Display multiple lines to better fill the display
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@ -88,6 +88,9 @@ fn render_zero(frame: &mut Frame, pos: &mut Point2d) {
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const STROKE_LEN: i64 = 11;
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const STROKE_MID: i64 = 5;
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const HEIGHT: i64 = 12;
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const MIN_LINE_SEP: i64 = 1;
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const MIN_MARGIN: i64 = 1;
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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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@ -141,7 +144,7 @@ fn render(frame: &mut Frame, pos: &mut Point2d, n: usize) {
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}
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}
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const DEFAULT_ARG: u64 = 4;
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const DEFAULT_ARG: u64 = 2;
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const STATE_FILENAME: &str = ".primes.state";
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@ -167,6 +170,11 @@ fn main() -> Result<()> {
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};
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eprintln!("screen size {}x{}, arg {}", x_size, y_size, arg);
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let frame_size = x_size * y_size * COLORS;
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let x_size = i64::try_from(x_size)?;
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let y_size = i64::try_from(y_size)?;
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let last_prime = read_state().unwrap_or(1);
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eprintln!("starting after {}", last_prime);
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let mut primes_iter = primal::Primes::all().skip_while(|&p| p < last_prime);
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@ -178,56 +186,68 @@ fn main() -> Result<()> {
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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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// Start positions for rendering (lower left pixel).
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let lines = (y_size - 2 * MIN_MARGIN + MIN_LINE_SEP) / (HEIGHT + MIN_LINE_SEP);
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let line_sep = if lines >= 2 {
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(y_size - 2 * MIN_MARGIN - lines * HEIGHT) / (lines - 1)
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} else {
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MIN_LINE_SEP
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};
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let y0 = MIN_MARGIN + (y_size - 2 * MIN_MARGIN - lines * HEIGHT - (lines - 1) * line_sep) / 2;
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let mut start_positions = (0..lines)
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.map(|i| p2d(bbox.x_end(), y0 + i * (line_sep + HEIGHT)))
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.collect::<Vec<_>>();
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let mut visible_primes = Vec::new();
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let lines = usize::try_from(lines)?;
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let mut visible_primes = (0..lines).map(|_| Vec::new()).collect::<Vec<_>>();
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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 new_visible_primes = (0..lines).map(|_| Vec::new()).collect::<Vec<_>>();
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let mut pos = start_pos;
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for i in 0..lines {
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let mut pos = start_positions[i];
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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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// Render the primes that are already visible.
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for &p in &visible_primes[i] {
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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_positions[i] = 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[i].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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// Render a space between numbers.
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pos += space;
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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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write_state(p);
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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[i].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_positions[i] -= v2d(1, 0);
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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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write_state(p);
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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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let mut buf = Vec::with_capacity(frame_size);
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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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