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Sven Nilsen bvssvni Cutout Pro Norway http://www.cutoutpro.com Computer and AI engineer with 17+ experience in prof. software dev. Founder of Piston, creator of Dyon. Deep math. intuition thinker, Rust "friend of the tree"

advancedresearch/path_semantics 76

A research project in path semantics, a re-interpretation of functions for expressing mathematics

advancedresearch/tree_mem_sort 24

An in-memory topological sort algorithm for trees based on Group Theory

advancedresearch/quickbacktrack 15

Library for back tracking with customizable search for moves

advancedresearch/discrete 11

Combinatorial phantom types for discrete mathematics

advancedresearch/higher_order_core 5

Core structs and traits for programming with higher order structures in Rust

bvssvni/books-research 3

My ongoing research by topic

advancedresearch/environmental_mega_robotic_systems 2

Software for controlling mega robotic systems to deal with environmental problems - such as excess CO2 (pre-alpha)

advancedresearch/graph_builder 2

An algorithm for generating graphs with post-filtering and edge composition.

advancedresearch/higher_order_point 2

An experimental higher order data structure for 3D points

bvssvni/ai_behavior 1

AI behavior tree

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Use `dyn` keyword in pistoncore-window

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Merge pull request #1344 from bvssvni/master Use `dyn` keyword in pistoncore-window

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Use `dyn` keyword in pistoncore-window

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Use `dyn` keyword in pistoncore-input

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Merge pull request #1343 from bvssvni/master Use `dyn` keyword in pistoncore-input

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Use `[workspace]`

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Merge pull request #1342 from bvssvni/master Use `[workspace]`

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Merge pull request #1326 from bvssvni/master Published 0.49.0

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Remove notice about Rust nightly Piston works with Rust stable now.

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Merge pull request #1333 from PistonDevelopers/bvssvni-remove-nightly Remove notice about Rust nightly

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Handle `EqvEval` in `equivalences`

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Merge pull request #511 from bvssvni/master Handle `EqvEval` in `equivalences`

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Merge pull request #495 from bvssvni/master Compute `reci`

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Merge pull request #496 from bvssvni/master Added `reci((\x + \y * imag)) => x / (x^2 + y^2) + (neg(y) / (x^2 + y^2)) * imag`

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Merge pull request #497 from bvssvni/master Added `div(x)((\a + \b * imag)) => mul(x)(reci(a + b * imag))`

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Merge pull request #498 from bvssvni/master Added `div((\a + \b * eps))((\c + \d * eps)) => (a / c) + ((b * c - a * d) / c^2) * eps`

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Merge pull request #499 from bvssvni/master Added `Symbol::RetPosVar`

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Merge pull request #500 from bvssvni/master Added `ret_pos_var`

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Merge pull request #501 from bvssvni/master Restricted `sqrt(\x:(>= 0)) <=> compute::sqrt(x)`

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Merge pull request #502 from bvssvni/master Added `Symbol::RetNegVar`

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Merge pull request #503 from bvssvni/master Added `ret_neg_var`

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Merge pull request #504 from bvssvni/master Added `sqrt(\x:(< 0)) <=> mul(sqrt(x))(imag)`

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Merge pull request #505 from bvssvni/master Added `pow(sqrt(\x:(>= 0)), 2) => x`

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Merge pull request #506 from bvssvni/master Fixed edge case

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Merge pull request #508 from bvssvni/master Make inline succeed by success of at least one sub-branch

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Added `EqvEval`

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issue openedadvancedresearch/poi

Evaluating `sin`, `cos`, etc.

Currently, Poi does not evaluate sin, cos etc. because they are equivalences. Neither is it possible to use them as symbols, because definitions are point-free.

One possible way to solve this, is to add a new variant to Knowledge that specifies that an equivalence should be evaluated from left to right. This variant could be called EqvEval.

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issue commentPistonDevelopers/piston

Add optional simplified game abstraction core module

It seems that simplification results in ending up almost where the design is today.

bvssvni

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issue commentPistonDevelopers/piston

Add optional simplified game abstraction core module

I was thinking about depending on piston2d-graphics instead of adding a new Canvas trait.

A minimal abstraction looks like this:

/// A simplified application interface for games.
///
/// A game might add additional constraints on the window for more features.
pub trait Game<W> where W: Window {
    /// Render 2D graphics.
    fn draw_2d(
        &mut self,
        _args: RenderArgs,
        _draw_size: Size,
        _c: &Context,
        _g: &mut impl Graphics
    ) {}
    /// Handle event.
    ///
    /// This might handle customized render events, but this requires a custom window wrapper.
    fn event<E: GenericEvent>(
        &mut self,
        _window: &mut W,
        _e: &E
    );
}

The problem is that some graphics backends uses extra fields.

bvssvni

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issue commentPistonDevelopers/piston

Add optional simplified game abstraction core module

The window is added as trait parameter because it permits setting stricter constraints on the implementation. For example, one can require W: AdvancedWindow for a game, and this will work with any game manager that uses W: AdvancedWindow.

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Simplified some types

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Added `circle_border`

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Added `image_color_white`

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Fixed types on `Canvas`

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Added `src_rect_full`

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PR opened PistonDevelopers/piston

Add optional simplified game abstraction core module

See https://github.com/PistonDevelopers/piston/issues/1340

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issue openedPistonDevelopers/piston

Add optional simplified game abstraction core module

For simple game applications, a more unified API could be added as an optional core module.

Here is a first draft:

/// A simplified application interface for games.
///
/// This is intended to be used with a game manager that sets up window, graphics, audio,
/// handles assets and overall application state such as saving, loading and pausing.
///
/// A game manager might choose to avoid calling some methods,
/// depending on which features that are supported or how the game manager is set up.
///
/// A game might add additional constraints on the window for additional features.
pub trait Game<W> where W: Window {
    /// Returns a list of button configurations and a short description of their usage.
    ///
    /// This is called to retrieve the default button configuration before editing.
    ///
    /// If the game supports multiple input devices, such as keyboard and gamepad,
    /// or for multiple players, the description/button can be repeated.
    ///
    /// The button does not to match the exact state as when handling events,
    /// e.g. a different gamepad controller can be used when changing button configuration.
    fn buttons(&self) -> Vec<(String, Button)> {vec![]}
    /// Sets new button configuration.
    fn set_buttons(&mut self, _buttons: &[(String, Button)]) {}
    /// A list of fonts to load from assets folder/resource manager.
    ///
    /// This list can vary during the game.
    fn fonts(&self) -> Vec<String> {vec![]}
    /// A list of textures to load from assets folder/resource manager.
    fn textures(&self) -> Vec<String> {vec![]}
    /// A list of sound files to load from assets folder/resource manager.
    fn sounds(&self) -> Vec<String> {vec![]}
    /// A list of music files to load from assets folder/resource manager.
    fn music(&self) -> Vec<String> {vec![]}
    /// Called when loading.
    ///
    /// Offload loading work to other threads.
    /// Return `true` when done loading, `false` when waiting for loading.
    fn loading(&mut self) -> bool {true}
    /// Called when pausing.
    ///
    /// This can be called when the game is interrupted by some external event.
    ///
    /// The game is put into paused state when saving by the game manager.
    fn pause(&mut self) {}
    /// Called when unpaused.
    fn unpaused(&mut self) {}
    /// Render loading screen.
    fn render_loading<C: Canvas>(&mut self, _args: RenderArgs, _draw_size: Size, _canvas: &mut C) {}
    /// Render pausing screen.
    fn render_paused<C: Canvas>(&mut self, _args: RenderArgs, _draw_size: Size, _canvas: &mut C) {}
    /// Render to canvas.
    fn render<C: Canvas>(&mut self, _args: RenderArgs, _draw_size: Size, _canvas: &mut C) {}
    /// Handle events when loading.
    fn event_loading<E: GenericEvent, A: Audio>(
        &mut self,
        _window: &mut W,
        _audio: &mut A,
        _e: &E
    ) {}
    /// Handle events when paused.
    ///
    /// Music is paused while the game is paused.
    fn event_paused<E: GenericEvent>(&mut self, _window: &mut W, _e: &E) {}
    /// Handle event.
    ///
    /// This might handle customized render events, but this requires a custom window wrapper.
    fn event<E: GenericEvent, A: Audio>(
        &mut self,
        _window: &mut W,
        _audio: &mut A,
        _e: &E
    ) {}
    /// Save game state.
    ///
    /// This is called when saving is needed.
    fn save<Wr: std::io::Write>(&self, _w: &mut Wr) -> std::io::Result<()> {Ok(())}
    /// Load game state.
    ///
    /// This is called before `loading` when continuing playing from a previous saved state.
    /// Use this to prepare list of resources.
    fn load<R: std::io::Read>(&mut self, _r: &mut R) -> std::io::Result<()> {Ok(())}
    /// Return `true` to tell game manager to reload game.
    fn reload(&self) -> bool;
}

/// A simplified audio interface.
///
/// Volume settings are handled by the game manager.
pub trait Audio {
    /// Play sound.
    ///
    /// The sound id is the index in the list returned by `Game::sounds`.
    fn play_sound(&mut self, id: usize);
    /// Play music.
    ///
    /// The music id is the index in the list returned by `Game::music`.
    fn play_music(&mut self, id: usize);
    /// Pause music.
    fn pause_music(&mut self);
    /// Returns `true` if the music has ended.
    ///
    /// This might be used to e.g. play a new music track.
    fn music_ended(&self) -> bool;
}

/// A simplified graphics interface.
pub trait Canvas {
    /// Specify a point type.
    type Point: Into<[f64; 2]>;
    /// Specify a color type.
    type Color: Into<[f32; 2]>;
    /// Specify a matrix type.
    type Matrix: Into<[[f64; 3]; 2]>;
    /// Specify a radius type.
    type Radius: Into<f64>;
    /// Clear the screen.
    fn clear(&mut self);
    /// Draw a line.
    fn line(&mut self, from: Self::Point, to: Self::Point);
    /// Draw a rectangle.
    fn rectangle(&mut self, from: Self::Point, to: Self::Point);
    /// Draw rectangle border.
    fn rectangle_border(&mut self, from: Self::Point, to: Self::Point);
    /// Draw ellipse.
    fn ellipse(&mut self, from: Self::Point, to: Self::Point);
    /// Draw ellipse border.
    fn ellipse_border(&mut self, from: Self::Point, to: Self::Point);
    /// Draw filled polygon.
    fn polygon(&mut self, ps: &[Self::Point]);
    /// Draw text.
    fn text(&mut self, text: &str);
    /// Draw image.
    fn image(&mut self, pos: Self::Point);
    /// Set clip region state.
    fn clip(&mut self);
    /// Draw inside clip region.
    fn inside(&mut self);
    /// Draw outside clip region.
    fn outside(&mut self);
    /// Set color.
    fn color(&mut self, color: Self::Color);
    /// Set radius;
    fn radius(&mut self, radius: Self::Radius);
    /// Set source rectangle in texture for images.
    fn src_rect(&mut self, from: Self::Point, to: Self::Point);
    /// Set transform.
    fn transform(&mut self, mat: Self::Matrix);
    /// Set font.
    ///
    /// The font id is the index in the list of fonts loaded by `Game::fonts`.
    fn font(&mut self, id: usize);
    /// Set texture.
    ///
    /// The texture id is the index in the list of textures loaded by `Game::textures`.
    fn texture(&mut self, id: usize);
    /// Set alpha blend state.
    fn alpha_blend(&mut self);
    /// Set add blend state.
    fn add_blend(&mut self);
    /// Set lighter blend.
    fn lighter_blend(&mut self);
    /// Set multiply blend.
    fn multiply_blend(&mut self);
    /// Set invert blend.
    fn invert_blend(&mut self);
}

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issue commentPistonDevelopers/piston

New line bytes appear as boxes.

I believe that newline characters are placeholder symbols. The font engine can't know where the beginning of a line is, so instead of doing this directly, it is the job of the application logic to handle this.

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issue closedadvancedresearch/poi

Add symbol for imaginary unit

It is nice to be able to prove things about operations on complex numbers, even though it might not be needed for computations.

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bvssvni

issue commentadvancedresearch/poi

Add symbol for imaginary unit

It seems to work rather well.

Closed by https://github.com/advancedresearch/poi/pull/459

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David Davidović

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Add support for LCD filters Freetype is able to render glyphs at 3 times the width to exploit the subpixel layout on LCD monitors and increase the apparent horizontal resolution, at the expense of reduced color fidelity. This is achieved by loading a glyph with the `FT_LOAD_TARGET_LCD` flag. Unfortunately, this introduces severe color fringing. To remedy this, Freetype can apply a 1D FIR filter along the X-axis to such bitmaps, reducing color fringing considerably but with slightly blurrier results. The details are better explained in [1]. This commit adds bindings for `FT_Library_SetLcdFilter` and the `LcdFilter` enum in order to expose this functionality. [1]: https://www.freetype.org/freetype2/docs/reference/ft2-lcd_filtering.html

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Sven Nilsen

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Merge pull request #203 from geomaster/master Add support for LCD filters

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Sven Nilsen

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Merge pull request #204 from bvssvni/upd Published 0.13.0

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Sven Nilsen

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Published 0.14.0 - Updated dependencies

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Sven Nilsen

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Merge pull request #205 from bvssvni/upd Published 0.14.0

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Michael Sloan

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Fix inline example in documentation

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Sven Nilsen

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Merge pull request #206 from mgsloan/fix-documentation-example Fix inline example in documentation

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Sven Nilsen

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Published 0.15.0 - Updated dependencies

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Sven Nilsen

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Merge pull request #207 from bvssvni/upd Published 0.15.0

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Sven Nilsen

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Published 0.16.0 - Updated dependencies - bitflags 1.0.0 puts variants under struct namespace

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Sven Nilsen

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Merge pull request #208 from bvssvni/upd Published 0.16.0

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Victor Porof

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Allow font bytes to have multiple owners Signed-off-by: Victor Porof <victor.porof@gmail.com>

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Michael Zoech

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Destroy FT_BitmapGlyph when BitmapGlyph is droped

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Sven Nilsen

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Merge pull request #210 from crazymaik/drop-bitmap-glyph Release FT_BitmapGlyph when BitmapGlyph is droped

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Sven Nilsen

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Merge pull request #211 from bvssvni/upd Published 0.17.0

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Sven Nilsen

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Merge pull request #209 from victorporof/rc Allow font bytes to have multiple owners

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Sven Nilsen

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Fix: Avoid excluding EABI target

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Fix: Avoid excluding EABI target

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Merge pull request #87 from returntrip/master Fix: Avoid excluding EABI target

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pull request commentPistonDevelopers/freetype-sys

Fix: Avoid excluding EABI target

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Make inline succeed by success of at least one sub-branch - Added eval test case - Published 0.10.1

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Merge pull request #508 from bvssvni/master Make inline succeed by success of at least one sub-branch

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Fixed edge case

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Merge pull request #505 from bvssvni/master Added `pow(sqrt(\x:(>= 0)), 2) => x`

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Added `sqrt(\x:(< 0)) <=> mul(sqrt(x))(imag)`

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Merge pull request #504 from bvssvni/master Added `sqrt(\x:(< 0)) <=> mul(sqrt(x))(imag)`

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Restricted `sqrt(\x:(>= 0)) <=> compute::sqrt(x)`

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Merge pull request #501 from bvssvni/master Restricted `sqrt(\x:(>= 0)) <=> compute::sqrt(x)`

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