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* .Kartik Agaram2021-05-232-19/+1
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* shell: reduce trace depth in sandboxKartik K. Agaram2021-05-223-1/+24
| | | | We'll gradually make this more dynamic.
* .Kartik K. Agaram2021-05-221-1/+1
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* .Kartik Agaram2021-05-201-2/+4
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* .Kartik K. Agaram2021-05-192-3/+13
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* a second place with lousy storage managementKartik K. Agaram2021-05-192-4/+17
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* more robust print-cellKartik K. Agaram2021-05-194-20/+254
| | | | | It is used to print to the trace, and we shouldn't crash the whole computer just because the trace ran out of space.
* disallow null tracesKartik K. Agaram2021-05-198-153/+425
| | | | | | We now use traces everywhere for error-checking. Null traces introduce the possibility of changing a functions error response, and therefore its semantics.
* .Kartik K. Agaram2021-05-191-1/+1
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* .Kartik K. Agaram2021-05-191-2/+2
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* .Kartik K. Agaram2021-05-191-6/+6
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* shell: traces track a maximum depth to recordKartik K. Agaram2021-05-193-33/+44
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* shell: depth 0 as the check for errorsKartik K. Agaram2021-05-191-14/+17
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* shell: start traces at depth 1 rather than 0Kartik K. Agaram2021-05-191-57/+59
| | | | We're going to carve out depth 0 for errors.
* shell: clean up trace for macroexpandKartik K. Agaram2021-05-182-0/+7
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* shell: add a lot of error-checkingKartik K. Agaram2021-05-183-1/+158
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* .Kartik Agaram2021-05-182-407/+0
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* .Kartik Agaram2021-05-1874-42093/+47941
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* .Kartik K. Agaram2021-05-181-1/+9
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* start double-bufferingKartik K. Agaram2021-05-183-8/+48
| | | | | Amazing how much difference it makes even when the implementation is so naive and slow.
* some tweaks for demo on a MacKartik Agaram2021-05-171-2/+4
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* .Kartik Agaram2021-05-171-11/+11
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* preserve atemporal state when restarting timeKartik K. Agaram2021-05-171-4/+1
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* clean up an ambiguous intersectionKartik K. Agaram2021-05-171-8/+8
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* clean up an ambiguous intersectionKartik K. Agaram2021-05-171-8/+8
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* done with Hestian Game of Life, I thinkKartik K. Agaram2021-05-171-24/+291
| | | | | | | | | | Definitely tedious. And now that I'm done, the middle zoom level seems quite cluttered. And the zoom up to the full game is too steep, but I'm not going to be creating any more zoom levels :/ The real question is what sort of library or framework would allow one to autogenerate this sort of debug UI for arbitrary data structures. How do you declare how you want a data structure rendered?
* nodes for intermediate zoom, take 2Kartik K. Agaram2021-05-171-48/+85
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* new strategy, same as the old strategyKartik K. Agaram2021-05-171-70/+3
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* attempt at standardizing constantsKartik K. Agaram2021-05-171-0/+70
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* nodes for intermediate zoomKartik K. Agaram2021-05-161-1/+62
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* just one intermediate zoom levelKartik K. Agaram2021-05-161-12/+38
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* .Kartik K. Agaram2021-05-161-3/+3
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* press '+' and '-' to zoom in and out respectivelyKartik K. Agaram2021-05-162-0/+62
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* .Kartik K. Agaram2021-05-161-15/+18
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* mu.subx: support bitwise notKartik K. Agaram2021-05-164-0/+58
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* press 'l' to loop, 'L' to stop loopingKartik K. Agaram2021-05-161-0/+28
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* press '0' to reset all stateKartik K. Agaram2021-05-162-2/+46
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* bugfixKartik K. Agaram2021-05-161-2/+2
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* spacebar plays/pausesKartik K. Agaram2021-05-161-4/+25
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* wire up colors to actual stateKartik K. Agaram2021-05-161-18/+40
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* game of life working at lowest zoomKartik K. Agaram2021-05-161-30/+195
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* build out the lowest zoomKartik K. Agaram2021-05-161-2/+115
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* .Kartik K. Agaram2021-05-161-0/+5
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* .Kartik K. Agaram2021-05-161-1/+6
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* .Kartik K. Agaram2021-05-161-2/+2
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* done rendering at the finest zoom levelKartik K. Agaram2021-05-161-6/+18
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* edges to cell outputsKartik K. Agaram2021-05-161-1/+7
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* .Kartik K. Agaram2021-05-161-1/+2
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* adjust location of the filter nodeKartik K. Agaram2021-05-161-6/+6
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* .Kartik K. Agaram2021-05-161-5/+5
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