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Irunner game
Irunner game









irunner game
  1. IRUNNER GAME CODE
  2. IRUNNER GAME BLUETOOTH

IRUNNER GAME BLUETOOTH

  • ěLE / Bluetooth Smart / Bluetooth 4.0 Heart Rate Monitors like:.
  • Track Indoor Cardio like Rowing & Elliptical.
  • Ĝustom Heart Rate Zones – Create Your Own or Let the New Fitness Assessments Create Them for You.
  • ğitness Assessments – Measure Your VO2 Max & Overall Fitness Levels, Create Custom Heart Rate Training Zones.
  • Real-time Heart Rate, Charts and Training Feedback.
  • Share Results with Facebook, Twitter or via Email.
  • Voice Feedback – Customize when and what feedback you want.
  • GPS Maps & Records Time in Workout, Distance, Speed, Splits, Laps and more.
  • With Pro, get great heart rate* tracking and training too! |> Seq.Join us for a run, jog, hike or walk! Designed for runners as well as multi-sport athletes or those who just enjoy an active lifestyle. use Seq.scan if you need lazy access to the intermediate results Let pair one two = lastInfinite (Seq.append one two) Let repeat run counter = Seq.truncate counter (lastInfinite run) now we can avoid using option types or null/boolean checks in our fold an infinite sequence, repeat the last element of the underlying sequence

    irunner game

    By adding the outer sequence it allows the inner sequence to fully control it's lifetime. This example is a little contrived but you could think of the program as a sequence of sequences, the "action queue" that Brian was hinting at. You may consider using the built-in sequence support in F# (along with the very nice sequence expressions). New Result(res.Data, new Sequence(runner)) New Result(res.Data, new Pair(res.Next, new Sequence(runner))) New Result(res.Data, new Repeat(toRun, counter - 1)) New Result(res.Data, new Pair(res.Next, new Repeat(toRun, counter - 1))) Type Repeat(toRun:IRunner, counter:int) = New Result(res.Data, new Pair(res.Next, two)) Member this.Run(data) = new Result(data, null) Member this.Run(data) = new Result(data+1, null) I am assuming that IRunner and Result are predefined, since if not you should redesign the system to be more focused on FP concepts without all this inheritance.Īnyway, here is a binary (I believe) counterpoint to the given example type AddOne = It would be interesting to know how this will be used/consumed, as perhaps a small change there might allow for a completely different strategy. But each guy can produce some 'suffix actions' that run immediately after him (but before the remaining work in the would-be queue), and trying to maintain the ordering with a purely functional data structure is potentially inefficient (without the right tree/queue library at hand).

    irunner game

    It's almost just like an 'Action queue', a list of int->int functions. | data,xs -> data, xs List.init (n-1) (fun _ -> R)) // inefficient type Runner = Runner of (int -> int * list) One more version, it uses lists, but now I've a feeling for what's weird here. | data,Some(next) -> data, Some(Pair(next, Repeat R (n-1)))) | data,None -> data, Some(Repeat R (n-1)) Let rec Repeat (Runner(r) as R) n = Runner(fun x -> | data,Some(next) -> data, Some(Pair(next,R2))) Let rec Pair(Runner(r1),R2) = Runner(fun x -> type Runner = Runner of (int -> int * option) am still trying to see if there's a good way to work in a "list", since the results seem isomorphic to cons cells. Here's another way that's a little more refined. | Result(data,Some(next)) -> Result(data, Some(Pair(next, Repeat r (n-1)))) | Result(data,None) -> Result(data, Some(Repeat r (n-1))) | Result(data,Some(next)) -> Result(data,Some(Pair(next,r2))) | Result(data,None) -> Result(data, Some(r2)) That said, I think there may be a better/simpler representation choice, I'm still mulling it over. Here's something that's almost a direct translation of the same solution strategy. Return new Result(res.Data, new Sequence(_runner)) New Pair(res.Next, new Sequence(_runner))) Return new Result(res.Data, new Repeat(_toRun, _counter - 1)) Public Repeat(IRunner toRun, int counter) Return new Result(res.Data, new Pair(res.Next, _two)) I'm open to any sort of creative solutions :) interface IRunner

    IRUNNER GAME CODE

    I have a feeling the matching F# code will be significantly smaller. The C# code is posted below, and I would like some help porting it to F#. I wrote some C# code to conceptualize it, but I'm having trouble porting it to F#. I'm trying to write a small little scripting engine for a bullet hell game and I would like to do it in F#.











    Irunner game