Cristiano Paris wrote:
Heinrich Apfelmus wrote:
...
Such self-reference is usually called tying the knot, see also
http://www.haskell.org/haskellwiki/Tying_the_Knot
I didn't know. Would you call this Tying the knot as well?
On 3/5/09, Ryan Ingram ryani.s...@gmail.com wrote:
...
Here is the problem with your update:
tree = Fork (Leaf 1) (Leaf 2)
ztree = initZ tree
test = fromJust $ do
z1 - moveLeft ztree
let z2 = update z1 3
z3 - moveUp z2
z4 - moveLeft z3
this z4
I'd expect test to equal
Cristiano Paris wrote:
Ryan Ingram wrote:
...
Here is the problem with your update:
tree = Fork (Leaf 1) (Leaf 2)
ztree = initZ tree
test = fromJust $ do
z1 - moveLeft ztree
let z2 = update z1 3
z3 - moveUp z2
z4 - moveLeft z3
this z4
I'd expect test to equal 3, but I
On Thu, Mar 5, 2009 at 11:21 AM, Heinrich Apfelmus
apfel...@quantentunnel.de wrote:
...
Such self-reference is usually called tying the knot, see also
http://www.haskell.org/haskellwiki/Tying_the_Knot
I didn't know. Would you call this Tying the knot as well?
Cristiano Paris wrote:
I'm trying to catch the connection between delimited continuations and
zippers so I wrote a (kinda) zipper interface to a simple tree
structure. Here's the code:
---
module Main where
import Data.Maybe
data Tree a = Leaf a | Fork (Tree a) (Tree a) deriving
On Wed, Mar 4, 2009 at 12:50 PM, Heinrich Apfelmus
apfel...@quantentunnel.de wrote:
...
The unusual thing about your implementation is probably that you're
tying a knot by making both moveUp and moveLeft record fields. This
reminds me of
Weaving a web. Ralf Hinze and Johan Jeuring.
On Wed, Mar 4, 2009 at 9:53 PM, Cristiano Paris fr...@theshire.org wrote:
...
Thank you for any further comments.
I forgot to mention one drawback I found in my implementation: it
can't be (de)serialized to a String, which is clearly possible with
Huet's. I think this accounts for the Zipper as
On Wed, Mar 4, 2009 at 12:53 PM, Cristiano Paris fr...@theshire.org wrote:
I'd (and indeed I did) write 'update' as:
update z x = z { this = this z Just x }
exploiting the '' operator's logic. How would this differ from the
corresponding 'update' in the original Huet's FP? Maybe I don't get
Thomas Conway wrote:
On 8/2/07, apfelmus [EMAIL PROTECTED] wrote:
That concludes the infinite terrain generation for one dimension. For
higher dimension, one just needs to use 2D objects instead of intervals
to split into two or more pieces. For instance, one can divide
equilateral triangles
Thomas Conway wrote:
This got me thinking that it would be cool to make an infinite terrain
generator using a zipper, so you can zoom in/out infinitely, and by
implication, infinitely in any direction.
After some pondering, I think it's indeed possible and the zipper is the
right tool for the
On 8/2/07, apfelmus [EMAIL PROTECTED] wrote:
That concludes the infinite terrain generation for one dimension. For
higher dimension, one just needs to use 2D objects instead of intervals
to split into two or more pieces. For instance, one can divide
equilateral triangles into 4 smaller ones.
Thomas Conway [EMAIL PROTECTED] wrote in article [EMAIL PROTECTED] in
gmane.comp.lang.haskell.cafe:
On 8/2/07, apfelmus [EMAIL PROTECTED] wrote:
That concludes the infinite terrain generation for one dimension. For
higher dimension, one just needs to use 2D objects instead of intervals
to
Thomas Conway wrote:
To amuse myself while waiting for test-runs to complete, I was
thinking about random terrain generation. I came across a bunch of
nice posts by Torben Mogensen, where he describes a neat way of
constructing random terrains by recursively subdividing right angled
isosceles
apfelmus apfelmus at quantentunnel.de writes:
Thomas Conway wrote:
To amuse myself while waiting for test-runs to complete, I was
thinking about random terrain generation. I came across a bunch of
nice posts by Torben Mogensen, where he describes a neat way of
constructing random
On Monday 30 July 2007 09:51:48 apfelmus wrote:
Thomas Conway wrote:
To amuse myself while waiting for test-runs to complete, I was
thinking about random terrain generation. I came across a bunch of
nice posts by Torben Mogensen, where he describes a neat way of
constructing random
On 7/30/07, Martin Lütke [EMAIL PROTECTED] wrote:
It uses a chaotic function (ergodic?) that works on integers. In the case of
Terrain it uses 2. One for the x and one for y coordinate. It should be
infinite
for Zooming out. When zooming in one uses interpolation. The drawback(?) is
when
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