Add primes
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@ -14,3 +14,4 @@ edition = "2021"
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rand = "0.8.4"
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chrono = "0.4.6"
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lowdim = { version = "0.6.0", features = ["random"] }
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primal = "0.3.3"
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13
README.txt
13
README.txt
@ -8,22 +8,25 @@ bimood - color cycling mood lamp with two complementary colors
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parameter is the seconds for one cycle through the colors
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predprey - grass-prey-predator simulation
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parameter is number of actions per 40ms frame
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parameter is the number of actions per 40ms frame
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maze - draws a maze by drawing corridors
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parameter is number of actions per 40ms frame
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parameter is the number of actions per 40ms frame
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dualmaze - draws a maze by drawing walls
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parameter is number of actions per 40ms frame
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parameter is the number of actions per 40ms frame
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life - game of life
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parameter is number of actions per second
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parameter is the number of actions per second
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matrix-code - the falling code animation from Matrix
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parameter is not used yet
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lorenz - a Lorenz attractor
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parameter is number of actions per 40ms frame
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parameter is the number of actions per 40ms frame
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primes - display primes as rod numerals (hommage to Rune Mields)
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parameter is the number of pixels scrolled per second
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Compile with "cargo build --release".
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216
src/bin/primes/main.rs
Normal file
216
src/bin/primes/main.rs
Normal file
@ -0,0 +1,216 @@
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use std::env::args;
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use std::io::stdout;
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use std::io::Write;
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use std::thread::sleep;
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use std::time::Duration;
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use lowdim::bb2d;
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use lowdim::p2d;
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use lowdim::v2d;
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use lowdim::Array2d;
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use lowdim::BBox2d;
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use lowdim::Point2d;
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const COLORS: usize = 4;
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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enum Pixel {
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Background,
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Foreground,
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}
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#[derive(Clone, Debug)]
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struct Frame {
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pixels: Array2d<i64, Pixel>,
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}
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impl Frame {
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pub fn new(bbox: BBox2d) -> Frame {
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let pixels = Array2d::with(bbox, |_| Pixel::Background);
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Frame { pixels }
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}
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pub fn bbox(&self) -> BBox2d {
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self.pixels.bbox()
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}
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pub fn set(&mut self, pos: Point2d, pixel: Pixel) {
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if self.bbox().contains(&pos) {
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self.pixels[pos] = pixel;
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}
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}
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}
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fn send<T: Write>(w: &mut T, frame: &Frame) -> std::io::Result<()> {
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for y in frame.bbox().y_range().rev() {
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for x in frame.bbox().x_range() {
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let pixel = frame.pixels[p2d(x, y)];
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let white = match pixel {
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Pixel::Background => 170,
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Pixel::Foreground => 0,
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};
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let rgbw: &[u8] = &[0, 0, 0, white];
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w.write_all(rgbw)?;
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}
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}
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w.flush()
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}
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fn encode_digit(d: u32) -> (i64, bool) {
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if d <= 5 {
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(i64::from(d), false)
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} else {
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(i64::from(d) - 5, true)
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}
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}
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fn render_zero(frame: &mut Frame, pos: &mut Point2d) {
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for v in &[
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v2d(1, 0),
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v2d(2, 0),
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v2d(3, 0),
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v2d(1, 4),
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v2d(2, 4),
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v2d(3, 4),
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v2d(0, 1),
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v2d(0, 2),
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v2d(0, 3),
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v2d(4, 1),
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v2d(4, 2),
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v2d(4, 3),
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] {
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frame.set(*pos + v, Pixel::Foreground);
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}
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*pos += v2d(5, 0);
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}
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const STROKE_LEN: i64 = 11;
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const STROKE_MID: i64 = 5;
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fn render_vertical(frame: &mut Frame, pos: &mut Point2d, digit: u32) {
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if digit == 0 {
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render_zero(frame, pos);
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} else {
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let (ones, five) = encode_digit(digit);
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for i in 0..ones {
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for j in 0..STROKE_LEN {
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frame.set(*pos + v2d(2 * i, j), Pixel::Foreground);
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}
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}
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if five {
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for j in 0..STROKE_LEN {
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frame.set(*pos + v2d(ones - 1 - STROKE_MID + j, 11), Pixel::Foreground);
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}
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}
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*pos += v2d(2 * ones - 1, 0);
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}
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}
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fn render_horizontal(frame: &mut Frame, pos: &mut Point2d, digit: u32) {
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if digit == 0 {
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render_zero(frame, pos);
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} else {
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let (ones, five) = encode_digit(digit);
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for i in 0..ones {
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for j in 0..STROKE_LEN {
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frame.set(*pos + v2d(j, 2 * i), Pixel::Foreground);
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}
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}
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if five {
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for j in (2 * ones - 1)..STROKE_LEN {
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frame.set(*pos + v2d(STROKE_MID, j), Pixel::Foreground);
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}
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}
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*pos += v2d(STROKE_LEN, 0);
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}
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}
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fn render(frame: &mut Frame, pos: &mut Point2d, n: usize) {
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let s = n.to_string();
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let mut vertical = s.len() % 2 != 0;
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for c in s.chars() {
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let digit = c.to_digit(10).unwrap();
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if vertical {
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render_vertical(frame, pos, digit);
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} else {
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render_horizontal(frame, pos, digit);
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}
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vertical = !vertical;
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}
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}
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const DEFAULT_ARG: u64 = 4;
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fn main() -> std::io::Result<()> {
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let args = args().collect::<Vec<_>>();
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eprintln!("executing {}", args[0]);
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let x_size = args[1].parse::<usize>().unwrap();
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let y_size = args[2].parse::<usize>().unwrap();
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let arg = if let Some(s) = args.get(3) {
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s.parse::<u64>().unwrap_or(DEFAULT_ARG)
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} else {
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DEFAULT_ARG
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};
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eprintln!("screen size {}x{}, arg {}", x_size, y_size, arg);
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let bbox = bb2d(0..x_size as i64, 0..y_size as i64);
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let mut frame = Frame::new(bbox);
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let t_frame = (1000 / arg).max(50); // s
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let delay = Duration::from_millis(t_frame);
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// Start position for rendering (lower left pixel).
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let y_mid = (bbox.y_min() + bbox.y_max()) / 2;
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let mut start_pos = p2d(bbox.x_end(), y_mid - 6);
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let mut primes_iter = primal::Primes::all();
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let mut visible_primes = Vec::new();
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let space = v2d(2, 0);
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loop {
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let mut new_frame = Frame::new(bbox);
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let mut new_visible_primes = Vec::new();
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let mut pos = start_pos;
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// Render the primes that are already visible.
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for p in visible_primes {
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render(&mut new_frame, &mut pos, p);
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if pos.x() + STROKE_MID < frame.bbox().x_start() {
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// The prime is not visible any more,
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// not even some overhang from a five bar.
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// Omit it from the visible primes and move the start position
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// to the start of the next number.
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start_pos = pos + space;
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} else {
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// Keep the prime for displaying it the next time.
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new_visible_primes.push(p);
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}
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// Render a space between numbers.
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pos += space;
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}
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// Fill up the visible primes when necessary.
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while pos.x() < frame.bbox().x_end() + STROKE_MID {
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let p = primes_iter.next().unwrap();
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eprintln!("{}", p);
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// Keep the prime for displaying it the next time.
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new_visible_primes.push(p);
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render(&mut new_frame, &mut pos, p);
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}
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// Scroll one pixel to the left.
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start_pos -= v2d(1, 0);
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frame = new_frame;
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visible_primes = new_visible_primes;
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let mut buf = Vec::with_capacity(x_size * y_size * COLORS);
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send(&mut buf, &frame)?;
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stdout().write_all(&buf)?;
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stdout().flush()?;
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sleep(delay);
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}
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}
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