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}
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{
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}

Little Trading Program

  1. let id = 0;
  2. function person(startValue = 100) {
  3.   const props = {
  4.     id: id++, 
  5.     el: document.body.appendChild(
  6.       Object.assign(
  7.         document.createElement`b`, { 
  8.           innerText: startValue,
  9.           style: 'padding: 1em'
  10.       })
  11.     ),
  12.     value: startValue,
  13.     trade(other) {
  14.       if (props.value <= 0) return;
  15.       other.value += 1;
  16.       props.value -= 1;
  17.       other.el.innerText = other.value
  18.       props.el.innerText = props.value
  19.     }
  20.   }
  21.   return props
  22. }
  23.  
  24.  
  25. const NUM = 4
  26. const people = Array.from({ length: NUM }, person)
  27.  
  28. setInterval(() => {
  29.   const a = people[~~(Math.random() * people.length)]
  30.   const b = people[~~(Math.random() * people.length)]
  31.  
  32.   if (a.id != b.id) a.trade(b)
  33. }, 1)

4 “people” randomly trade…

I asked Chat GPT to describe this… funny response…

The trading program you provided is essentially an example of a random walk or “drunkard’s walk” problem. In such problems, each individual (in this case, the ‘people’) make random moves (in this case, trades), and we observe the resulting dynamics of the system as a whole. In this particular case, each trade involves one individual giving one unit of value to another individual. Since each trade is random, there’s a possibility that over time, all the value might get concentrated in one individual. This isn’t guaranteed, but given enough time, it’s likely. You could compare it to the idea that given enough time, a group of monkeys randomly typing on a keyboard would eventually type out the complete works of Shakespeare. It’s also worth noting that this concentration of value becomes more likely because the individuals with no value left cannot trade anymore, so they are essentially removed from the trading pool. This progressively reduces the number of individuals that can gain value and increases the probability of the remaining individuals gaining more value. This is a simple model of economic transactions and it illustrates how wealth can concentrate over time even if all the transactions are fair and random. Of course, it’s a very simplified model, and real-world economics are much more complex.

Odd Gradient Notation

  1. // "Being clever is not clever"
  2. // -- Bjarne Stroustrup
  3. D = document
  4. ang = {
  5.   '|': 180,
  6.   '-': 90,
  7.   '\\': 135,
  8.   '/': 225
  9. }
  10.  
  11. box = def => {
  12.   def = def.split(/\s+/)
  13.   form = def.length
  14.   I = i => parseInt(def[i], 16)
  15.  
  16.   ;[,,, _=>{x = y = I(0); w = h = I(1); c = def[2]},
  17.     _=>{x = I(0), y = I(1); w = h = I(2);c = def[3]},
  18.     _=>{x = I(0); y = I(1); w = I(2); h = I(3); c = def[4]}
  19.   ][form]()
  20.  
  21.   c = c.split``
  22.  
  23.   ca = c[0]
  24.   ca = ca+ca+ca
  25.   cD = ang[c[1]]
  26.   cb = c[2]
  27.   cb = cb+cb+cb 
  28.  
  29.   D.body.appendChild(
  30.     D.createElement`div`
  31.   ).style = `
  32.     position: absolute; left: ${x}px; top: ${y}px;
  33.     width: ${w}px; height: ${h}px;
  34.     background: linear-gradient(${cD}deg, #${ca}, #${cb})
  35.   `
  36. }
  37.  
  38. const parse = prog => prog.trim()
  39.   .split(/\n+/m)
  40.   .map(line => box(line.trim()))
  41.  
  42. parse(`
  43.   0 64 0/f
  44.   64 64 0\\f
  45.   a0 f0 30 54 f\\0
  46.   0 6f 20 60 0-c
  47.   f 7f 20 60 0|c
  48.   1f 8f 30 30 c/0
  49. `)

Just playing around… odd micro-gradient notation:

  1. '0 64 0/f'
  2. // x=0 y=0 width=0x64 height=0x64
  3. // 0/f = gradient black to white top right to bottom left
  4.  
  5. '64 64 0\\f'
  6. // x=0 y=0 width=0x64 height=0x64
  7. // 0\\f = black to to white gradient top left to bottom right
  8.  
  9. '0 6f 20 60 0-c'
  10. // x=0 y=0x6f width=0x20 height=0x60
  11. // 0-c = gradient black to grey (#ccc) left to right
  12.  
  13. // etc... ( | ) is top to bottom grad
// css // dom // golfed // graphics // hacks // humor // regex // speed-coded

Raphaël Easing Equations How To

  1. const { pow, PI } = Math;
  2.  
  3. // mostly unedited code from Raphaël
  4. var ef = {
  5.   linear: function(n) {
  6.     return n;
  7.   },
  8.   '<': function(n) {
  9.     return pow(n, 1.7);
  10.   },
  11.   '>': function(n) {
  12.     return pow(n, 0.48);
  13.   },
  14.   '<>': function(n) {
  15.     var q = 0.48 - n / 1.04,
  16.       Q = Math.sqrt(0.1734 + q * q),
  17.       x = Q - q,
  18.       X = pow(abs(x), 1 / 3) * (x < 0 ? -1 : 1),
  19.       y = -Q - q,
  20.       Y = pow(abs(y), 1 / 3) * (y < 0 ? -1 : 1),
  21.       t = X + Y + 0.5;
  22.     return (1 - t) * 3 * t * t + t * t * t;
  23.   },
  24.   backIn: function(n) {
  25.     var s = 1.70158;
  26.     return n * n * ((s + 1) * n - s);
  27.   },
  28.   backOut: function(n) {
  29.     n = n - 1;
  30.     var s = 1.70158;
  31.     return n * n * ((s + 1) * n + s) + 1;
  32.   },
  33.   elastic: function(n) {
  34.     if (n == !!n) {
  35.       return n;
  36.     }
  37.     return pow(2, -10 * n) * Math.sin(((n - 0.075) * (2 * PI)) / 0.3) + 1;
  38.   },
  39.   bounce: function(n) {
  40.     var s = 7.5625,
  41.       p = 2.75,
  42.       l;
  43.     if (n < 1 / p) {
  44.       l = s * n * n;
  45.     } else {
  46.       if (n < 2 / p) {
  47.         n -= 1.5 / p;
  48.         l = s * n * n + 0.75;
  49.       } else {
  50.         if (n < 2.5 / p) {
  51.           n -= 2.25 / p;
  52.           l = s * n * n + 0.9375;
  53.         } else {
  54.           n -= 2.625 / p;
  55.           l = s * n * n + 0.984375;
  56.         }
  57.       }
  58.     }
  59.     return l;
  60.   }
  61. };
  62. ef.easeIn = ef['ease-in'] = ef['<'];
  63. ef.easeOut = ef['ease-out'] = ef['>'];
  64. ef.easeInOut = ef['ease-in-out'] = ef['<>'];
  65. ef['back-in'] = ef.backIn;
  66. ef['back-out'] = ef.backOut;
  67.  
  68. // create a dot
  69. function dot(x, y, radius, color) {
  70.   const el = document.createElement('div');
  71.   const size = `${radius * 2}px`;
  72.   Object.assign(el.style, {
  73.     position: 'absolute',
  74.     left: `${x}px`,
  75.     top: `${y}px`,
  76.     width: size,
  77.     height: size,
  78.     transform: `translate(${-radius}px, ${-radius}px)`,
  79.     borderRadius: '50%',
  80.     background: color
  81.   });
  82.   el.classList.add('dot');
  83.   document.body.appendChild(el);
  84.   return el;
  85. }
  86.  
  87. const elA = dot(0, 40, 30, 'red');
  88. const elB = dot(0, 110, 30, 'blue');
  89. const elC = dot(0, 160, 20, 'green');
  90.  
  91. // how to use the easing equations:
  92. let t = 0;
  93.  
  94. let start = Date.now();
  95. let time = 0;
  96. let duration = 2; // 2 seconds
  97. function loop() {
  98.   // frame based
  99.   elA.style.left = `${ef.elastic(t) * 50}%`;
  100.   t += 0.005;
  101.  
  102.   // time based
  103.   if (time <= duration) {
  104.     time = (Date.now() - start) / 1000;
  105.     const param = time / duration;
  106.     elB.style.left = `${ef.elastic(param) * 50}%`;
  107.  
  108.     // green bounce example
  109.     elC.style.left = `${ef.bounce(param) * 50}%`;
  110.   }
  111.  
  112.   requestAnimationFrame(loop);
  113. }
  114. loop();

I realized it might not be obvious how to use Raphaël’s easing equations. So I speed coded this example.

If you’d like to learn more about this kind of thing gsap is a great place to start… it is amazing… I highly recommend browsing the source.

Polar Plots

  1. const Pnt = (x, y, p = { x, y }) => (
  2.   p.add = o => (p.x += o.x, p.y += o.y, p), p
  3. );
  4. Pnt.polar = (rad, t) => Pnt(rad * Math.cos(t), rad * Math.sin(t));
  5.  
  6. const pnts = {};
  7. let index = -1;
  8. const polar = (inc, rad) => {
  9.   index++;
  10.   if (!pnts[index]) pnts[index] = 0;
  11.   return Pnt.polar(rad, (pnts[index] += inc));
  12. };
  13.  
  14. let d = document;
  15. let b = d.body;
  16. with (b.appendChild(
  17.   Object.assign(d.createElement`canvas`, {
  18.     width: 600,
  19.     height: 500,
  20.   })
  21. ).getContext`2d`) {
  22.   canvas.style.transformOrigin = "0 0";
  23.   canvas.style.transform = "scale(.6)";
  24.  
  25.   let p0 = Pnt(80, 100);
  26.   let p1 = Pnt(270, 100);
  27.   let p2 = Pnt(480, 40);
  28.   let p3 = Pnt(170, 180);
  29.   let p4 = Pnt(430, 300);
  30.  
  31.   fillStyle = "black";
  32.  
  33.   function loop() {
  34.     for (let i = 0; i < 20; i++) {
  35.       index = -1;
  36.  
  37.       p0.add(polar(0.2, 4).add(polar(-0.4, 2).add(polar(0.05, 1))));
  38.       fillRect(p0.x, p0.y, 1, 1);
  39.  
  40.       p1.add(
  41.         polar(0.1, 2).add(
  42.           polar(-0.2, 2).add(polar(0.03, 1).add(polar(-0.01, 0.5)))
  43.         )
  44.       );
  45.       fillRect(p1.x, p1.y, 1, 1);
  46.  
  47.       p2.add(polar(0.08, 3).add(polar(-0.2, -12).add(polar(2, 10))));
  48.       fillRect(p2.x, p2.y, 1, 1);
  49.  
  50.       p3.add(polar(0.08, 7).add(polar(-0.2, -12).add(polar(2, 11))));
  51.       fillRect(p3.x, p3.y, 1, 1);
  52.  
  53.       p4 = p4.add(polar(0.025, 2).add(polar(-0.05, 1)));
  54.       fillRect(p4.x, p4.y, 1, 1);
  55.     }
  56.     requestAnimationFrame(loop);
  57.   }
  58.  
  59.   loop();
  60. }

Some polar plots…

WebGL Particles in Sphere

  1. (() => {
  2.   const m = new Float32Array([
  3.     0, 0, 0, 0, 
  4.     0, 0, 0, 0, 
  5.     0, 0, 0, 0, 
  6.     0, 0, 0, 0])
  7.  
  8.   const pointSize = Math.max(Math.min(30, ~~(innerWidth / 70)), 3)
  9.  
  10.   const vert = `
  11.     attribute vec3 vec;
  12.     uniform mat4 mat;
  13.     void main(void) {
  14.       gl_Position = mat * vec4(vec, 1.0);
  15.       gl_PointSize = ${pointSize}.0;
  16.     }
  17.   `
  18.  
  19.   const frag = `
  20.     void main(void) {
  21.       gl_FragColor = vec4(1., 1., 1., .25);
  22.     }
  23.   `
  24.  
  25.   document.body.style.background = '#232323'
  26.   const gl = document.body
  27.     .appendChild(document.createElement('canvas'))
  28.     .getContext('webgl', {
  29.       preserveDrawingBuffer: true,
  30.       powerPreference: 'high-performance'
  31.     })
  32.  
  33.   Object.assign(gl.canvas.style, {
  34.     position: 'absolute',
  35.     left: '50%',
  36.     top: '50%',
  37.     transform: 'translate(-50%, -50%)',
  38.     outline: '1px solid gray'
  39.   })
  40.  
  41.   with (gl) {
  42.     const NUM = 4000
  43.     const radius = 0.7
  44.     const verts = []
  45.  
  46.     for (let i = 0; i < NUM; i += 3) {
  47.       let xp = Math.random() * 2 - 1
  48.       let yp = Math.random() * 2 - 1
  49.       let zp = Math.random() * 2 - 1
  50.       let dist = Math.sqrt(xp * xp + yp * yp + zp * zp)
  51.       // normalize and scale x,y,z
  52.       verts[i] = (xp / dist) * radius
  53.       verts[i + 1] = (yp / dist) * radius
  54.       verts[i + 2] = (zp / dist) * radius
  55.  
  56.     }
  57.     const overts = verts.concat()
  58.     const leng = verts.length / 3
  59.  
  60.     bindBuffer(ARRAY_BUFFER, createBuffer())
  61.     bufferData(ARRAY_BUFFER, new Float32Array(verts), STATIC_DRAW)
  62.  
  63.     const vs = createShader(VERTEX_SHADER)
  64.     shaderSource(vs, vert)
  65.     compileShader(vs)
  66.  
  67.     const fs = createShader(FRAGMENT_SHADER)
  68.     const sp = createProgram()
  69.  
  70.     shaderSource(fs, frag)
  71.     compileShader(fs)
  72.     attachShader(sp, vs)
  73.     attachShader(sp, fs)
  74.     linkProgram(sp)
  75.     useProgram(sp)
  76.  
  77.     const vec = getAttribLocation(sp, 'vec')
  78.     vertexAttribPointer(vec, 3, FLOAT, false, 0, 0)
  79.     enableVertexAttribArray(vec)
  80.  
  81.     const matLoc = getUniformLocation(sp, 'mat')
  82.  
  83.     function rot(x, y, z) {
  84.       // https://wikimedia.org/api/rest_v1/media/math/render/svg/a8e16f4967571b7a572d1a19f3f6468512f9843e
  85.  
  86.       const sinA = Math.sin(x)
  87.       const cosA = Math.cos(x)
  88.       const sinB = Math.sin(y)
  89.       const cosB = Math.cos(y)
  90.       const sinY = Math.sin(z)
  91.       const cosY = Math.cos(z)
  92.  
  93.       m[0] = cosA * cosB
  94.       m[1] = cosA * sinB * sinY - sinA * cosY
  95.       m[2] = cosA * sinB * cosY + sinA * sinY
  96.       m[3] = 0
  97.  
  98.       m[4] = sinA * cosB
  99.       m[5] = sinA * sinB * sinY + cosA * cosY
  100.       m[6] = sinA * sinB * cosY - cosA * sinY
  101.       m[7] = 0
  102.  
  103.       m[8] = -sinB
  104.       m[9] = cosB * sinY
  105.       m[10] = cosB * cosY
  106.       m[11] = m[12] = m[13] = 0
  107.       m[15] = 1
  108.  
  109.       uniformMatrix4fv(matLoc, false, m)
  110.     }
  111.  
  112.     onresize = () => {
  113.       const { canvas } = gl
  114.       const size = Math.min(innerWidth, innerHeight) - 20
  115.       canvas.width = canvas.height = size
  116.       viewport(0, 0, size, size)
  117.     }
  118.  
  119.     onresize()
  120.  
  121.     let rx = 0,
  122.       ry = 0,
  123.       rz = 0
  124.     let t = 0
  125.  
  126.     function loop() {
  127.       rx += 0.01
  128.       ry += 0.01
  129.       rot(rx, ry, rz)
  130.  
  131.       disable(DEPTH_TEST)
  132.       enable(BLEND)
  133.       blendFunc(SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
  134.  
  135.       clearColor(0, 0, 0, 1)
  136.  
  137.       clear(COLOR_BUFFER_BIT)
  138.  
  139.       for (let i = 0; i < verts.length; i += 3) {
  140.         let tof = i * 0.001 + t;
  141.         verts[i] = Math.sin(tof) * overts[i]
  142.         verts[i + 1] = Math.sin(tof) * overts[i + 1]
  143.         verts[i + 2] = Math.sin(tof) * overts[i + 2]
  144.       }
  145.  
  146.       t += 0.01
  147.  
  148.       bufferSubData(ARRAY_BUFFER, 0, new Float32Array(verts))
  149.  
  150.       drawArrays(POINTS, 0, leng)
  151.       window.requestAnimationFrame(loop)
  152.     }
  153.     loop()
  154.   }
  155. })()

Playing around with animating points…

snippet.zone ~ 2021-24 /// {s/z}