Aryadev Chavali
1bd8a9f7b2
Add run component to build script, activated by passing argument run
2025-11-28 17:21:21 +00:00
Aryadev Chavali
6f620644bf
Define constructors for state.hpp explicitly
2025-11-27 01:57:10 +00:00
Aryadev Chavali
0008c31f53
Add src/worker.cpp to build pipeline
2025-11-27 01:53:20 +00:00
Aryadev Chavali
f8068c4a15
Implement the two worker functions
2025-11-27 01:52:52 +00:00
Aryadev Chavali
66c56f2c15
Define thread safe worker functions for generating new children on the tree
2025-11-27 01:51:58 +00:00
Aryadev Chavali
6247f2af49
Add src/state.cpp to the build pipeline
2025-11-27 01:44:23 +00:00
Aryadev Chavali
40e07e03f2
Add mutexes to state for the queue and the allocator
...
Our threads need to negotiate access and mutation to the two
resources - we don't want them treading on each others toes when
generating new child nodes /or/ when trying to remove/add work to the
queue. The former situation is particularly worrisome due to how weak
the indexing system is with the allocator.
2025-11-27 01:42:24 +00:00
Aryadev Chavali
0abd353368
Implement cw::state::DrawState::compute_bounds
2025-11-27 01:30:35 +00:00
Aryadev Chavali
0ac316ada4
Define the general state of the sim (extract from main.cpp)
2025-11-27 01:30:21 +00:00
Aryadev Chavali
a03fa13a07
Implementation (copied from numerics)
2025-11-27 01:30:03 +00:00
Aryadev Chavali
ff9a2851d4
Switch to using i64's instead of optional u64 in Node
2025-11-27 01:30:03 +00:00
Aryadev Chavali
6c2bc93874
remove index_t definition
...
conflicts with prev code base.
Also std::optional doubles the size of the underlying type.
horrifying! I don't want to have to give 16 bytes over for something
that could be embedded in the 8 bytes of the u64 directly. I'm
thinking we could just use i64's instead, sacrificing that top bit to
indicate if the value is present or not.
2025-11-27 01:30:03 +00:00
Aryadev Chavali
7a4d158d2f
Add gcd to base.hpp
2025-11-27 01:30:03 +00:00
Aryadev Chavali
e032303773
Define node.hpp (move definitions away from numerics.hpp)
2025-11-27 01:30:03 +00:00
Aryadev Chavali
9821a2ab15
Define basic type aliases and useful functions/macros for use throughout the system
2025-11-27 01:02:13 +00:00
Aryadev Chavali
739409d3be
Use a shell script over a makefile
...
Simpler build system, easier to read.
2025-11-27 00:45:51 +00:00
Aryadev Chavali
9d8215bd45
Adjusted copyright template for code files
2025-11-27 00:39:01 +00:00
Aryadev Chavali
5e9e8d8010
Refined the TODOs
2025-11-17 01:31:35 +00:00
Aryadev Chavali
15b3f9fb12
Add some notes
2025-11-17 01:22:45 +00:00
Aryadev Chavali
8a2214f2fb
Simulation only runs if SPACE is held or PERIOD is pressed.
...
KEY_SPACE, held, will keep the simulation running.
KEY_PERIOD will do exactly one iteration per press.
2025-11-17 01:10:46 +00:00
Aryadev Chavali
bd96755654
Added README
2024-07-27 02:25:52 +01:00
Aryadev Chavali
564bac363f
Clean up and use the right initial fraction for CW tree
2024-07-27 02:20:31 +01:00
Aryadev Chavali
76d407ae1b
Added timer to automatically do iterations
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Looks very cool.
2024-07-27 01:44:07 +01:00
Aryadev Chavali
f1b878c991
Left and right fractions are now drawn at the top with counter
2024-07-27 01:35:43 +01:00
Aryadev Chavali
feabcf24a0
Draw the three iteration nodes in special colours
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green for the centre, blue for the new nodes generated.
2024-07-27 01:25:27 +01:00
Aryadev Chavali
1c06a4b613
iterate now returns a tuple of the three fractions worked on
...
The left, currently processed (centre) and right fractions are
returned by iterate. This allows us to see exactly what fractions
have been generated/worked on in every iteration.
2024-07-27 01:23:31 +01:00
Aryadev Chavali
32314708d5
Made nested Bounds structure to encapsulate work with bounds
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Looks a bit nicer, probably increases padding but whatever.
2024-07-26 21:58:53 +01:00
Aryadev Chavali
bb6ded706f
Move all functions and state into one struct
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One God structure which will hold all the necessary state, ensuring I
only need to compute stuff like bounds at most once, better than
computing it on every draw (which is WAY slower at scale).
2024-07-26 21:44:08 +01:00
Aryadev Chavali
ca7931e0c2
NodeAllocator constructor now reserves space in vector
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This is different to vec{capacity}, which would adjust vec::size.
This adjusts vec::capacity instead, which is what I want.
2024-07-26 21:43:19 +01:00
Aryadev Chavali
7720544e07
NodeAllocator has default constructor
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capacity at 0 by default, because it screws with usage of size later.
2024-07-26 21:25:40 +01:00
Aryadev Chavali
0eaa851114
Increase font size, other small changes
2024-07-26 21:08:59 +01:00
Aryadev Chavali
2ddf2d0b48
Clean up count drawing logic a bit, add iterations to the count text
2024-07-26 21:07:18 +01:00
Aryadev Chavali
edc0383132
Added counter to draw loop to show the amount of nodes computed
2024-07-26 21:03:56 +01:00
Aryadev Chavali
a614626b21
Functioning main loop which draws number lines and iterations
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Pretty cool!
2024-07-26 21:02:24 +01:00
Aryadev Chavali
950706fdaf
Function to draw the complete number line
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Draws a guide line, computes bounds (which we should defer), draws all
nodes in the tree then draws the bounds.
2024-07-26 21:00:34 +01:00
Aryadev Chavali
89fd812981
Make draw_node_number_line non recursive
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Using a stack or queue, we can replace a function recursive tree
traversal with a single call. A stack would make it a DFS while a
queue would be a BFS. Since there's only ever two children, and at
high iteration counts we're getting quite large depth, it would be
best to do a DFS, hence the stack.
2024-07-26 20:53:54 +01:00
Aryadev Chavali
01468f793f
recursive function to draw tree in a number line
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Draws the current node by converting its norm value (which is in
(lower, upper)) to a screen value, drawing a line there.
It then recurs on the children of the node.
2024-07-26 20:46:39 +01:00
Aryadev Chavali
3a911db312
Helper to draw a fraction as text at point (x, y)
2024-07-26 20:46:34 +01:00
Aryadev Chavali
99d3794749
Helper to convert a value in (min, max) to an equivalent in (0, width)
2024-07-26 20:46:34 +01:00
Aryadev Chavali
096c1089ca
Helpers to get the rightmost and leftmost node
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This, due to the properties of a cw tree, will be the largest and
smallest fraction of the tree.
2024-07-26 20:46:34 +01:00
Aryadev Chavali
08e890ee4a
Define some constants and include a ton of stuff
2024-07-26 20:46:34 +01:00
Aryadev Chavali
163f1e691a
NodeAllocator can now get nodes by value or by reference
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Abstracting the interface more, such that callers can use functions
rather than accessing internals directly, allows me to refactor the
allocator without having to do a ton of edits all across the source
tree.
2024-07-26 17:01:20 +01:00
Aryadev Chavali
8cbc602799
Changed from int64_t to optional<word_t> for pointers in Node
2024-07-26 17:00:59 +01:00
Aryadev Chavali
c96c4630d5
Make window in Raylib
2024-07-26 03:17:09 +01:00
Aryadev Chavali
66330a9479
Ignore TAGS
2024-07-26 03:15:09 +01:00
Aryadev Chavali
4cc1af94f6
iterate now computes highest value fraction it generated.
...
Not very useful, but isn't a massive performance waster (I think) and
it will be useful when thinking about colour schemes in graphics.
2024-07-26 03:13:24 +01:00
Aryadev Chavali
84c07870e4
Rework MAX macro to use < operator
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MAX now works with Fraction's
2024-07-26 03:13:14 +01:00
Aryadev Chavali
7f7a609d30
Introduce normalised value in fraction class
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Bit of a cheat but it would allow us to do some interesting graphical
stuff later.
2024-07-26 03:11:58 +01:00
Aryadev Chavali
f58a7e80ef
Add numerics to build system
...
Successfully compiles and runs!
2024-07-26 02:59:48 +01:00
Aryadev Chavali
6a6ed5a545
Change main to use new numerics module.
2024-07-26 02:59:38 +01:00