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Lime No.44
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18. 3 2 2 19 2 du t 3 2 i GG 3 2 4 2 L H di t 1 L 3 3 v t D 3
19. 5 5 33 R2 R3 5 4 H L te 0 34 0 0 00006s 0 69 0 7 f 1 4Hz 5 4 LED 55 0000 0000 11 http
20. 54 9 SDL r yl tmp return 1 for r 8 0 2 for rand rand 968 007 r 0 0 1 7 2 1000 1010 r 7 00 7 panel init void panel 1115004 int i j k l r 8 srand unsigned time NULL 1 0 1 lt 4 1 4 mix r 120 for j 0 5 lt 4 j for k 0 k lt 4 k panel 1 j
21. 421 High Vie 0 6V Ip mA 4 3 2 ON Vye 0 6V 0 6V ON 3A ON ON 0V 0A 4 3 4 4 Q5 1 2
22. 366 windows CPU OK DAW DAW DAW DAW Mu Lab DAW 65 Mu ab ED D U DU Linux FILE OPENSESSION App Library MuSession mp3 BPM Beat Per Minutes BPM 60 BPM 120
23. 4 1 Scheme CPS TRANS exp CPS exp lambda x x CPS atom cont cont atom CPS if exp2 exp3 cont CPSlexpi lambda y if y 5 2 cont CPS exp3 cont CPS quote exp cont cont quote exp CPS set var exp cont 5 lambda 2 cont set var 2 1 CPS lambda args body cont cont lambda c args CPS body c CPS op argi arg2 cont CPS EVLIS REV op argi arg2 REV f x y
24. 3 3 3 7 Vi V 2 Vout Vout Vaa Vi V Vout Vee Vi V V 105 107 0 3 9 yo 11 2 e Vi 25 VA 3 2 5 DO0O00000000000 IC IC Integrated Circuit y A 33 000 0 1 3 2009 2 2005 3 Joseph Edminister 2008 4 1999 000000000000000000000000 0000000 000000000 10000 38000000000 20000 RLR2000000000000 24 4 0000 0 000000000
25. 2 1 Scheme define proci x 00 x000000 proect 000 display hello gt hellof OO proc2 x 5 proc20 0000 define 2 x 5 000 2 if x 0 5 9000000000 display world world display work UNUNU workO 1 1 Scheme define loop n 000 1eopD dg if lt n 0 20000000 display return from loop np 0000000000 loop n 1 0000000000 1 2 tail call 1 0 loop tail call properly tail recursive t
26. Low Pass Filter High Pass Filter
27. player n 8 n 8 8 i 8 if player i inv if player i hp player i hp 1 player ij inv 1 player i hp player i inv 0 9 8 57 if player i hp if i img playerli
28. 023 Ay K 11 BESLER O b 3 3 a b c LED 00000700000 7000 4400000 00000 000000 X 000000000
29. Scheme 3 define f x x 1 Scheme int f int x return x 1 first class continuation C properly tail recursive 40 Scheme 1 3 Scheme Scheme CONS Should Not CONS Its Arguments Part II Cheney on the M T A 3 Scheme 131 5 CPS CPS continuation passing style CPS CPS return CPS continuation 1 continuation lambda x 1 2x3 lambda x 1 2 3 continuation define f x define cont x cont x CPS Lime 4 1 4 21 M exp CPS CPS TRANS exp 1 3 2 Cheney on the M T A Scheme CPS continuation first class continuation properly tail recursive return Cheney on the CP
30. MIDI 386 windows
31. Los KASHIWA 1 1 1 9 tak KASHIWA CHICKEN Gauche 6 1 murasaki 1 2 CHICKEN Gauche murasaki KASHIWA 16 ME Lisp Lisper 1 Scheme Lime Vol 34 2006 Implementation time sec CHICKEN 1 16 Gauche 1 48 KASHIWA 2 37 murasaki 3282 1 2 tak scm R Kelsey W Clinger and J Rees eds Revised5 Report on The Algorithmic Language Scheme ACM SIGPLAN Notices 33 9 September 1998 Henry Baker CONS Should Not CONS Its Arguments Part II Cheney o
32. 4 3 27 422 00000 4 3 1 4W 3A 423 BP 008 4 3 3V 12V 9V 282335 2802335 43 22 20 42010 E 431 432 021 4 w 433 00000 28 4 Nave train w
33. 324 00000 2 1 n e 2 Vdd Vout vi Vout Vee Vee it 9 kite STA Vout 1 Re if Ad gt gt 1 Vout vo dt 3 7 3 8 3 9 23
34. Piano Drum 68 0 00000000000000 Close MASTER MASTER
35. 32 000000000 200 321 0000000000000 3 OK
36. 2 2 Forth 13 2 1 compiling immediate immediate FALSE immediate TRUE compiling FALSE compiling TRUE immediate 2 2 7 eval_forth J dictionary a compiling TRUE immediate FALSE dictionary b 2 dictionary a C i compiling TRUE ii compiling FALSE eval dictionary typo b immediate c dictionary dictionary forth_inner_interpreter void forth inner interpreter void 1 dot if pc_end_p pc pc get thread pop amp rstack Jelse if prim p pc 1 exec prim pc Jelse if thread p pc 1 fo
37. 2 11 5 1 1 Scheme Scheme JavaScript NScripter PHP PostScript Prolog Lisp Scheme Lisp Scheme 6 9 13 Scheme 12 Scheme Scheme 50 Scheme 2 Scheme 1 2 1 Properly Tail recursive Implementation Scheme tail call 141 proci display hello proci display tail call proci proc2 proc2 proci tail call proc2 if 0 x 0 world work 2 display tail call 1 display if proc2 tail call if tail call tail call tail call tail call tail call properly tail recursive Scheme properly tail recursive 1 2 loop n 0 return from loop n 1 loop n lt 00000000000000000
38. CPS set var atom cont cont set var atom CPS op argi atom argN cont CPS EVLIS REV op argi argN REV f x y 21 f cont x atom y 1 7 CPS CPS cond let if lambda 3 macro expand CPS gt CPS Scheme CPS Scheme C 142 0 00 00 0 Scheme first class C Scheme 143 CPSODODO CPS C C CPS set CPS 2 2 1 10 1 7 144 long jmp KASHIWA 1 8 check_stack check_stack H fun112 longjmp 000000000000000000000 000000 00000000000000000000000000000000000000000 1 4 static void funi12 env t 113_ lobject 6108 1 cont t clos125_ env 114
39. 23 20
40. 6 6 66 DA
41. 3 1 p0000 0000000 0000000000 21000 00000000 00000000000 000 000000000000000000
42. 5 3 31 5 2 53 LED n B C R4 C2 TRI TR2 ON ON ON TRI ON 1 TR1 ON TRI ON OV OV OV TR2 TR2 Val Ve TR2 ON OFF 2 TR2 ON R2 TR2 Ves 0 6V TR2 ON C2 TRI 0 6V TR1 OFF C2 TRIQ Vest 0 6V TR1 ON 1 1 2 1 2 R2 R3 C2 1 2 til te T f ty In2x R2x s 5 1 ta In2x R3x C2 s 5 2 T t t 2 2 x C1 R3x C2 5 3 1 1 1 f 5 4 T In2 R2x 1 C2 32 5 0000000000000000 000 54 111 541 0000 5 3 0000000000 0000000000000 5 380 0000000600 00000000 40 0000000000000000 0000000000000 5 0 R4000000000000 LEDO DO 0 150000000000 0 00000000 25618150 8000000000000 000000 0000000000
43. orz DAW DAW IYH 63 DAWHO OOO DAW DAW DAW
44. 406 610 0000 6 1 f x y kg z y 0 6 2 0 Fx y 6 3 0 g x y 00000000 DTM
45. 7 void F_store void forth_obj loc get thread pop amp pstack thread get thread pop amp pstack set_thread loc thread void F compile void Forth_compile_in pc 1 pe 2 void F here void forth obj tmp set_thread amp tmp Forth thread code thread index 1 push tmp amp pstack if then else compile not compile branch if compile nop here name immediate compile nop here swap then name immediate compile 1 compile branch if compile nop here swap compile nop here swap else name immediate 0 swap negate name dup 0 lt if negate then abs name negate v v swapl l 10 IENDI 4 threaded code negate abs 0 lt swap dup lo IENDI lo a threaded code negate if
46. 60000000 9 4 SDL SDL h 94 000000000000000000 SDL_image h SDL 53 Panel typedef struct Factorit int x int y SDL_Surface img int prg int count int hp int rank int inv int inv_t Player typedef struct Factor21 int x int y SDL_Surface img
47. 42 00000000000 0000 ad BEEEH DI 72 00000000000 SDL GetTicks fps 60 switch start_menu while 1 1 time start SDL GetTicks switch main_state case START_MENU choice_game draw start menu amp start state amp event stme amp main state draw start menu start state
48. 3 2 2 21 3 1 2 3 3 3 1 9 10 15 12 3 3 2 7 0 3 3 b 7 b LED 0 3 3 c 323 D MOSFET MOSFET 9 78 u 3 E 5 D ae 9 Ib 5 gt 9 5 le lc lb 19 0 6 3 4 n a Tr b MOSFET 80 6 00 07 000000000000 00000000000000070000 0000000 0000 700000 0000000 92 3 Vout tHJJ Vin AJ 3 5 3 6
49. mp3 DTM windows
50. 56 9 SDL change player i Prg 1 main player i prg 1
51. e MAP EVENT e MAP TARN END e MAP GOAL e void if event gt type SDL KEYDOWN amp amp event gt key keysym sym SDIK 1 amp amp menu_state 0 menu state MAP_MENU_RESTART open menu event gt key keysym sym 0 return if event gt type SDL KEYDOWN amp amp event gt key keysym sym SDLK_m amp amp game state MAP_MOVE game_state_store game_state game state MAP MOVE event gt key keysym sym O switch game state 1 case MAP WAIT wait time
52. else if count 4 hit_x 6 luigi x 30 boss x 100 hit_y 6 luigi y 30 boss y 100 if count 0 if enemy 0 flag O amp amp hit_x 0 hit_x 0 hit_y 0 hit_y 0 lt hit_range hit_range if luigi x lt enemy 0 x luigi x 50 elset luigi x 50 luigi life if count 1 1 for i 1 i lt 2 i if enemy i flag 0 amp amp hit x i hit x i hit y i hit lt hit_range hit_range if luigi x lt enemy i x luigi x 50 1 else luigi x 50 luigi life if count 4 4 if boss flag O0 amp amp hit_x 6 hit_x 6 hit_y 6 hit_y 6 lt hitb_range hitb_range luigi x 100 luigi life
53. 2 51 LED LED 5 1 9 2 TH 4 1 2 25 1815 LED2 1 200 Wikipedia 5 2 LED RA Wikipedia 0 0000000 000 20110 90 30000
54. Forth forth obj forth thread code FORTH THREAD SIZE int thread index 0 threaded code lobj1lobj2 termlobj31 dictionary 223 0000000000 main forth_install_prims forth_install_stdlib Forth 100 eval_forth int main void char v BUF SIZE ret last init_stack amp rstack init_stack amp pstack forth install prims forth install stdlib
55. 41 DTM 1 http d hatena ne jp keyword IYH 2 http www mutools com 3 DTM MAGAZINE vol 193 IYH MuTools com MIKU Append 4 DTM MAGAZINE vol 195 DTM Lily P
56. 0 00000000000000000000000000 820 830 C2O000000000000 00000000000000000000000000000000000000000 100000000 00000000000000000000000000000 22000000000 ken louF 10050 0 0 0 0 3Hz 542 D000 51 5 4 0000000000 100000000000000 000000000 8000 1 5VULU OV GND 0000 000000000 0 annu 200 00000000 540000000000 010001010101011010101000 UU 0 ol
57. 2 61 0000 1 DAW DTM DTM Desk Top Music 0000000 00000000000000000000000000000 00000 4100000000 00000000000000000000000 35 6 2 62 0000 Photoshop SAI
58. 4 5 4 5 29 444 00000000 IC 45 0000 30 5
59. 83 51 83 0000000 84 85 00060 1000000 10000001 0000000000000 1 Remical Soft lt http dixq net g index html gt 52 9 000 10 91 00000 0010 1
60. rank rank player i hp 1 98 000000 main SDL_Event event exit_prg 1 while exit_prg if SDL_PollEvent kevent SD switch event key keysym sym default break ayer_seal ayer fallO aw
61. playerlil prg 0 97 00000000000000000000000000000000 00000 player_fall screen point to panel point for 1 0 1 lt 4 1 screen point to panel point playerlil x playerlil y 1 amp x_masu amp y masu if panel i y_masu x_masu c_num gt 7 amp amp panel 1 y_masu x_masu c_num i 8 if player i inv 0 4 player i hp 1 player i inv 1 if player i hp 0 player i img NULL player i rank rank player hp 1
62. 6 9 39 DTM Mu Lab App MASTER 69 0000000000 y f x
63. check stack funi12 penv113_ 1 g108_ 0 7 1 8 KASHIWA funi12_ 2 145 Remember Set remember set remember set remember set remember set 18 Scheme remember set 146 00000000000 2 copying GC from space to space copying GC FROM from space to space copying GC 100 from space to space copying GC 147 Web github 2090000000000000000000000000 check stack return 0 0 00000 retan 00000000000 0000 SchemeQOQOOOOO00000000000000000000 000000000 300000000000000000000 OS Mac OS X 10 5 8 CPU Intel Core 2 Duo 2GHz Memory DDR3 1067MHz 2GB 1 1 355 tak scm define tak x y z if lt x 2 tak tak x 1 tak y 1 x tak z 1 x y write tak 18 9 0 newline 1 9 John McCarthy tak http github com zick kashiwa
64. 41 0000 000000 4 1 42 00000000000
65. player seal 58 9 SDL player fall draw SDL Delay case SDLK_a a if player 0 hp gt 0 player 0 x PANEL_WIDTH 1P break PANEL_WIDTH player 0 player O y PANEL HEIGHT
66. create name immediate create dup square name square 3 square print 9 crete name ud N Forth lib create create name gt name immediate Forth lib dup square name 229 HOODEO if 3 if if A then then if A else B then C A C AN 1 branch if 0 pc branch if void F branch if void pc get num pop amp pstack 0 get thread pc 1 pc 2 2 000000000000000000 2 2 Forth store compile here 2 compile here
67. Piano Drum Piano Drum 67 0000000
68. luigi x 0 for 1 0 1 lt 3 1 mybullet 1 bullet x luigi x mybullet i bullet_y luigi y else if Key KEY_INPUT_LEFT 1 8 2 if luigi x 5 if luigi x lt 0 if KEY INPUT LEFT 1 luigi x 1 flag 1 1 luigi y 350 GrHandle LoadGraph lui png DrawGraph luigi x luigi y GrHandle FALSE ScreenFlip if Key KEY INPUT UP 1 1 T timel GetNowCount 0 timei f flag 1 if flag 1 time2 GetNowCount 0 t double time2 time1 1000 000 T luigi y int sqrt 2 000 G Y MAX t 0 500 G t t 286 000 Y MAX y if luigi y gt 0 1
69. SDL 92 00000000 gt gt gt 93 SDL SDL Simple Direct Media Layer 0000
70. Degital Audio Workstation DAW DAW DAW 64 00 E
71. int show life void 1 48 if luigi life 3 1 DrawCircle 20 20 10 GetColor 255 0 0 TRUE DrawCircle 60 20 10 GetColor 255 0 0 TRUE DrawCircle 100 20 10 GetColor 255 0 0 TRUE LoadGraphScreen 500 0 lui_life3 png FALSE else if luigi life 2 DrawCircle 20 20 10 GetColor 255 0 0 TRUE DrawCircle 60 20 10 GetColor 255 0 0 TRUE DrawCircle 100 20 10 GetColor 0 0 0 TRUE LoadGraphScreen 500 0 lui_life2 png FALSE else DrawCircle 20 20 10 GetColor 0 0 0 TRUE DrawCircle 60 20 10 GetColor 0 0 0 TRUE DrawCircle 100 20 10 GetColor 0 0 0 TRUE LoadGraphScreen 500 0 lui_lifeO png FALSE DrawString 300 30 a GetColor 255 255 0 return 1 return 0
72. nel return L Delay 10 exit prg exit prg if SDL PollEvent amp event SDL Event event SDL PollEvent a SDLK a event key keysym sym ENTER
73. 45 0000000000000 11 2 2 Forth immediate thread_code 2 2 2 pc compiling Forth 2 2 6 222 thread threading Forth Forth Forth Forth threaded code Forth
74. DrawCircle LoadGraphScreen 8 23 000000000 void bullet int counter int flag int i if counter lt 5 4 counter else if Key KEY INPUT RETURN 1 counter 0 for 1 0 1 lt 3 1 if mybullet i bullet_flag 0 mybullet i bullet flag 1 mybullet i bullet_x luigi x if flag 1 mybullet i bullet_y 350 luigi y 8 2 else mybullet i bullet_y luigi y break for i 0 1 lt 3 i if mybullet i bullet_flag 1 mybullet i bullet_x 8 8 DrawCircle mybullet 1 bullet_x 30 mybullet i bullet_y 30 10 GetColor 0 255 0 TRUE if
75. 42 00000000000 25 EE 8 0 4 1 000000000 0 4 2 0000000 000000000000000000 26 4 0000 Nave train 000000000 00000 12V x n DIODE K NPN C2120 MX R38k 7 5 ENB s d MED 8 R3 8k L NS NPN C1815 R100k OR sn T 1000 R51 R31k PSA EEE 4 BE GND 2003 8 2 430000000 135 out R3 10k 40 R2 lk Terminal ERE 8 D 4 2771 5 5188 2010 10 30 5871 BB 44 0000 D A
76. 4 4 4 4 4 4 4 negate abs pstack ki AE AE OL EDEREK amm aka l swap not branch if 3 2 negate threded lt I mop code 1 7 lo TEND 10 1 1 1 1 END negate abs kiminin ini else evenp if O else 1 then mod2 name 2 3 23 000 17 1 20 3 compiling state Forth
77. a 3 a A 5 3 5 Be e aj 2 a a Bu e Bs LI a Ej a a A mp LI e e na Y a a E oO Ej 28 oua a 3 a E 8 E EB 2 noo a gone a a ooo a anna Yo 200 S005080 Soo oo 2 A 20559 3 5 22955090 lt 20055490 20054990 20505990 Dona ln onf m 92 Ong m ud Ano amp Ooo Do app 0 Tanp Ooo L3 r3 Oooo A A ogosjon d La E eu og gt m Oo oo On A Lr ogo oOo Onno On Oooo Oooo 9 2 f au ute m
78. break 46 8 Sl 82 00000000 1 821 000000 void key_input int count int flag int i int GrHandle static int timel time2 double t if Key KEY INPUT RIGHT 1 1 luigi x 5 5 if luigi x gt 555 if Key KEY INPUT RIGHT 104 count
79. GrHandle LoadGraph lui png DrawGraph luigi x 350 luigi y GrHandle FALSE ScreenFlipO else flag 0 47 8 2 2 0000000000000
80. while 1 fgets v BUF_SIZE stdin for ret v ret NULL ret last ret strtok_r ret amp last eval_forth ret return 0 12 2 Forth 224 000000000 forth install prims add foth prim dictionary nop 2 drop dup 2 swap print pc pc void F_nop void 3 void F_mul void forth_obj ret set num amp ret get num pop amp pstack get num pop amp pstack push ret amp pstack pctt void F dr
81. 434 000000 4 35 0000 4 3 43 6 44 00000 441 DD OU OFF NO 442 00000000 GND 443 000000000000
82. break case CHOICE GAME choice game amp main state draw choice game break case 1040 GAME load mapO load 0 load map common image main state MAP MAINLOOP break case MAINLOOP map mainloop amp main state break case END SDL QuitO 7 3 return 1 break 13 0 000000000 43 void map_mainloop if menu_state 0 when you close menu maploop map else when you open menu maploop_menu event amp menu state main state amp game state amp draw state map draw x dif y dif map move x map move y char draw player state game state x dif y dif map move x map move y menu back draw if menu state 0 when you open menu menu draw menu state else if menu_state 0 amp amp game_state lt 8 map_side_draw player_state switch game_state case MAP_WAIT draw map wait break case SAI draw sai break case WAY draw way choice direction direction decide break case CHAR MOVE draw char m
83. x PANEL_ WIDTH 0 case SDLK_x x if player 0 hp gt O amp amp player 0 lt 1 panel reverse 0 break 9 9 OU Lime44
84. int c_num int t_c_num int prg int count 1 1 1 4 Panel panel 4 4 4 player 4 panel 64 95 000000000000000000 mix 1810 0070 8 void mix int 4 int j x y tmp for j20 j 8 j r jl2j for 150 j lt 1000 j x rand 8 y rand 78 tmp r x
85. k img color r 1 panel 1 j k c_num r 1 panel 1 j k t_c_num r 1 1 if j42 1 1 1 0 mix r return mix rand rand srand rand color SDL Surface SDL Surface color color 0 color 7 080 color 0 color 7 8 panel num tc num color mix r panel img color r color r 9 6 55 96 0000000000000000000000000 panel_reverse void screen_point_to_panel_point int x int y int player no int px int py 1 int x_masu y_masu x player_no 7 2 290 if player no gt 1 1 y 210 x 73 y_masu y 53 px x masu py y
86. mybullet i bullet_x gt 680 1 mybullet i bullet_x luigi x mybullet i bullet y luigi y mybulletlil bullet flag 0 49 DrawCircle 824 000000000000 void atari hantei luigi enemy int count int i int hit x 10 hit y 10 hit_range luigi rangetenemy 0 range hitb range luigi rangetboss range if count 0 4 hit_x 0 luigi x enemy 0 hit_y 0 luigi y enemy 0 else if count 1 for 1 1 1 lt 2 1 1 hit x i luigi x enemy i x hit y i luigi y enemy i y 50
87. 5 6 windows 8 9 SDL 10 18 24 30 1 00000 Scheme UU D D
88. f cont x y CPS EVLIS O acc acc CPS EVLIS a args p params acc CPS EVLIS args params CPS a lambda p acc REV xs REVI xs 01 REVILO acc REVI x xs acc REVI xs x acc 1 4 CPS void func continuation_t cont object obj if 00000000000000 resume 00000 r gt fn func r gt var 0 cont r gt varlil obj 0000000000000000000 longjmp entry_point Y func JD DD Y 1 5 Cheney on the M T A 1 2 longjmp 3 gt long 8JMP Cheney copying GC 1 5 13 3 Cheney copying GC copying GC garbage collection from space to space 2 from space from space to space from space from space to space from space from space 00000000000000000000 1 4 void copyingGC int i object tmp from space to space free_ptr to space for i 0 i lt rootset size i rootset i copy rootset i while p lt free_ptr for i 0 i lt p gt num_children i p gt child i copy p gt childlil p gt obj_size sizeof object from_space to_space to_space tmp Y object copy object p 1 if to space lt p amp amp p lt to space end 1 return p else if p gt type TYPE FORWARDING memcpy free ptr p p gt
89. obj size p gt type TYPE FORWARDING p forwarding pointer free ptr free ptr p gt obj size sizeof object 25 7 return p gt forwarding_pointer J 1 6 Ch
90. www piclist com images www hobby_elec 2 http www9 plala or jp fsson NewHP_elc 6 0000000000000000 windows
91. 0000000000000000000000000000 O00 from space to spaceQ 00 0000000000000 tospaeQ 0000000000000000000 000000000000000000000000000000 000 6 1 Scheme
92. 24 2 2 2 2 print name name name comment gt postpone name here 1 HOP LET OVER LAMBDA Forth Wikipedia http ja wikipedia org wiki Forth 3 David J Nordstrom Threading Lisp 18 00000000 00000 31 0000
93. 3 5 1 Cdv 3 1 3000000000000000000 0000 00000 2200000000 0000 00000 5000000000000 20 3 3 1 3 2 T4 TIER NERDS 5 SHEN amp 82 2 BORER WAAL 3 2 3 1 6 10 322 00000000000000000000
94. Lime44 20 Lime 44 23 20 1 Scheme 2 Forth 3 4 Nave train
95. S 300 5000 Scheme 0000000000000 properly tail recursiveQ 0 0000000000000000000000 GCC tail 000000000000000000000000000000000000000000000000 000 000000000000000000000000000000000 tail 000000000000
96. ail call n loop loop properly tail recursive Java loop n 2 Scheme 12 2 First class Continuation continuation 1 2x3 2x3 1 2x3 continuation 1 1 3 11 continuation cont 2x3 1 2x3 7 cont 1 continuation cont 99 1 99 100 Scheme continuation Scheme continuation first class continuation Scheme define cont f display 1 11 lambda 2 3 5 0000 cont D D continuation set cont k kO contQ QQ 263000000 1 3 continuation capture 210000000000000000000000000 return from loop 000 00000000000000000000000 1 3 Scheme 1 2 3 Scheme CU D LU D D 0000 properly tail recursive first class continuation Scheme
97. before throw dice map_wait if event gt key keysym sym SDLK_z setjump amp longjmp 7 4 45 game_state SAI break case SAI when throw dice sai event player state game state break case AROUND SEARCH around search event player state game state direction number direction direction decide draw state break case WAY way choice event player state game state direction number direction direction decide draw state break case CHAR MOVE if kdraw state CHAR MOVE break char move event player state game state direction number direction direction decide break case MAP EVENT mapchip player player state 1 x player player_state 1 y event event player state game state direction number direction direction decide game state MAP TARN END break case MAP TARN END map tarn end event player state game state direction number direction direction decide break case GOAL longjmp buf 1 case MOVE map move event player state game state direction number direction direction decide map move x m if event gt type SDL KEYDOWN amp amp event gt key keysym sym SDLK_m when you push m again you get return state game state game state store move x 0 move y O event gt key keysym sym 0
98. eney copying GC to space from space to space Cheney copying GC to space copying GC 1 6 Cheney on the M T A 60 longjmp from space to space copying GC Cheney on the M T A Scheme Scheme 14 Cheney on the M T A Scheme Chicken Scheme CHICKEN 5 CHICKEN Kashiwa Scheme KASHIWA E 141 00000 Cheney on the M T A Scheme CPS Scheme CPS CPS Scheme if set quote lambda 000000000000000000 Cheney on the M T A Cheney 0 copying 0000000000000 onthe M T A 0000000000 195900 Charlie on the M T A 00000000 0000000000000000000000 Oh will he ever return No hell never return 00000 00
99. masu int screen point to color int x int y int player no 1 int x masu y masu screen point to panel point x y player no amp x masu amp y masu return panel player_no y_masu x_masu c_num void panel_reverse int i int j k 1 change if player i x_move 0 amp amp player i y_move 0 change screen point to color playerlil x playerlil y 1 for j20 j 4 j 1 for k 0 k lt 4 k for 1 0 1 lt 4 1 if panel j k 1 c_num change 4 panel j k 1 img pacolor change panel k 1 c_num i 8 player i prg 1 return panel_reverse int playerli i screen point to panel point player i x playerli y x y JU player i x 1262 290 y 210
100. n the M T A http www pipeline com hbakeri CheneyMTA html Common Lisp Lime Vol 42 2010 FAQ The Chicken Scheme wiki http wiki call cc org man 4 faq why yet another scheme implementation Gauche A Scheme Implementation http practical scheme net gauche 10 2 Forth O O 1 21 Forth LetOverLambda 1 Forth 2 4 Wikipedia http github com Atsushi KOMIYAMA c forth 2 2 Forth Forth set_num get_n
101. nop 16 2 Forth swap dup lt not branch if threaded nop code br LOU E ees TENDI 10 lor Sass teste sat ash att aster M R negate abs pstack l SEE a ea mez m Esas quite top negate then nop nop swap branch if negate threaded dup lt 7 nop A gt E 7 lo 4 lt 4 3 negate abs pstack SASA Toro re top 2 swap branch if negate threaded dup lt 7 nop nop code 2 PONES x lo TEND J 1 1 te de 1 4 4 4 4 4 4
102. op void 1 pop amp pstack DO 225 00000000000000 forth lib Forth Forth define FORTH_LIBRARY_NAME forth lib void forth_install_stdlib void FILE fp fopen FORTH_LIBRARY_NAME r int ret char sym FORTH_WORD_NAME_SIZE dot ret fscanf fp As sym if ret 0 ret EOF 1 break eval forth sym while 1 fclose fp 226 000000000 eval_forth compiling immediate compiling immediate 2 1 void F_1_bracket void 1 immediate compiling FALSE void F_r_bracket 7019 1 compiling TRUE
103. ove direction decide player state amp draw state x dif y_dif break case MAP_EVENT 44 7 break CA A HE D e MAP_WAIT e SAI AROUND SEARCH e WAY CHOICE CHAR MOVE
104. rth obj tmp set thread amp tmp pc 1 push tmp amp rstack pc get thread forth obj pc gt thread Jelset push pc amp pstack while pc_end_p pc rstack index 0 14 2 Forth pe pe 228 000000
105. um bit typedef union forth obj int num char sym forth obj prim void forth_obj thread forth obj 221 DOUDOU pstack rstack dictionary threaded code pc compiling 6 2 pstack rstack pstack rstack push pop peek dictionary Forth dictionary typedef struct forth word char name int immediate forth obj thread forth word forth word dict FORTH DICT SIZE int dict index 0 0000000 30bit
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