Does the attached file look like a good implementation of my-point-at, or would
it do things I wouldn’t expect for things not on the line between the two
points, or ? I’m asking because I don’t think I completely understand point-at
and what it does.
my-point-at.rkt
Description: Binary dat
Thanks!
Actually, now that I think about it something like this would be really
helpful, and probably make more sense:
Maybe a version of point-at that would let you specify which pos’s should match
up where?
(my-point-at v1 v2 v3 v4 #:normalize? #f) ; maps v1 to v3 and v2 to v4
(my-point-at
On 03/15/2015 04:54 PM, Alexander D. Knauth wrote:
On Mar 14, 2015, at 11:51 PM, Neil Toronto wrote:
What you need is to 1) create and combine the necessary Pict3Ds as much as
possible before the game starts; and 2) reuse them as much as possible during
the game.
You can even make the reus
On Mar 14, 2015, at 11:51 PM, Neil Toronto wrote:
> What you need is to 1) create and combine the necessary Pict3Ds as much as
> possible before the game starts; and 2) reuse them as much as possible during
> the game.
>
> You can even make the reused Pict3Ds fairly large if you freeze them.
Well I know some instructors who think that their beginners can handle TR and
its errors :-) [But yes, for those, I'd use #:on-tick and #:to-draw anyways.]
On Mar 15, 2015, at 12:27 PM, Alexis King wrote:
> Yeah, I’ve definitely noticed the amount of effort put into sending good
> error mess
Yeah, I’ve definitely noticed the amount of effort put into sending good error
messages from misuses of the htdp functions. I did attempt the bare minimum of
supplying reasonable error messages: the identifiers are the same as the ones
used in 2htdp/universe, so the “out of context” messages are
Thanks. That's awesome. FWIW, we have had several attempts at typing world, and
I think certain instructors may wish to give this a spin. I really like it that
you converted it all to syntax-parse and didn't sacrifice the faux-keyword
approach. But do understand that the kind of students we ima
Ah, I should've said that performance is not ideal with either compose (or
thrush), since they build the entire e.g. 10 million long function chain
before calling it, so tail-recursive variants below
(define (iterate f n x)
(for/fold ([x x])
([i n])
(f x)))
or with the thread-th
I tried first glxinfo | grep "version" on my ubuntu machine and found that
openGL version is 1.4.
I also tried your racket code but it gave the following error
?: unbound identifier in module in: ?
So I tried installing the latest version of OpenGL and I found the following
after installation
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