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Unison Codebase powering Unison Share.
Home Page: https://share.unison-lang.org
A bunch of my code. The more interesting pieces are prob .alvaro.canvas and .alvaro.anim
.> pull-request.create https://github.com/unisonweb/share:.contrib.alvaro https://github.com/alvaroc1/unison-codebase:.alvaro
The changes summarized below are available for you to review, using the following command:
pull-request.load https://github.com/unisonweb/share:.contrib.alvaro https://github.com/alvaroc1/unison-codebase:.alvaro
Added definitions:
unique type anim.Animation (+1 metadata)
unique ability canvas.Canvas (+1 metadata)
unique ability canvas.CanvasLayer (+1 metadata)
unique type canvas.CanvasSession
unique type canvas.Cap
unique type canvas.ChannelMask
unique type wip.parsing.Parse.CharQuery
unique type canvas.Command (+1 metadata)
unique type canvas.Drawing a (+1 metadata)
unique type wip.parsing.Parse.Error customError
structural type othello.GameInfo
unique type othello.GameSpec
unique type canvas.Join
unique type canvas.Layer
structural ability wip.parsing.Parse err
unique type canvas.svg.Path
unique type canvas.svg.PathCommand
unique type canvas.svg.internal.PathCommandState
structural type othello.Piece
structural type othello.Player
unique type wip.parsing.Position
structural type canvas.Rgba
unique type anim.Signal a
unique type anim.Sprite (+1 metadata)
unique ability anim.SpriteBuffer (+1 metadata)
unique type anim.SpriteBufferImpl (+1 metadata)
unique type anim.SpriteRef (+1 metadata)
structural type wip.parsing.example.Tree a
anim.Animation.Animation : Nat
-> '{Canvas} ()
-> (Nat ->{Canvas} ())
-> Animation (+1 metadata)
canvas.Command.Arc : Layer
-> Float
-> Float
-> Float
-> Float
-> Float
-> Boolean
-> Command (+1 metadata)
canvas.Join.Bevel : Join
othello.Player.Black : Player
wip.parsing.example.Tree.Branch : [Tree a] -> Tree a
canvas.Cap.Butt : Cap
canvas.CanvasSession.CanvasSession : Socket -> CanvasSession
canvas.Command.Cfill : ChannelMask
-> Layer
-> Rgba
-> Command (+1 metadata)
canvas.ChannelMask.ChannelMask : Nat -> ChannelMask
canvas.Command.Clip : Layer -> Command (+1 metadata)
canvas.Command.Close : Layer -> Command (+1 metadata)
canvas.svg.PathCommand.ClosePath_Z : PathCommand
canvas.Command.Copy : Layer
-> Float
-> Float
-> Float
-> Float
-> ChannelMask
-> Layer
-> Float
-> Float
-> Command (+1 metadata)
canvas.Command.Cstroke : ChannelMask
-> Layer
-> Cap
-> Join
-> Float
-> Rgba
-> Command (+1 metadata)
canvas.svg.PathCommand.CubicBezierCurve_C : Float
-> Float
-> Float
-> Float
-> Float
-> Float
-> PathCommand
canvas.svg.PathCommand.CubicBezierCurve_S : Float
-> Float
-> Float
-> Float
-> PathCommand
canvas.svg.PathCommand.CubicBezierCurve_c : Float
-> Float
-> Float
-> Float
-> Float
-> Float
-> PathCommand
canvas.svg.PathCommand.CubicBezierCurve_s : Float
-> Float
-> Float
-> Float
-> PathCommand
canvas.Command.Curve : Layer
-> Float
-> Float
-> Float
-> Float
-> Float
-> Float
-> Command (+1 metadata)
canvas.Command.Dispose : Layer -> Command (+1 metadata)
canvas.Command.Distort : Layer
-> Float
-> Float
-> Float
-> Float
-> Float
-> Float
-> Command (+1 metadata)
canvas.Drawing.Drawing : Nat
-> Nat
-> '{CanvasLayer} ()
-> Drawing a (+1 metadata)
canvas.svg.PathCommand.EllipticalArcCurve_A : Float
-> Float
-> Float
-> Boolean
-> Boolean
-> Float
-> Float
-> PathCommand
canvas.svg.PathCommand.EllipticalArcCurve_a : Float
-> Float
-> Float
-> Boolean
-> Boolean
-> Float
-> Float
-> PathCommand
wip.parsing.Parse.Error.Expected : Text -> Position -> Error customError
wip.parsing.Parse.Error.ExpectedCharQuery : CharQuery
-> Position
-> Error customError
othello.GameInfo.GameInfo : Nat
-> Nat
-> Nat
-> Rgba
-> Rgba
-> GameInfo
othello.GameSpec.GameSpec : Nat -> GameSpec
canvas.Command.Identity : Layer -> Command (+1 metadata)
wip.parsing.Parse.Error.In : Text
-> Position
-> Error customError
-> Error customError
canvas.Layer.Layer : Int -> Layer
wip.parsing.example.Tree.Leaf : a -> Tree a
canvas.Command.Line : Layer
-> Float
-> Float
-> Command (+1 metadata)
canvas.svg.PathCommand.LineTo_H : Float -> PathCommand
canvas.svg.PathCommand.LineTo_L : Float -> Float -> PathCommand
canvas.svg.PathCommand.LineTo_V : Float -> PathCommand
canvas.svg.PathCommand.LineTo_h : Float -> PathCommand
canvas.svg.PathCommand.LineTo_l : Float -> Float -> PathCommand
canvas.svg.PathCommand.LineTo_v : Float -> PathCommand
canvas.Join.Miter : Join
canvas.Command.Move : Layer
-> Float
-> Float
-> Command (+1 metadata)
canvas.svg.PathCommand.MoveTo_M : Float -> Float -> PathCommand
canvas.svg.PathCommand.MoveTo_m : Float -> Float -> PathCommand
wip.parsing.Parse.Error.NotEnough : Nat -> Position -> Error customError
wip.parsing.Parse.CharQuery.OneOf : Text -> CharQuery
canvas.svg.Path.Path : [PathCommand] -> Path
canvas.svg.internal.PathCommandState.PathCommandState : (Float, Float)
-> Optional (Float, Float)
-> PathCommandState
othello.Piece.Piece : Nat -> Nat -> Player -> Piece
canvas.Command.Pop : Layer -> Command (+1 metadata)
wip.parsing.Position.Position : Nat -> Position
canvas.Command.Push : Layer -> Command (+1 metadata)
canvas.svg.PathCommand.QuadraticBezierCurve_Q : Float
-> Float
-> Float
-> Float
-> PathCommand
canvas.svg.PathCommand.QuadraticBezierCurve_T : Float -> Float -> PathCommand
canvas.svg.PathCommand.QuadraticBezierCurve_q : Float
-> Float
-> Float
-> Float
-> PathCommand
canvas.svg.PathCommand.QuadraticBezierCurve_t : Float -> Float -> PathCommand
wip.parsing.Parse.CharQuery.Ranges : [(Char, Char)] -> CharQuery
canvas.Command.Rect : Layer
-> Float
-> Float
-> Float
-> Float
-> Command (+1 metadata)
canvas.Command.Reset : Layer -> Command (+1 metadata)
canvas.Rgba.Rgba : Nat -> Nat -> Nat -> Nat -> Rgba
canvas.Cap.Round : Cap
canvas.Join.Round : Join
canvas.Command.Shade : Layer -> Nat -> Command (+1 metadata)
anim.Signal.Signal : (Nat -> a) -> Signal a
canvas.Command.Size : Layer
-> Nat
-> Nat
-> Command (+1 metadata)
anim.Sprite.Sprite : Nat
-> Nat
-> '{CanvasLayer} ()
-> Sprite (+1 metadata)
anim.SpriteBufferImpl.SpriteBufferImpl : Layer
-> Nat
-> Nat
-> SpriteBufferImpl (+1 metadata)
anim.SpriteRef.SpriteRef : Layer
-> Nat
-> Nat
-> Nat
-> Nat
-> SpriteRef (+1 metadata)
canvas.Cap.Square : Cap
canvas.Command.Start : Layer
-> Float
-> Float
-> Command (+1 metadata)
canvas.Command.Sync : Nat -> Command (+1 metadata)
canvas.Command.Transform : Layer
-> Float
-> Float
-> Float
-> Float
-> Float
-> Float
-> Command (+1 metadata)
wip.parsing.Parse.Error.UserDefined : customError -> Error customError
othello.Player.White : Player
wip.parsing.Parse._mark : {Parse err} Nat
wip.parsing.Parse._reset : Nat ->{Parse err} ()
wip.parsing.Parse._unmark : Nat ->{Parse err} ()
anim.SpriteBuffer.add : Sprite
->{SpriteBuffer} SpriteRef (+1 metadata)
canvas.Canvas.copy : Layer
-> Float
-> Float
-> Float
-> Float
-> ChannelMask
-> Layer
-> Float
-> Float
->{Canvas} () (+1 metadata)
canvas.Canvas.draw : Layer
-> '{CanvasLayer} ()
->{Canvas} () (+1 metadata)
wip.parsing.Parse.fail : Error err ->{Parse err} x
wip.parsing.Parse.labels : {Parse err} [Text]
anim.SpriteBuffer.layer : {SpriteBuffer} Layer (+1 metadata)
wip.parsing.Parse.offset : {Parse err} Nat
canvas.CanvasLayer.send : (Layer -> Command)
->{CanvasLayer} () (+1 metadata)
wip.parsing.Parse.skipUntil : CharQuery ->{Parse err} ()
wip.parsing.Parse.skipWhile : CharQuery ->{Parse err} ()
wip.parsing.Parse.takeUntil : CharQuery ->{Parse err} Text
wip.parsing.Parse.takeWhile : CharQuery ->{Parse err} Text
wip.parsing.Parse.trySkip : Nat
->{Parse err} Either (Error err) ()
wip.parsing.Parse.tryTake : Nat
->{Parse err} Either (Error err) Text
wip.parsing.Parse.tryText : Text
->{Parse err} Either (Error err) ()
canvas.CanvasLayer.++ : '{CanvasLayer} ()
-> '{CanvasLayer} ()
-> '{CanvasLayer} () (+1 metadata)
canvas.README : Doc
parsing.Parse.all : '{Parse err} Text
canvas.CanvasLayer.arc : Float
-> Float
-> Float
-> Float
-> Float
-> Boolean
->{CanvasLayer} () (+1 metadata)
game.background : '{#gll3q23c1q} ()
canvas.basicDrawLayerMain : Nat
-> Nat
-> Float
-> '{CanvasLayer} ()
-> '{IO, Exception} ()
wip.parsing.Parse.between : '{Parse e} a
-> '{Parse e} a
-> '{Parse e} b
-> '{Parse e} b
wip.parsing.Parse.between! : '{Parse e} a
-> '{Parse e} a
-> '{Parse e} b
->{Parse e} b
canvas.Rgba.black : Rgba
canvas.Rgba.blue : Rgba
wip.parsing.example.branch : '{Parse e} Tree Text
game.car : '{CanvasLayer} () (+1 metadata)
game.carBodyLinesPath : Path
game.carDoorHandleWellsPath : Path
game.carDoorHandlesPath : Path
game.carFrontBrakePath : Path
game.carFrontSkirtLinePath : Path
game.carFrontSplitterPath : Path
game.carFrontVentPath : Path
game.carFrontWheelWellPath : Path
game.carHeadLightsPath : Path
game.carHeadLightsWhitePath : Path
game.carMirrorWhitePath : Path
anim.carMovingWheelsMain : '{IO, Exception} ()
game.carOutlinePath : Path
game.carOutlinePathText : Text
game.carOutlinePathText2 : Text
game.carRearBrakePath : Path
game.carRearSkirtLinePath : Path
game.carRearSkirtPath : Path
game.carRearVentPath : Path
game.carRearWheelWellPath : Path
game.carRimPath : Path
game.carShadowPath : Path
game.carSideMarkerPath : Path
game.carSideShadowPath : Path
game.carSideSkirtLinePath : Path
game.carSideSkirtPath : Path
game.carSideVentPath : Path
game.carSoftShinePath : Path
game.carTailLightsPath : Path
game.carTailLightsRedPath : Path
game.carWindowsPath : Path
game.carWindowsPathText : Text
game.carWindowsThroughPath : Path
game.carWindshieldPath : Path
game.carWingBlackPath : Path
game.carWingShadowPath : Path
othello.cellSize : GameSpec -> Nat
canvas.CanvasLayer.cfill : ChannelMask
-> Rgba
->{CanvasLayer} () (+1 metadata)
game.championshipWhite : Rgba
game.championshipWhiteDark : Rgba
canvas.util.circle : (Float, Float)
-> Float
-> Rgba
->{CanvasLayer} () (+1 metadata)
canvas.CanvasLayer.close : '{CanvasLayer} () (+1 metadata)
wip.parsing.closeParen : '{Parse e} ()
wip.parsing.colon : '{Parse e} ()
scratch.combine : [Text] -> Text
wip.parsing.comma : '{Parse e} ()
canvas.svg.PathCommand.commandGroupP : '{Parse e} [PathCommand] (+1 metadata)
anim.Signal.const : a -> Signal a
canvas.CanvasLayer.copy : Layer
-> Float
-> Float
-> Float
-> Float
-> ChannelMask
-> Float
-> Float
->{CanvasLayer} () (+1 metadata)
canvas.ChannelMask.copy : ChannelMask
wip.parsing.crlf : '{Parse e} ()
canvas.CanvasLayer.cstroke : ChannelMask
-> Cap
-> Join
-> Float
-> Rgba
->{CanvasLayer} () (+1 metadata)
canvas.svg.PathCommand.cubicBezierCurveP : '{Parse e} [PathCommand] (+1 metadata)
canvas.CanvasLayer.curve : Float
-> Float
-> Float
-> Float
-> Float
-> Float
->{CanvasLayer} () (+1 metadata)
debugPath : Path
othello.demo : '{IO} () (+1 metadata)
canvas.Canvas.doc : Doc (+1 metadata)
canvas.CanvasLayer.doc : Doc (+1 metadata)
canvas.Command.doc : Doc
canvas.Drawing.doc : Doc
canvas.svg.PathCommand.doc : Doc
canvas.svg.internal.PathCommandState.doc : Doc
anim.Sprite.doc : Doc (+1 metadata)
anim.SpriteBufferImpl.doc : Doc
anim.SpriteRef.doc : Doc
parsing.Parse.all.doc : Doc
canvas.CanvasLayer.arc.doc : Doc
canvas.CanvasLayer.cstroke.doc : Doc
canvas.CanvasLayer.drawSvgPath.doc : Doc
List.find.doc : Doc
parsing.Parse.floatListP.doc : Doc
parsing.Parse.floatP.doc : Doc
parsing.Parse.floatPairListP.doc : Doc
canvas.svg.parsing.floatTripleP.doc : Doc
Optional.getOrElseL.doc : Doc
wip.parsing.Parse.halve.doc : Doc
canvas.CanvasLayer.matrix.doc : Doc
canvas.svg.PathCommand.moveToP.doc : Doc
parsing.Parse.sep1b.doc : Doc
parsing.Parse.sep1b!.doc : Doc
canvas.svg.parsing.spaceSeparatedListb.doc : Doc
wip.parsing.Parse.token.doc : Doc
parsing.Parse.tryOrReset.doc : Doc
anim.doubleWheelBufferTestMain : '{IO, Exception} ()
othello.drawBoard : GameInfo ->{#27u961dk0b} ()
othello.drawPiece : GameSpec -> Piece ->{#27u961dk0b} ()
anim.SpriteBuffer.drawSprite : Float
-> Float
-> ChannelMask
-> SpriteRef
->{CanvasLayer} () (+1 metadata)
canvas.CanvasLayer.drawSvgPath : Float
-> Float
-> Path
->{CanvasLayer} () (+1 metadata)
othello.drawing : GameSpec ->{#27u961dk0b} ()
anim.easeCubic : Float -> Float -> Float -> Float
anim.easeLinear : Float -> Float -> Float -> Float
canvas.svg.PathCommand.ellipticalArcCurveP : '{Parse e} [PathCommand] (+1 metadata)
anim.Signal.eval : Signal a
->{IO, Exception} a (+1 metadata)
canvas.README.example1 : '{IO, Exception} ()
List.find : (a ->{g} Boolean)
-> [a]
->{g} Optional a
parsing.Parse.floatListP : '{Parse e} [Float] (+1 metadata)
canvas.svg.parsing.floatP : '{Parse e} Float
canvas.svg.parsing.floatPairListP : '{Parse e} [(Float, Float)] (+1 metadata)
canvas.svg.parsing.floatPairP : '{Parse e} (Float, Float) (+1 metadata)
canvas.svg.parsing.floatTripleListP : '{Parse e} [(Float, Float, Float)] (+1 metadata)
canvas.svg.parsing.floatTripleP : '{Parse e} (Float, Float, Float) (+1 metadata)
parsing.Parse.fmap : (a -> b)
-> '{Parse e} a
-> '{Parse e} b
List.foreach : (a ->{e} ()) -> [a] ->{e} ()
Text.fromBytes : Bytes -> Text
canvas.svg.Path.fromText : Text -> Either Text Path (+1 metadata)
Optional.getOrElseL : '{g} a -> Optional a ->{g} a
canvas.Rgba.green : Rgba
wip.parsing.Parse.halve : '{Parse e} a
-> '{Parse e} s
-> '{Parse e} b
-> '{Parse e} (a, b)
canvas.drawings.happyFace : '{Canvas} () (+1 metadata)
canvas.CanvasLayer.identity : '{CanvasLayer} () (+1 metadata)
canvas.Layer.idx : Layer -> Int (+1 metadata)
wip.parsing.inRanges : [(Char, Char)] -> Char -> Boolean
wip.parsing.Position.increment : Position -> Nat -> Position
othello.init : GameSpec -> GameInfo
wip.parsing.example.leaf : '{Parse e} Tree Text
canvas.CanvasLayer.line : Float
-> Float
->{CanvasLayer} () (+1 metadata)
canvas.svg.PathCommand.lineToP : '{Parse e} [PathCommand] (+1 metadata)
canvas.unison.logo : '{CanvasLayer} () (+1 metadata)
anim.loop : (Nat ->{g} ())
->{g, IO, Exception} () (+1 metadata)
canvas.drawings.lugNutsPath : Path
othello.main : Nat -> '{IO} ()
wip.parsing.Parse.many : '{Parse e} a -> '{Parse e} [a]
wip.parsing.Parse.many! : '{Parse e} t ->{Parse e} [t]
wip.parsing.Parse.many1 : '{Parse e} a -> '{Parse e} [a]
anim.Signal.map : (a -> b) -> Signal a -> Signal b
canvas.CanvasLayer.matrix : '{CanvasLayer} ()
->{CanvasLayer} () (+1 metadata)
anim.Signal.microseconds : Signal Nat
wip.parsing.Position.n.modify : (Nat ->{g} Nat)
-> Position
->{g} Position
canvas.svg.PathCommand.moveToP : '{Parse e} [PathCommand] (+1 metadata)
wip.parsing.Position.n : Position -> Nat
canvas.svg.parsing.natP : '{Parse e} Nat
wip.parsing.newline : '{Parse e} ()
wip.parsing.nonWhitespace : '{Parse e} Text
wip.parsing.oneOfMinIndex : Text -> Text -> Nat
wip.parsing.oneOfPrefixLength : Text -> Text -> Nat
parsing.Parse.oneOfText : [Text] -> '{Parse e} Text
wip.parsing.openParen : '{Parse e} ()
wip.parsing.Parse.optional : '{Parse e} a -> '{Parse e} Optional a
wip.parsing.Parse.optional! : '{g} o ->{g, Parse e} Optional o
wip.parsing.Parse.or : '{g, Parse e} a
-> '{g, Parse e} a
-> '{g, Parse e} a
wip.parsing.Parse.or! : '{g, Parse e} t
-> '{g, Parse e} t
->{g, Parse e} t
canvas.ChannelMask.over : ChannelMask
canvas.svg.PathCommand.parser : '{Parse e} [PathCommand] (+1 metadata)
math.pi : Float
othello.pieceRadius : GameSpec -> Nat
othello.pieces : [Piece]
canvas.CanvasLayer.pop : '{CanvasLayer} () (+1 metadata)
wip.parsing.Parse.productL : '{Parse e} a
-> '{Parse e} b
-> '{Parse e} a
wip.parsing.Parse.productR : '{Parse e} a
-> '{Parse e} b
-> '{Parse e} b
canvas.CanvasLayer.push : '{CanvasLayer} () (+1 metadata)
canvas.svg.PathCommand.quadraticBezierCurveP : '{Parse e} [PathCommand] (+1 metadata)
canvas.svg.quadraticBezierCurveToCubic : ( (Float, Float),
(Float, Float),
(Float, Float))
-> ( (Float, Float),
(Float, Float),
(Float, Float),
(Float, Float))
wip.parsing.rangePrefixLength : [(Char, Char)] -> Text -> Nat
wip.parsing.rangesMinIndex : [(Char, Char)] -> Text -> Nat
canvas.CanvasLayer.rect : Float
-> Float
-> Float
-> Float
->{CanvasLayer} () (+1 metadata)
canvas.Rgba.red : Rgba
wip.parsing.Parse.reraise! : '{Parse e} Either (Error e) a
->{Parse e} a
canvas.CanvasLayer.rotate : Float ->{CanvasLayer} () (+1 metadata)
canvas.CanvasLayer.rotateAroundPoint : Float
-> Float
-> Float
->{CanvasLayer} () (+1 metadata)
anim.Animation.run : Animation
->{IO, Exception, Canvas} () (+1 metadata)
wip.parsing.Parse.run : '{Parse err} a
-> Text
-> Either (Error err) a
canvas.CanvasLayer.scale : Float
-> Float
->{CanvasLayer} () (+1 metadata)
wip.parsing.Parse.scope : โ err t _ g.
Text
-> '{g, Parse err} t
-> _
->{Parse err} t
wip.parsing.Parse.scope' : Text
-> '{g, Parse err} a
-> '{g, Parse err} a
anim.Signal.seconds : Signal Nat
canvas.Canvas.send : CanvasSession
-> '{g} ()
->{g, IO, Exception} () (+1 metadata)
canvas.Canvas.sendDebug : CanvasSession
-> '{g} ()
->{g, IO, Exception} () (+1 metadata)
wip.parsing.Parse.sep1 : '{Parse e} s
-> '{Parse e} a
-> '{Parse e} [a]
wip.parsing.Parse.sep1! : '{Parse e} s
-> '{Parse e} a
->{Parse e} [a]
parsing.Parse.sep1b : '{Parse e} s
-> '{Parse e} a
-> '{Parse e} [a]
parsing.Parse.sep1b! : '{Parse e} s
-> '{Parse e} a
->{Parse e} [a]
canvas.Command.serialize : Command -> Text (+1 metadata)
canvas.Canvas.session : HostName
-> ServiceName
-> '{g} ()
->{g, IO, Exception} () (+1 metadata)
wip.parsing.Position.n.set : Nat -> Position -> Position
game.shadowChampionshipWhite : Rgba
canvas.CanvasLayer.size : Nat
-> Nat
->{CanvasLayer} () (+1 metadata)
othello.GameInfo.size : GameInfo -> Nat
wip.parsing.skipWhileN : CharQuery -> Text -> Nat
wip.parsing.skipWhitespace : '{Parse e} ()
wip.parsing.slash : '{Parse e} ()
game.softShadow : Rgba
game.softShine : Rgba
wip.parsing.space : '{Parse e} ()
canvas.svg.parsing.spaceSeparatedListb : '{Parse e} a -> '{Parse e} [a]
anim.spinningWheelMain : '{IO, Exception} ()
canvas.CanvasLayer.start : Float
-> Float
->{CanvasLayer} () (+1 metadata)
wip.parsing.startsWith : Text -> Text -> Boolean
othello.strokeSize : GameSpec -> Nat
time.systemTimeMicros : '{IO, Exception} Nat
IO.systemTimeMicroseconds : '{IO} Int
wip.parsing.Parse.take : Nat -> '{Parse e} Text
wip.parsing.Parse.take! : Nat ->{Parse e} Text
wip.parsing.takeAlphanum1 : '{Parse e} Text
wip.parsing.takeUntilQuery : CharQuery -> Text -> Nat
wip.parsing.takeWhile1 : CharQuery -> '{Parse e} Text
wip.parsing.takeWhitespace : '{Parse e} Text
anim.testAnimation : Animation
wip.parsing.Parse.text : Text -> '{Parse e} ()
wip.parsing.Parse.text! : Text ->{Parse e} ()
Text.toBytes : Text -> Bytes
canvas.Canvas.toCommandList : '{g} () ->{g} [Command] (+1 metadata)
canvas.CanvasLayer.toCommandList : Layer
-> '{CanvasLayer} ()
-> [Command] (+1 metadata)
Optional.toEither : a -> Optional b -> Either a b
wip.parsing.Parse.token : Text -> '{Parse e} Text
wip.parsing.Parse.token! : '{Parse e} a ->{Parse e} a
wip.parsing.Parser.tokenize : '{Parse e} [Text]
canvas.CanvasLayer.transform : Float
-> Float
-> Float
-> Float
-> Float
-> Float
->{CanvasLayer} () (+1 metadata)
canvas.CanvasLayer.translate : Float
-> Float
->{CanvasLayer} () (+1 metadata)
wip.parsing.example.trees : '{Parse e} [Tree Text]
wip.parsing.Parse.try! : '{g, Parse err} a
->{g, Parse err} Either (Error err) a
parsing.Parse.tryOrReset : '{g, Parse e} a -> '{g, Parse e} a
canvas.svg.parsing.tuple2P : '{Parse e} a -> '{Parse e} (a, a)
canvas.svg.parsing.tuple3P : '{Parse e} a -> '{Parse e} (a, a, a)
canvas.unisonLogoPath : Path (+1 metadata)
unison.unisonLogoPath : #ebtdddm3dv
game.ventsColor : Rgba
canvas.drawings.wheel : '{CanvasLayer} () (+1 metadata)
game.wheel : '{#27u961dk0b} ()
canvas.drawings.wheelBadgeLogoPath : Path
canvas.drawings.wheelBadgePath : Path
game.wheelPath : Path
canvas.Rgba.white : Rgba
anim.withSpriteBuffer : Layer
-> '{g} ()
->{g, Canvas} () (+1 metadata)
canvas.Rgba.yellow : Rgba
anim.Signal.zipMap : (a -> b -> c)
-> Signal a
-> Signal b
-> Signal c
patch othello.drawing (added 1 updates)
patch patch (added 24 updates)
patch parsing.Parse.patch (added 1 updates)
patch anim.patch (added 14 updates)
patch canvas.patch (added 122 updates)
patch game.patch (added 18 updates)
patch othello.patch (added 24 updates)
patch canvas.svg.patch (added 15 updates)
patch canvas.unison.patch (added 92 updates)
patch canvas.util.patch (added 4 updates)
patch canvas.processCommand (added 1 updates)
.spiral> pr.create [email protected]:unisonweb/share:.contrib.benclifford.spiral [email protected]:
The changes summarized below are available for you to review, using the following command:
pull-request.load [email protected]:unisonweb/share:.contrib.benclifford.spiral [email protected]:benclifford/unisoncode:.spiral
Added definitions:
Beat.beat : Nat ->{Beat} ()
beater : Request Beat a ->{IO, Exception} a
beaterTimed : Int -> Request Beat a ->{IO, Exception} a
Beat.doc : Doc
drive : Nat
-> (Nat ->{IO, Exception} [(Nat, Nat, Nat)])
->{IO, Exception, Beat} ()
gamma : Float -> Float
pattern1 : Nat -> [(Nat, Nat, Nat)]
Borrowing heavily from https://github.com/unisonweb/base/blob/main/CONTRIBUTING.md but it can probably be simplified.
Basically the person can just give the pull command to use to pull into this repo.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.