbers in a list:
|
||||||
list = [1, 3, 10, 2, 30, 4, 1]
|
list: [1, 3, 10, 2, 30, 4, 1]
|
||||||
sum = reduce list 0 \acc, value -> acc + value
|
sum: reduce list 0 \acc, value -> acc + value
|
||||||
|
-- 51
|
||||||
```
|
```
|
||||||
|
|
||||||
```haku
|
```haku
|
||||||
-- To flatten a singly-nested list:
|
-- To flatten a singly-nested list:
|
||||||
list = [[1, 2], [3, 4], [5, 6]]
|
list: [[1, 2], [3, 4], [5, 6]]
|
||||||
flatList = flatten list -- [1, 2, 3, 4, 5, 6]
|
flatList: flatten list -- [1, 2, 3, 4, 5, 6]
|
||||||
|
|
||||||
-- Note that this only applies to a single level of nesting:
|
-- Note that this only applies to a single level of nesting:
|
||||||
deepList = [[[1, 2, 3, 4]]]
|
deepList: [[[1, 2, 3, 4]]]
|
||||||
lessDeepList = flatten deepList -- [[1, 2, 3, 4]]
|
lessDeepList: flatten deepList -- [[1, 2, 3, 4]]
|
||||||
|
|
||||||
|
-- This can be used to join lists together without nesting:
|
||||||
|
join: \a, b -> flatten [a, b]
|
||||||
```
|
```
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue