notes/notes-todo.md

Notes

Some notes, considerations and improvements.

PolyPoint Head

Perhaps an import head to store all functions

Poly.Point
Poly.functions.saveRestoreDraw
Poly.math.PI_2
  • offcanvas rendering
  • threads and processes for off-canvas loops.

  • auto concat the polypoint

  • Consider if functional hash map chains is faster than functional calls
  • Event central

Generally polypoints should move towards an actor <> runtime engine, where all Stage integrations perform actor operations on a stage runtime, rather than the current, point-centric methodology.

This will provide better resource management, and coupled values.

  • variable numbers. Couple a percent with some number to compute dynamic variables:
// 40% from top-left.
point.x = var("40%", stage.point)
  • Natural elements some elements can be applied to a point. The values may be lazy.

    • Velocity
    • Pens and drawing
    • siblings parent, child previous, next

    A point should be able to relatively move from its origin, such as wobbling on a point, using the original location as a reference. + forced at and from Allow the impart of forces, including torque and velocity.


Car stuff:

  • https://asawicki.info/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html
  • https://github.com/spacejack/carphysics2d/tree/master
  • https://entertain.univie.ac.at/~hlavacs/publications/car_model06.pdf

Links:

  • https://natureofcode.com/
  • https://wumbo.net/
  • https://thirdspacelearning.com/gcse-maths/ https://online-learning-college.com/knowledge-hub/gcses/gcse-maths-help/tangent-properties/ https://www.fxhash.xyz/article/behind-the-algorithm%3A-buizen-generating-tubes-with-arc-tangent-math http://www.geometrycommoncore.com/content/unit5/gc2/teachernotes1.html https://www.waeconline.org.ng/e-learning//Technical/Td223Mq3.html https://github.com/subprotocol/verlet-js/tree/master https://www.youtube.com/watch?v=hpiILbMkF9w&ab_channel=NoBSCode https://www.youtube.com/watch?v=CceepU1vIKo&ab_channel=NoBSCode

https://pomax.github.io/bezierinfo/ https://windowjs.org/ https://www.glfw.org/ https://www.svgrepo.com/svg/425335/mouse


import {exp, e, pow, log} from 'mathjs'

export function sigmoid(x, derivative) {
    let fx = 1 / (1 + exp(-x));
  if (derivative)
        return fx * (1 - fx);
    return fx;
}

export function tanh(x, derivative) {
    let fx = 2 / (1 + exp(-2 * x)) - 1;
    if (derivative)
        return 1 - pow(fx, 2);
    return fx;
}

export function relu(x, derivative) {
    if (derivative)
        return x < 0 ? 0 : 1;
    return x < 0 ? 0 : x;
}

export function softplus(x, derivative) {
    if (derivative)
        return 1 / (1 + exp(-x));
    return log(1 + exp(x), e);
}

others:

http://victorjs.org/#products

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