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Posted
about 13 years
ago
Happy Thanksgiving! Here's SDR 0.7 to celebrate the holiday. Version 0.7 incorporates a number of dance engine refactorings completed shortly after the previous release promised them, as well as (more recently) a number of new call and concept
... [More]
definitions (and test cases) inspired by the C4 calls I am currently studying. I also updated Google App Engine and Google Web Toolkit to the latest versions for the web app, although jMonkeyEngine is still stuck at 2.0 — we might get an Android version of SDR if I manage to rebase to jMonkeyEngine 3.0 for the next release.
Breathing the square properly is still a challenge. Other square dance programs only treat starting and ending formations, but SDR has to consider all of the intermediate positions along the dancers' paths. This leads to some very unusual formations being breathed. As mentioned in the notes for the last release, SDR formulates breathing as a solution to a mixed integer linear programming problem—but there are still a few bugs lurking which cause the constraint solver to blow up from time to time (especially from columns, for some reason).
Hopefully I'll be able to dig into this for the next release. [Less]
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Posted
about 13 years
ago
by
cananian
Happy Thanksgiving! Here's SDR 0.7 to celebrate the holiday. Version 0.7 incorporates a number of dance engine refactorings completed shortly after the previous release promised them, as well as (more recently) a number of new call and concept
... [More]
definitions (and test cases) inspired by the C4 calls I am currently studying. I also updated Google App Engine and Google Web Toolkit to the latest versions for the web app, although jMonkeyEngine is still stuck at 2.0 — we might get an Android version of SDR if I manage to rebase to jMonkeyEngine 3.0 for the next release.
Breathing the square properly is still a challenge. Other square dance programs only treat starting and ending formations, but SDR has to consider all of the intermediate positions along the dancers' paths. This leads to some very unusual formations being breathed. As mentioned in the notes for the last release, SDR formulates breathing as a solution to a mixed integer linear programming problem—but there are still a few bugs lurking which cause the constraint solver to blow up from time to time (especially from columns, for some reason).
Hopefully I'll be able to dig into this for the next release. [Less]
|
|
Posted
about 13 years
ago
Happy Thanksgiving! Here's SDR 0.7 to celebrate the holiday. Version 0.7 incorporates a number of dance engine refactorings completed shortly after the previous release promised them, as well as (more recently) a number of new call and concept
... [More]
definitions (and test cases) inspired by the C4 calls I am currently studying. I also updated Google App Engine and Google Web Toolkit to the latest versions for the web app, although jMonkeyEngine is still stuck at 2.0 — we might get an Android version of SDR if I manage to rebase to jMonkeyEngine 3.0 for the next release.
Breathing the square properly is still a challenge. Other square dance programs only treat starting and ending formations, but SDR has to consider all of the intermediate positions along the dancers' paths. This leads to some very unusual formations being breathed. As mentioned in the notes for the last release, SDR formulates breathing as a solution to a mixed integer linear programming problem—but there are still a few bugs lurking which cause the constraint solver to blow up from time to time (especially from columns, for some reason).
Hopefully I'll be able to dig into this for the next release. [Less]
|
|
Posted
about 13 years
ago
Happy Thanksgiving! Here's SDR 0.7 to celebrate the holiday. Version 0.7 incorporates a number of dance engine refactorings completed shortly after the previous release promised them, as well as (more recently) a number of new call and concept
... [More]
definitions (and test cases) inspired by the C4 calls I am currently studying. I also updated Google App Engine and Google Web Toolkit to the latest versions for the web app, although jMonkeyEngine is still stuck at 2.0 — we might get an Android version of SDR if I manage to rebase to jMonkeyEngine 3.0 for the next release.
Breathing the square properly is still a challenge. Other square dance programs only treat starting and ending formations, but SDR has to consider all of the intermediate positions along the dancers' paths. This leads to some very unusual formations being breathed. As mentioned in the notes for the last release, SDR formulates breathing as a solution to a mixed integer linear programming problem—but there are still a few bugs lurking which cause the constraint solver to blow up from time to time (especially from columns, for some reason).
Hopefully I'll be able to dig into this for the next release. [Less]
|
|
Posted
about 16 years
ago
Another holiday, another SDR release. Version 0.6 (now on github!) comes with definitions for almost all of the Mainstream square dance program, excepting thars, stars, and that pesky allemande left. The basic abstract syntax tree representation of
... [More]
calls has been refactored, building on a implicitly-typed expression representation — clearly we're approaching fulfillment of Greenspun's tenth rule. On the REPL front of this quest, SDR now includes PMSD, a text UI incorporating an interactive javascript context. The test case transcripts probably provide the best overview of its use.
The SDR web frontend now supports implemented bigon, hexagon, and octagon dancing. There's also a square resolver based on Dave Wilson's ocean wave method. Since the previous release, I've also reimplemented square breathing using the Cassowary constraint solver. Expanding the square to make space for inserted tandems, couples, etc is formulated as a linear programming problem, optimized so that the resulting formation is compact. Resolving overlaps is formulated as a mixed integer program, which allows for either-or constraints: if dancers overlap on both X and Y axes, either the X overlap must be resolved, or the Y overlap must be resolved, or the dancers have to form a star.
Although there's plenty of core engine work left to do, I've started to shift back to working on the game UI. Hooking the newly improved dance engine up with the Sphinx voice recognition engine, tuning the recognizer, and generally putting all the bits together is expected to be the focus of the next (0.7) release. [Less]
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Posted
about 16 years
ago
Another holiday, another SDR release. Version 0.6 (now on github!) comes with definitions for almost all of the Mainstream square dance program, excepting thars, stars, and that pesky allemande left. The basic abstract syntax tree representation of
... [More]
calls has been refactored, building on a implicitly-typed expression representation — clearly we're approaching fulfillment of Greenspun's tenth rule. On the REPL front of this quest, SDR now includes PMSD, a text UI incorporating an interactive javascript context. The test case transcripts probably provide the best overview of its use.
The SDR web frontend now supports implemented bigon, hexagon, and octagon dancing. There's also a square resolver based on Dave Wilson's ocean wave method. Since the previous release, I've also reimplemented square breathing using the Cassowary constraint solver. Expanding the square to make space for inserted tandems, couples, etc is formulated as a linear programming problem, optimized so that the resulting formation is compact. Resolving overlaps is formulated as a mixed integer program, which allows for either-or constraints: if dancers overlap on both X and Y axes, either the X overlap must be resolved, or the Y overlap must be resolved, or the dancers have to form a star.
Although there's plenty of core engine work left to do, I've started to shift back to working on the game UI. Hooking the newly improved dance engine up with the Sphinx voice recognition engine, tuning the recognizer, and generally putting all the bits together is expected to be the focus of the next (0.7) release. [Less]
|
|
Posted
about 16 years
ago
Another holiday, another SDR release. Version 0.6 (now on github!) comes with definitions for almost all of the Mainstream square dance program, excepting thars, stars, and that pesky allemande left. The basic abstract syntax tree representation of
... [More]
calls has been refactored, building on a implicitly-typed expression representation — clearly we're approaching fulfillment of Greenspun's tenth rule. On the REPL front of this quest, SDR now includes PMSD, a text UI incorporating an interactive javascript context. The test case transcripts probably provide the best overview of its use.
The SDR web frontend now supports implemented bigon, hexagon, and octagon dancing. There's also a square resolver based on Dave Wilson's ocean wave method. Since the previous release, I've also reimplemented square breathing using the Cassowary constraint solver. Expanding the square to make space for inserted tandems, couples, etc is formulated as a linear programming problem, optimized so that the resulting formation is compact. Resolving overlaps is formulated as a mixed integer program, which allows for either-or constraints: if dancers overlap on both X and Y axes, either the X overlap must be resolved, or the Y overlap must be resolved, or the dancers have to form a star.
Although there's plenty of core engine work left to do, I've started to shift back to working on the game UI. Hooking the newly improved dance engine up with the Sphinx voice recognition engine, tuning the recognizer, and generally putting all the bits together is expected to be the focus of the next (0.7) release. [Less]
|
|
Posted
about 16 years
ago
Another holiday, another SDR release. Version 0.6 (now on github!) comes with definitions for almost all of the Mainstream square dance program, excepting thars, stars, and that pesky allemande left. The basic abstract syntax tree representation of
... [More]
calls has been refactored, building on a implicitly-typed expression representation — clearly we're approaching fulfillment of Greenspun's tenth rule. On the REPL front of this quest, SDR now includes PMSD, a text UI incorporating an interactive javascript context. The test case transcripts probably provide the best overview of its use.
The SDR web frontend now supports implemented bigon, hexagon, and octagon dancing. There's also a square resolver based on Dave Wilson's ocean wave method. Since the previous release, I've also reimplemented square breathing using the Cassowary constraint solver. Expanding the square to make space for inserted tandems, couples, etc is formulated as a linear programming problem, optimized so that the resulting formation is compact. Resolving overlaps is formulated as a mixed integer program, which allows for either-or constraints: if dancers overlap on both X and Y axes, either the X overlap must be resolved, or the Y overlap must be resolved, or the dancers have to form a star.
Although there's plenty of core engine work left to do, I've started to shift back to working on the game UI. Hooking the newly improved dance engine up with the Sphinx voice recognition engine, tuning the recognizer, and generally putting all the bits together is expected to be the focus of the next (0.7) release. [Less]
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Posted
about 16 years
ago
by
cananian
Another holiday, another SDR release. Version 0.6 (now on github!) comes with definitions for almost all of the Mainstream square dance program, excepting thars, stars, and that pesky allemande left. The basic abstract syntax tree representation of
... [More]
calls has been refactored, building on a implicitly-typed expression representation — clearly we're approaching fulfillment of Greenspun's tenth rule. On the REPL front of this quest, SDR now includes PMSD, a text UI incorporating an interactive javascript context. The test case transcripts probably provide the best overview of its use.
The SDR web frontend now supports implemented bigon, hexagon, and octagon dancing. There's also a square resolver based on Dave Wilson's ocean wave method. Since the previous release, I've also reimplemented square breathing using the Cassowary constraint solver. Expanding the square to make space for inserted tandems, couples, etc is formulated as a linear programming problem, optimized so that the resulting formation is compact. Resolving overlaps is formulated as a mixed integer program, which allows for either-or constraints: if dancers overlap on both X and Y axes, either the X overlap must be resolved, or the Y overlap must be resolved, or the dancers have to form a star.
Although there's plenty of core engine work left to do, I've started to shift back to working on the game UI. Hooking the newly improved dance engine up with the Sphinx voice recognition engine, tuning the recognizer, and generally putting all the bits together is expected to be the focus of the next (0.7) release. [Less]
|
|
Posted
about 16 years
ago
Another holiday, another SDR release. Version 0.6 (now on github!) comes with definitions for almost all of the Mainstream square dance program, excepting thars, stars, and that pesky allemande left. The basic abstract syntax tree representation of
... [More]
calls has been refactored, building on a implicitly-typed expression representation — clearly we're approaching fulfillment of Greenspun's tenth rule. On the REPL front of this quest, SDR now includes PMSD, a text UI incorporating an interactive javascript context. The test case transcripts probably provide the best overview of its use.
The SDR web frontend now supports implemented bigon, hexagon, and octagon dancing. There's also a square resolver based on Dave Wilson's ocean wave method. Since the previous release, I've also reimplemented square breathing using the Cassowary constraint solver. Expanding the square to make space for inserted tandems, couples, etc is formulated as a linear programming problem, optimized so that the resulting formation is compact. Resolving overlaps is formulated as a mixed integer program, which allows for either-or constraints: if dancers overlap on both X and Y axes, either the X overlap must be resolved, or the Y overlap must be resolved, or the dancers have to form a star.
Although there's plenty of core engine work left to do, I've started to shift back to working on the game UI. Hooking the newly improved dance engine up with the Sphinx voice recognition engine, tuning the recognizer, and generally putting all the bits together is expected to be the focus of the next (0.7) release. [Less]
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