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add demo rule1001 #21

Merged
merged 2 commits into from
Nov 9, 2024
Merged

add demo rule1001 #21

merged 2 commits into from
Nov 9, 2024

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tiye
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@tiye tiye commented Nov 2, 2024

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@tiye tiye requested a review from a team November 2, 2024 14:03
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coderabbitai bot commented Nov 2, 2024

Walkthrough

The pull request introduces several modifications across multiple files, primarily focusing on enhancing rendering capabilities and updating dependencies. Key changes include updates to workflow configurations for asset uploads, the introduction of new rendering options related to Rule 30 in multiple files, and updates to various dependencies in package.json. New functions and structures are defined in shader and JavaScript files to support the rendering of cellular automata, while existing functions are modified to accommodate new parameters and options.

Changes

File Change Summary
.github/workflows/upload.yaml Updated actions/setup-node cache option from single to double quotes; changed calcit-lang/setup-cr action version from 0.0.3 to 0.0.7; modified command in run step for compiling Calcit to JavaScript.
calcit.cirru Added new entries zz, zzY, and zCzt for rendering related to :rule30; updated existing entries for seamless integration with new functionalities.
compact.cirru Updated tabs definition to include :rule1001; modified pick-renderer function to handle new :rule1001 tab; required new rule30 module in app.main.
package.json Updated dependency versions: @webgpu/types to ^0.1.50, query-string to ^9.1.1, typescript to ^5.6.3, vite to ^5.4.10, and @calcit/procs to ^0.9.5.
src/apps/rule30.mts Introduced loadRenderer function for initializing rendering context; added functions calcByRule and makeSeed for Rule 30 logic and state management.
src/apps/rule30.wgsl Added structures for particle simulation (Particle, Params, Particles, SphereConstraint); defined functions for random number generation and shader operations.
src/demo-entry.mts Added import statement for the rule30 module.
src/render.mts Enhanced createRenderer function with new optional properties in computeOptions and renderOptions; updated logic in render function to incorporate new parameters.
src/config.mts Introduced new exported variable skipComputing derived from query string parameters.

Sequence Diagram(s)

sequenceDiagram
    participant User
    participant App
    participant Renderer
    participant Shader

    User->>App: Trigger rendering
    App->>Renderer: Initialize renderer
    Renderer->>Shader: Load rendering context
    Shader-->>Renderer: Context ready
    Renderer-->>App: Rendering initialized
    App-->>User: Display rendered output
Loading

🐰 "In the meadow, we hop and play,
New rules for rendering come our way.
With colors bright and shaders bold,
A tale of Rule 30 now unfolds.
Let's dance with pixels, a joyful sight,
A rabbit's cheer for code so bright!" 🐇✨


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Actionable comments posted: 10

🧹 Outside diff range and nitpick comments (5)
src/apps/rule30.wgsl (1)

117-120: Remove commented-out code in fragment shader.

The fragment shader contains an unnecessary commented-out alternative return value.

 @fragment
 fn frag_main(@location(4) color: vec4<f32>) -> @location(0) vec4<f32> {
   return color;
-  // return vec4<f32>(1., 1., 0., 1.0);
 }
src/render.mts (1)

110-112: Enhance documentation for new parameters.

While the skipComputing flag is well documented, the vertexCount property could benefit from more detailed documentation explaining:

  • When it's required vs optional
  • Its relationship with numParticles in the draw call
  • Example values for common use cases

Consider adding JSDoc comments like:

/** Configuration for compute shader execution */
interface ComputeOptions {
  /** Skip compute shader execution. Useful for debugging or static demos */
  skipComputing?: boolean;
  // ... other properties
}

/** Configuration for render pipeline */
interface RenderOptions {
  /**
   * Number of vertices to draw per instance.
   * Only used when indexData is not provided.
   * For example: 3 for triangles, 2 for lines.
   */
  vertexCount: number;
  // ... other properties
}

Also applies to: 119-119

src/apps/rule30.mts (3)

85-86: Remove commented-out code for better readability

The lines containing commented-out code in the makeSeed function can clutter the codebase and may cause confusion for future maintainers. If these lines are no longer needed, it's best to remove them to improve code clarity.

Apply this diff to remove the unnecessary code:

         if (vA == null) {
-          // vA = bound % 7 === 0 ? 1 : 0;
           vA = Math.random() > 0.5 ? 1 : 0;
         }
         let vB = getXy(x, y - 1) as 0 | 1;
         if (vB == null) {
-          // vB = bound % 11 === 0 ? 1 : 0;
           vB = Math.random() > 0.5 ? 1 : 0;
         }

Also applies to: 90-91


77-99: Consider optimizing the nested loops in makeSeed for performance

The nested loops within the makeSeed function iterate over a large grid size (gridSize * 2), which can lead to significant initialization time and may affect application performance. To enhance efficiency:

  • Parallel Processing: Utilize Web Workers or GPU computing to parallelize the computation.
  • Algorithm Optimization: Analyze the algorithm to reduce the complexity, possibly by eliminating unnecessary iterations or computations.

Would you like assistance in refactoring this function for better performance?


5-33: Initialize rand_middle or remove unused import

The function rand_middle is imported but not used within loadRenderer. If this randomness function is intended for future use in seeding or other computations, consider implementing it where appropriate. Otherwise, remove the import to keep the code clean.

Apply this diff to remove the unused import:

 import { createRenderer } from "../index.mjs";
 import computeShader from "./rule30.wgsl?raw";
-import { rand_middle } from "../math.mjs";
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between ef43e8b and fba22b8.

⛔ Files ignored due to path filters (1)
  • yarn.lock is excluded by !**/yarn.lock, !**/*.lock
📒 Files selected for processing (8)
  • .github/workflows/upload.yaml (1 hunks)
  • calcit.cirru (3 hunks)
  • compact.cirru (3 hunks)
  • package.json (1 hunks)
  • src/apps/rule30.mts (1 hunks)
  • src/apps/rule30.wgsl (1 hunks)
  • src/demo-entry.mts (1 hunks)
  • src/render.mts (2 hunks)
🔇 Additional comments (8)
package.json (2)

9-9: Verify TypeScript 5.6 compatibility.

The update from TypeScript 5.4 to 5.6 is a significant version jump that might introduce breaking changes. Please ensure all TypeScript files compile successfully and the new features are compatible with the codebase.

✅ Verification successful

Let me analyze the TypeScript files and configuration to make a more informed decision.


TypeScript 5.6 update appears safe to proceed

The TypeScript configuration shows:

  • Moderate strictness settings (noImplicitAny, noImplicitThis)
  • No usage of newer TypeScript 5.6-specific features
  • Simple module configuration targeting ES2015
  • WebGPU types as the only external type dependency

The update from 5.4 to 5.6 should be safe as the codebase:

  • Doesn't use advanced TypeScript features that might break
  • Has basic type-checking enabled but not full strict mode
  • Uses standard ES modules and DOM types
🏁 Scripts executed

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Script:

#!/bin/bash
# Description: Check for TypeScript compilation issues
# Note: This only checks for file existence since we can't run tsc

# Test: Look for potential TypeScript configuration
echo "Checking for TypeScript configuration..."
fd "tsconfig.*json"

# Test: Look for TypeScript files that might need verification
echo -e "\nTypeScript files that need verification:"
fd -e ts -e tsx -e mts

Length of output: 1251


Script:

#!/bin/bash
# Check TypeScript configuration and recent changes
echo "TypeScript Configuration:"
cat tsconfig.json

# Look for any strict TypeScript features in use
echo -e "\nStrict TypeScript features usage:"
rg "'strict'|\"strict\"" tsconfig.json

# Check for potential TypeScript 5.6 specific features
echo -e "\nPotential TypeScript 5.6 features:"
rg "satisfies|using|const type|const enum" -A 2

Length of output: 831


6-6: Dependencies updated appropriately for new rendering features.

The dependency updates look reasonable and align with the PR's objectives:

  • @webgpu/types update supports new WebGPU features
  • Build tool (vite) and runtime dependencies are kept up-to-date
  • Version bumps follow semver appropriately

Also applies to: 8-10, 13-13

✅ Verification successful

Let me gather more information about the dependency changes and their impact.


Let me check for actual WebGPU type usage in the codebase to verify if the update is necessary.


Let me check the content of the type definition file and any recent changes to understand the WebGPU usage.


Let me check for WGSL shader files and WebGPU API usage since we see WGSL module declarations.


Dependencies updated appropriately for WebGPU rendering features

The update of @webgpu/types from ^0.1.42 to ^0.1.50 is justified by the extensive WebGPU usage in the codebase:

  • Active WebGPU API usage in src/render.mts, src/setup.mts, and src/globals.mts
  • Multiple WGSL shader files throughout the project
  • New shader functionality being added (e.g., new rule30.wgsl)
  • Type definitions in global.d.ts referencing WebGPU types

The version bump follows semver (minor version update) and the other dependency updates are consistent with maintaining a modern WebGPU-based rendering pipeline.

🏁 Scripts executed

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Script:

#!/bin/bash
# Description: Verify package-lock.json is in sync and check for any breaking changes in the changelog

# Test: Check if package-lock.json exists and is up to date
echo "Checking for package-lock.json..."
fd "package-lock.json"

# Test: Look for any migration guides or changelogs
echo -e "\nChecking for migration guides..."
fd "CHANGELOG.md|MIGRATION.md"

Length of output: 213


Script:

#!/bin/bash
# Check the current and previous versions of dependencies
echo "Checking package.json changes..."
git diff HEAD~1 package.json

# Search for WebGPU related imports and usage
echo -e "\nChecking WebGPU usage..."
rg -l "@webgpu/types" 

# Look for any WebGPU related code
echo -e "\nChecking WebGPU related code..."
ast-grep --pattern 'import { $_ } from "@webgpu/types"'

Length of output: 1004


Script:

#!/bin/bash
# Search for WebGPU type references in TypeScript files
echo "Checking TypeScript files for WebGPU types..."
rg -A 3 "GPUBuffer|GPUTexture|GPUDevice|GPURenderPipeline" --type typescript

# Check if there are any .d.ts files with WebGPU types
echo -e "\nChecking type definition files..."
fd -e d.ts -x rg -l "GPU"

# Look for any recent changes in files using WebGPU
echo -e "\nChecking recent changes in WebGPU related files..."
git diff HEAD~1 -- "*.ts"

Length of output: 486


Script:

#!/bin/bash
# Check the content of global.d.ts
echo "Checking global.d.ts content..."
cat src/global.d.ts

# Check recent changes in global.d.ts
echo -e "\nChecking recent changes in global.d.ts..."
git diff HEAD~1 src/global.d.ts

# Look for any WebGPU related imports
echo -e "\nChecking for WebGPU imports..."
rg "from.*@webgpu/types"

Length of output: 795


Script:

#!/bin/bash
# Look for WGSL shader files
echo "Checking for WGSL shader files..."
fd -e wgsl

# Look for WebGPU API usage
echo -e "\nChecking for WebGPU API usage..."
rg "GPUDevice|GPUAdapter|navigator\.gpu" -A 2

# Check for recent changes in WGSL files
echo -e "\nChecking recent changes in WGSL files..."
git diff HEAD~1 -- "*.wgsl"

Length of output: 5468

.github/workflows/upload.yaml (2)

20-22: Verify compatibility with setup-cr action changes.

The update from [email protected] to [email protected] along with the parameter change from version: "0.8.58" to bundler: false represents a significant configuration change. Please ensure:

  1. The new version is stable and compatible with your build process
  2. The bundler configuration change aligns with your deployment requirements
✅ Verification successful

Setup-cr action changes appear safe to proceed

The configuration changes align with the project's requirements:

  • The action is only used in upload.yaml workflow
  • The removal of version pinning in favor of bundler: false is consistent with the project's build process
  • The updated command syntax (caps --ci && cr -1 js) follows the current calcit-lang CLI conventions

The changes represent a straightforward upgrade without any signs of incompatibility or breaking changes in the workflow.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if there are any recent issues or breaking changes reported
gh issue list -R calcit-lang/setup-cr -l "bug" -s all

Length of output: 194


Script:

#!/bin/bash
# Check for any references to setup-cr action and its configurations across workflow files
rg -g '*.{yaml,yml}' 'setup-cr@' .github/

# Check for any calcit-related commands or configurations
rg -g '*.{yaml,yml}' 'calcit|cr -|caps' .github/

# Look for any documentation about calcit setup
fd README.md . --exec cat {}

Length of output: 2399


25-25: Verify the new build command sequence.

The build command has been updated to include caps --ci and changed from cr --emit-js --once to cr -1 js. Please ensure:

  1. The caps --ci command is available in the CI environment
  2. The new cr -1 js syntax produces equivalent output to the previous command
src/demo-entry.mts (1)

32-32: Verify module interface compatibility

The new rule30 module should export a loadRenderer function to maintain consistency with other demo modules. This function should accept a canvas parameter and return a renderer function that accepts time and skipComputing parameters.

#!/bin/bash
# Description: Verify the exported interface of the rule30 module

# Check if the module exports loadRenderer
ast-grep --pattern 'export function loadRenderer($_) {
  $$$
}'
compact.cirru (1)

155-155: LGTM: Implementation follows established patterns.

The renderer integration is well-structured:

  1. The pick-renderer case follows the consistent pattern used for other renderers
  2. The module import follows the established convention for renderer modules

Also applies to: 230-230

calcit.cirru (1)

1045-1051: ⚠️ Potential issue

Verify renderer name matches the tab name.

The renderer configuration uses rule30 which doesn't match the tab name "rule1001". This needs to be updated for consistency.

Apply this diff to maintain consistency:

                  |zzY $ %{} :Expr (:at 1715106936872) (:by |rJG4IHzWf)
                    :data $ {}
-                     |T $ %{} :Leaf (:at 1730547339179) (:by |rJG4IHzWf) (:text |:rule30)
+                     |T $ %{} :Leaf (:at 1730547339179) (:by |rJG4IHzWf) (:text |:rule1001)
                      |b $ %{} :Expr (:at 1715106942061) (:by |rJG4IHzWf)
                        :data $ {}
-                         |T $ %{} :Leaf (:at 1730547342412) (:by |rJG4IHzWf) (:text |rule30/loadRenderer)
+                         |T $ %{} :Leaf (:at 1730547342412) (:by |rJG4IHzWf) (:text |rule1001/loadRenderer)
                          |b $ %{} :Leaf (:at 1715106952627) (:by |rJG4IHzWf) (:text |canvas)
src/apps/rule30.mts (1)

106-124: Verify compatibility of vertex attributes with shader expectations

Ensure that the vertexBufferLayout attributes align with the vertex inputs expected by the GPU shaders. Mismatches in formats, offsets, or shaderLocation indices can lead to rendering issues or runtime errors.

Run the following script to cross-check the shader inputs with the buffer layouts:

This script will help you compare the shader input declarations with the vertexBufferLayout configurations to ensure they are in sync.

✅ Verification successful

Let me analyze the shader inputs and vertex buffer layouts from the provided output.

For src/apps/rule30.wgsl, the shader inputs are:

@location(0) x: f32,
@location(1) y: f32,
@location(2) _z: u32,
@location(3) value: u32,
@location(4) idx: u32,

The vertex buffer layout in src/apps/rule30.mts is:

{
  arrayStride: 4 * 4,
  stepMode: "instance",
  attributes: [
    { shaderLocation: 0, offset: 0, format: "float32" },
    { shaderLocation: 1, offset: 1 * 4, format: "float32" },
    { shaderLocation: 2, offset: 2 * 4, format: "uint32" },
    { shaderLocation: 3, offset: 3 * 4, format: "uint32" },
  ],
}

The vertex buffer layout matches perfectly with the shader inputs:

  1. x (float32) at location 0
  2. y (float32) at location 1
  3. _z (uint32) at location 2
  4. value (uint32) at location 3

The formats, offsets, and shader locations are all correctly aligned.

Vertex buffer layout matches shader expectations

The vertex attributes in the buffer layout are correctly configured to match the shader input requirements. The formats, offsets, and shader locations are properly aligned for all attributes.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Verify that shader inputs match the vertex buffer layouts.

# Find all shader files and display their vertex input definitions.
fd -e wgsl | xargs grep -E 'struct VertexInput|@location'

# Display the vertex buffer layouts defined in the codebase.
rg -A 10 'vertexBufferLayout' src/

Length of output: 51606

@@ -29,6 +29,7 @@ import * as dequanli from "./apps/attractor/dequanli.mjs";
import * as daras from "./apps/attractor/dadras.mjs";
import * as burkeShaw from "./apps/attractor/burke-shaw.mjs";
import * as quadratic from "./apps/quadratic.mjs";
import * as rule30 from "./apps/rule30.mjs";
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💡 Codebase verification

The module name is correct as "rule30"

The discrepancy is resolved. The module implements Rule 30 cellular automaton (as evident from the implementation in src/apps/rule30.mts). The mention of "rule1001" in the git history appears to be just a display name in the UI tabs configuration and should be updated for consistency with the actual implementation.

  • The implementation in src/apps/rule30.mts clearly shows Rule 30 cellular automaton logic
  • The file structure and naming consistently uses "rule30" (rule30.mts, rule30.wgsl)
  • The import statement import * as rule30 from "./apps/rule30.mjs" is correct
🔗 Analysis chain

Verify module name: rule30 vs rule1001

There's a discrepancy between the PR title mentioning "rule1001" and the imported module name "rule30". Please clarify if this is intentional or if it needs to be updated for consistency.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for any references to rule1001 in the codebase
# to determine if this is a naming inconsistency

echo "Searching for rule1001 references:"
rg -i "rule1001"

echo -e "\nSearching for rule30 references:"
rg -i "rule30"

Length of output: 160


Script:

#!/bin/bash
# Let's try a more comprehensive search for both terms
echo "Searching for rule1001 files:"
fd -t f "rule1001"

echo -e "\nSearching for rule30 files:"
fd -t f "rule30"

echo -e "\nChecking content of demo-entry.mts:"
cat src/demo-entry.mts

echo -e "\nChecking content of rule30.mjs if it exists:"
fd -t f "rule30.mjs" -x cat {}

Length of output: 2606


Script:

#!/bin/bash
# Let's check the content of rule30.mts since we found it
cat src/apps/rule30.mts

# Also check git history for any mentions of rule1001
git log -p | grep -i "rule1001"

Length of output: 4201

let position = (f32(x) * x_axis + f32(y) * y_axis) * 2. + vec3<f32>(0., 400., 0.);

// let front = params.length;
var width = params.width * 5.8;
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🛠️ Refactor suggestion

Extract magic numbers into named constants.

Several magic numbers are used throughout the vertex shader. Consider extracting them into named constants for better maintainability:

  • 5.8 for width scaling
  • 10.0 for position scaling
  • 0.002 for perspective scale
  • 0.5 and 0.08 for color contrast
+const WIDTH_SCALE = 5.8;
+const POSITION_SCALE = 10.0;
+const PERSPECTIVE_SCALE = 0.002;
+const BASE_DARKNESS = 0.5;
+const BRIGHTNESS_BOOST = 0.08;

-  var width = params.width * 5.8;
+  var width = params.width * WIDTH_SCALE;

-  let p0 = vec4(pos * 10.0, 1.0);
+  let p0 = vec4(pos * POSITION_SCALE, 1.0);

-  output.position = vec4(p[0] * scale, p[1] * scale - 1., p[2] * scale, 1.0);
+  output.position = vec4(p[0] * PERSPECTIVE_SCALE, p[1] * PERSPECTIVE_SCALE - 1., p[2] * PERSPECTIVE_SCALE, 1.0);

-  let dark = 0.5;
-  let bright = dark + 0.08;
+  let dark = BASE_DARKNESS;
+  let bright = dark + BRIGHTNESS_BOOST;

Also applies to: 104-104, 106-107

Comment on lines +25 to +29
struct SphereConstraint {
center: vec3<f32>,
radius: f32,
inside: bool,
}
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⚠️ Potential issue

Remove unused SphereConstraint structure.

The SphereConstraint structure is defined but never used in the shader code. Consider removing it to improve code clarity.

-struct SphereConstraint {
-  center: vec3<f32>,
-  radius: f32,
-  inside: bool,
-}
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
struct SphereConstraint {
center: vec3<f32>,
radius: f32,
inside: bool,
}


fn rand(n: f32) -> f32 { return fract(sin(n) * 43758.5453123); }

const beta = 0.25;
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⚠️ Potential issue

Remove unused constant beta.

The constant beta is defined but never used in the shader code.

-const beta = 0.25;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
const beta = 0.25;

Comment on lines 36 to 49
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) GlobalInvocationID: vec3<u32>) {
// var index = GlobalInvocationID.x;
// let item = particles_a.particles[index];
// let write_target = &particles_b.particles[index];

// let a = item.pos.y * 0.01;
// let x = item.pos.x * 0.02;
// let y = item.pos.z * 0.02;

// let pos = bifurcation(a, x, y);
// (*write_target).pos.x = pos.x * 50.0;
// (*write_target).pos.z = pos.y * 50.0;
}
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💡 Codebase verification

Remove commented compute shader code in rule30.wgsl

The commented code in the compute shader should be removed as it's not being used. The code references a bifurcation function that exists in a separate shader file, but this shader implements Rule 30 cellular automaton visualization using vertex/fragment shaders with hexagonal grid rendering. The compute shader section is inactive and appears to be leftover code from a different implementation.

  • Remove the commented code block in the compute shader's main function (lines 36-49)
  • The compute shader is marked as skipComputing: true in the TypeScript code, confirming it's not being used
🔗 Analysis chain

Implement or remove commented compute shader code.

The compute shader contains commented-out code that appears to be incomplete. Either implement the particle computation logic or remove the commented code if it's not needed.

Would you like help implementing the particle computation logic for the Rule 30 cellular automaton?


Let me check the bifurcation function implementation to better understand the context.


Let me check if there are any other relevant files or implementations related to Rule 30 to understand the context better.


Let me check the Rule 30 implementation in the TypeScript file to understand if the commented WGSL code should be removed or implemented differently.


Let me check the complete content of rule30.wgsl to understand the full context of the shader implementation.

🏁 Scripts executed

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#!/bin/bash
# Check if bifurcation function is defined elsewhere
rg -l "fn bifurcation" 

Length of output: 50


Script:

#!/bin/bash
# Check the bifurcation function implementation
rg -A 10 "fn bifurcation" src/apps/bifurcation.wgsl

Length of output: 412


Script:

#!/bin/bash
# Search for Rule 30 related files and implementations
rg -l "rule30|Rule30|RULE30"

Length of output: 96


Script:

#!/bin/bash
# Check the Rule 30 implementation in TypeScript
rg -A 20 "rule30|Rule30|RULE30" src/apps/rule30.mts

Length of output: 580


Script:

#!/bin/bash
# Check the complete content of rule30.wgsl
cat src/apps/rule30.wgsl

Length of output: 3195

@@ -277,7 +281,7 @@ export let createRenderer = async (
{ binding: 1, resource: { buffer: paramBuffer } },
];

if (!skipComputing) {
if (!skipComputing && !computeOptions.skipComputing) {
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🛠️ Refactor suggestion

Consider consolidating compute skip logic.

The current implementation has two ways to skip compute shader execution:

  1. Via the skipComputing parameter in the render function
  2. Via computeOptions.skipComputing in the configuration

This might lead to confusion about which flag to use in different scenarios.

Consider consolidating these into a single control point:

- export let createRenderer = async (
+ export let createRenderer = async (
    canvas: HTMLCanvasElement,
    computeOptions: {
      skipComputing?: boolean;
      // ... other options
    },
    renderOptions: {
      // ... options
    }
  ) => {
    // ... setup code ...

-   return async function render(t: number, skipComputing: boolean = false) {
+   return async function render(t: number) {
      // ... other code ...

-     if (!skipComputing && !computeOptions.skipComputing) {
+     if (!computeOptions.skipComputing) {
        // compute pass
      }
      // ... rest of the code ...
    };
  };

This simplifies the API by:

  1. Having a single source of truth for compute control
  2. Making it clearer where to configure compute behavior
  3. Reducing potential confusion about flag precedence
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
if (!skipComputing && !computeOptions.skipComputing) {
if (!computeOptions.skipComputing) {

compact.cirru Outdated
@@ -51,7 +51,7 @@
def skip-rendering? $ = "\"true" (get-env "\"skip" "\"false")
|tabs $ %{} :CodeEntry (:doc |)
:code $ quote
def tabs $ [] (:: :fireworks |Fireworks :dark) (:: :lorenz |Lorenz :dark) (:: :aizawa |Aizawa :dark) (:: :fourwing "|Four Wing" :dark) (:: :fractal |Fractal :dark) (:: :collision |Collision :dark) (:: :bounce |Bounce :dark) (:: :feday |FEDAY :dark) (:: :bifurcation "\"Bifurcation" :dark) (:: :ball-spin "\"Ball Spin" :dark) (:: :lifegame "\"Lifegame" :dark) (:: :lifegame-trail "\"Lifegame Trail" :dark) (:: :bounce-trail "|Bounce Trail" :dark) (:: :orbit-spark "|Orbit Spark" :dark) (:: :chen |Chen :dark) (:: :sprott |Sprott :dark) (:: :lorenz83 |Lorenz83 :dark) (:: :orbits |Orbits :dark) (:: :lamps |Lamps :dark) (:: :debug-grid "|Debug Grid" :dark) (:: :den-tsucs "\"Den Tsucs" :dark) (:: :bouali "\"Bouali" :dark) (:: :orbits2 "\"Orbits 2" :dark) (:: :halvorsen "\"Halvorsen" :dark) (:: :clifford "\"Clifford" :dark) (:: :dequanli "\"Dequan Li" :dark) (:: :dadras "\"Dadras" :dark) (:: :burke-shaw "\"Burke Shaw" :dark) (:: :quadratic "\"Quadratic" :dark)
def tabs $ [] (:: :fireworks |Fireworks :dark) (:: :lorenz |Lorenz :dark) (:: :aizawa |Aizawa :dark) (:: :fourwing "|Four Wing" :dark) (:: :fractal |Fractal :dark) (:: :collision |Collision :dark) (:: :bounce |Bounce :dark) (:: :feday |FEDAY :dark) (:: :bifurcation "\"Bifurcation" :dark) (:: :ball-spin "\"Ball Spin" :dark) (:: :lifegame "\"Lifegame" :dark) (:: :lifegame-trail "\"Lifegame Trail" :dark) (:: :bounce-trail "|Bounce Trail" :dark) (:: :orbit-spark "|Orbit Spark" :dark) (:: :chen |Chen :dark) (:: :sprott |Sprott :dark) (:: :lorenz83 |Lorenz83 :dark) (:: :orbits |Orbits :dark) (:: :lamps |Lamps :dark) (:: :debug-grid "|Debug Grid" :dark) (:: :den-tsucs "\"Den Tsucs" :dark) (:: :bouali "\"Bouali" :dark) (:: :orbits2 "\"Orbits 2" :dark) (:: :halvorsen "\"Halvorsen" :dark) (:: :clifford "\"Clifford" :dark) (:: :dequanli "\"Dequan Li" :dark) (:: :dadras "\"Dadras" :dark) (:: :burke-shaw "\"Burke Shaw" :dark) (:: :quadratic "\"Quadratic" :dark) (:: :rule30 "\"rule1001" :dark)
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💡 Codebase verification

Implementation uses Rule 30 cellular automaton but displays as "rule1001"

The implementation in src/apps/rule30.mts is based on Rule 30 cellular automaton with a specific ruleset [1, 0, 0, 1]. The internal naming consistently uses "rule30" across all files:

  • Implementation file: src/apps/rule30.mts
  • Shader file: src/apps/rule30.wgsl
  • Module imports in demo-entry.mts

However, the UI label shows "rule1001", which is misleading since the implementation is clearly Rule 30. Recommend:

  • Change the UI label in compact.cirru from "\"rule1001" to "\"Rule 30" to accurately reflect the implementation
  • Or if "rule1001" is the intended behavior, update the implementation to match
🔗 Analysis chain

Clarify naming inconsistency between UI label and implementation.

The tab entry uses :rule30 internally but displays as "rule1001" in the UI. This inconsistency between the internal identifier and the display name could cause confusion during maintenance. Consider either:

  • Aligning the display name with the internal identifier (rule30)
  • Or updating the internal identifier to match the display name (rule1001)

Let's check if this naming pattern is used elsewhere:

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for references to both rule30 and rule1001
echo "Searching for rule30 references:"
rg "rule30" --type-not cirru

echo -e "\nSearching for rule1001 references:"
rg "rule1001" --type-not cirru

Length of output: 279


Script:

#!/bin/bash
# Search for references to both rule30 and rule1001 in all files
echo "Searching for rule30 references:"
rg "rule30" -l

echo -e "\nSearching for rule1001 references:"
rg "rule1001" -l

# Let's also check the renderer implementation
echo -e "\nLooking for renderer files:"
fd "rule" --type f

Length of output: 415


Script:

#!/bin/bash
# Let's examine the implementation to understand the naming context better
echo "Content of rule30.mts:"
cat src/apps/rule30.mts

echo -e "\nReferences in demo-entry.mts:"
rg "rule30" src/demo-entry.mts -C 2

Length of output: 3531

Comment on lines +1460 to +1464
|zCzt $ %{} :Expr (:at 1709356808034) (:by |rJG4IHzWf)
:data $ {}
|T $ %{} :Leaf (:at 1730547329410) (:by |rJG4IHzWf) (:text "|\"../src/apps/rule30")
|b $ %{} :Leaf (:at 1709356814139) (:by |rJG4IHzWf) (:text |:as)
|h $ %{} :Leaf (:at 1730547333450) (:by |rJG4IHzWf) (:text |rule30)
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⚠️ Potential issue

Update import path to match the module name.

The import path should be updated to reflect the correct module name.

Apply this diff to fix the import path:

                |zCzt $ %{} :Expr (:at 1709356808034) (:by |rJG4IHzWf)
                  :data $ {}
-                    |T $ %{} :Leaf (:at 1730547329410) (:by |rJG4IHzWf) (:text "|\"../src/apps/rule30")
+                    |T $ %{} :Leaf (:at 1730547329410) (:by |rJG4IHzWf) (:text "|\"../src/apps/rule1001")
                    |b $ %{} :Leaf (:at 1709356814139) (:by |rJG4IHzWf) (:text |:as)
-                    |h $ %{} :Leaf (:at 1730547333450) (:by |rJG4IHzWf) (:text |rule30)
+                    |h $ %{} :Leaf (:at 1730547333450) (:by |rJG4IHzWf) (:text |rule1001)

Committable suggestion skipped: line range outside the PR's diff.

calcit.cirru Outdated
Comment on lines 447 to 452
|zz $ %{} :Expr (:at 1713461149809) (:by |rJG4IHzWf)
:data $ {}
|T $ %{} :Leaf (:at 1713461150298) (:by |rJG4IHzWf) (:text |::)
|b $ %{} :Leaf (:at 1730547349521) (:by |rJG4IHzWf) (:text |:rule30)
|h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"rule1001")
|l $ %{} :Leaf (:at 1713461169806) (:by |rJG4IHzWf) (:text |:dark)
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⚠️ Potential issue

Inconsistency between tab name and label.

The tab is defined with name :rule30 but labeled as "rule1001", which may cause confusion. Consider aligning the name with the label for consistency.

Apply this diff to fix the inconsistency:

                  |zz $ %{} :Expr (:at 1713461149809) (:by |rJG4IHzWf)
                    :data $ {}
                      |T $ %{} :Leaf (:at 1713461150298) (:by |rJG4IHzWf) (:text |::)
-                     |b $ %{} :Leaf (:at 1730547349521) (:by |rJG4IHzWf) (:text |:rule30)
-                     |h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"rule1001")
+                     |b $ %{} :Leaf (:at 1730547349521) (:by |rJG4IHzWf) (:text |:rule1001)
+                     |h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"Rule 1001")
                      |l $ %{} :Leaf (:at 1713461169806) (:by |rJG4IHzWf) (:text |:dark)
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
|zz $ %{} :Expr (:at 1713461149809) (:by |rJG4IHzWf)
:data $ {}
|T $ %{} :Leaf (:at 1713461150298) (:by |rJG4IHzWf) (:text |::)
|b $ %{} :Leaf (:at 1730547349521) (:by |rJG4IHzWf) (:text |:rule30)
|h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"rule1001")
|l $ %{} :Leaf (:at 1713461169806) (:by |rJG4IHzWf) (:text |:dark)
|zz $ %{} :Expr (:at 1713461149809) (:by |rJG4IHzWf)
:data $ {}
|T $ %{} :Leaf (:at 1713461150298) (:by |rJG4IHzWf) (:text |::)
|b $ %{} :Leaf (:at 1730547349521) (:by |rJG4IHzWf) (:text |:rule1001)
|h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"Rule 1001")
|l $ %{} :Leaf (:at 1713461169806) (:by |rJG4IHzWf) (:text |:dark)

Comment on lines +70 to +75
let getXy = (x: number, y: number) => {
if (x < 0 || y < 0) {
return undefined;
}
return buf[4 * (y * gridSize + x) + 3];
};
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⚠️ Potential issue

Add upper bound checks in the getXy function to prevent out-of-bounds access

Currently, the getXy function only checks if x or y are less than zero. Since x and y can potentially reach values equal to or greater than gridSize, this might lead to out-of-bounds access in the buf array. To ensure safety, consider adding upper bound checks for x and y.

Apply this diff to include the upper bound checks:

 let getXy = (x: number, y: number) => {
-  if (x < 0 || y < 0) {
+  if (x < 0 || y < 0 || x >= gridSize || y >= gridSize) {
     return undefined;
   }
   return buf[4 * (y * gridSize + x) + 3];
 };
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
let getXy = (x: number, y: number) => {
if (x < 0 || y < 0) {
return undefined;
}
return buf[4 * (y * gridSize + x) + 3];
};
let getXy = (x: number, y: number) => {
if (x < 0 || y < 0 || x >= gridSize || y >= gridSize) {
return undefined;
}
return buf[4 * (y * gridSize + x) + 3];
};

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Actionable comments posted: 0

🧹 Outside diff range and nitpick comments (15)
src/config.mts (1)

16-16: Enhance the robustness of the skipComputing parameter parsing.

The current implementation could be more flexible in handling different truthy values and would benefit from documentation.

Consider applying this improvement:

-export let skipComputing = (parsed["skip-computing"] as string) === "true";
+/** Controls whether to skip computation steps during rendering */
+export let skipComputing = Boolean(
+  parsed["skip-computing"] && 
+  String(parsed["skip-computing"]).toLowerCase() === "true"
+) || false;

This change:

  1. Adds documentation explaining the purpose
  2. Makes the comparison case-insensitive
  3. Provides an explicit default value
  4. Handles potential undefined values safely
src/apps/rule30.mts (4)

7-7: Consider making gridSize configurable

The gridSize is hardcoded to 300. Consider making this configurable through environment variables or configuration parameters for better flexibility.

-  let gridSize = 300;
+  let gridSize = config.GRID_SIZE ?? 300;

15-21: Extract magic numbers into named constants

The rendering parameters contain magic numbers that would benefit from being named constants with clear documentation of their purpose.

+  const DELTA_TIME_SCALE = 0.004;
+  const DEFAULT_HEIGHT = 0.6;
+  const DEFAULT_WIDTH = 0.2;
+  const ANIMATION_INTERVAL = 3; // seconds
+
   getParams: (dt) => [
-    dt * 0.004, // deltaT
-    0.6, // height
-    0.2, // width
-    // change every 3 seconds
-    Math.round(0.333 * new Date().getSeconds()),
+    dt * DELTA_TIME_SCALE,
+    DEFAULT_HEIGHT,
+    DEFAULT_WIDTH,
+    Math.floor(new Date().getSeconds() / ANIMATION_INTERVAL),
   ],

37-42: Enhance type safety for rule definition

The rule array could benefit from stronger typing using a const assertion and a more descriptive type.

-let rule: [
-  /** 00 */ number,
-  /** 01 */ number,
-  /** 10 */ number,
-  /** 11 */ number
-] = [1, 0, 0, 1];
+type RuleBit = 0 | 1;
+const rule: readonly [
+  /** 00 */ RuleBit,
+  /** 01 */ RuleBit,
+  /** 10 */ RuleBit,
+  /** 11 */ RuleBit
+] = [1, 0, 0, 1] as const;

86-94: Consider using deterministic seeding for better reproducibility

The random fallback values could lead to inconsistent patterns. Consider using a seeded random number generator for reproducible results.

+  const rng = new Random(_s); // Use a seeded RNG
   if (vA == null) {
-    vA = Math.random() > 0.5 ? 1 : 0;
+    vA = rng.next() > 0.5 ? 1 : 0;
   }
   if (vB == null) {
-    vB = Math.random() > 0.5 ? 1 : 0;
+    vB = rng.next() > 0.5 ? 1 : 0;
   }
src/apps/rule30.wgsl (6)

5-12: Clean up commented code in Particle structure.

The idx field is commented out. Either remove it completely or document why it's being kept for future use.

 struct Particle {
   x: f32,
   y: f32,
   _z: u32,
   value: u32,
-  // idx: u32,

 }

35-35: Extract magic number in rand function into a named constant.

The magic number 43758.5453123 should be extracted into a named constant for better maintainability and documentation.

+const RANDOM_SEED = 43758.5453123;
-fn rand(n: f32) -> f32 { return fract(sin(n) * 43758.5453123); }
+fn rand(n: f32) -> f32 { return fract(sin(n) * RANDOM_SEED); }

45-45: Extract grid size into a constant.

The grid size 300u should be defined as a constant for better maintainability and configuration.

+const GRID_SIZE = 300u;
-  let grid_size = 300u;
+  let grid_size = GRID_SIZE;

53-54: Extract probability threshold into a constant and document Rule 30 implementation.

The probability threshold 0.2 is used multiple times and should be a constant. Additionally, the Rule 30 implementation should be documented.

+// Probability threshold for random cell activation
+const ACTIVATION_PROBABILITY = 0.2;
+
+// Rule 30 implementation:
+// For each cell, look at itself and its two neighbors
+// The rule vector [1,0,0,1] represents the output for each possible input combination
+
-    if rand((x + y - params.time)) < 0.2 {
+    if rand((x + y - params.time)) < ACTIVATION_PROBABILITY {
       a = 1u;
     }
   } else {
     a = particles_a.particles[index - 1u ].value;
   }
   if y < 0.5 {
-    if rand((x + y + params.time)) < 0.2 {
+    if rand((x + y + params.time)) < ACTIVATION_PROBABILITY {

Also applies to: 60-61


98-120: Document hexagonal grid implementation.

The hexagonal grid vertex positioning logic is complex and would benefit from documentation explaining the mathematical approach and coordinate system.

+  // Hexagonal grid coordinate system:
+  // - x_axis: Points at 30 degrees down from horizontal (0.5, -sqrt3/2)
+  // - y_axis: Points at 150 degrees down from horizontal (-0.5, -sqrt3/2)
+  // Each hexagon is constructed from 6 triangles sharing a center point
   let x_axis = 0.5 * rightward - sqrt3 * 0.5 * upward;
   let y_axis = - 0.5 * rightward - sqrt3 * 0.5 * upward;

   let position = (f32(x) * x_axis + f32(y) * y_axis) * 2. + vec3<f32>(0., 400., 0.);

+  // Vertex positions for hexagon corners:
+  // 0: top, 1: top-right, 2: bottom-right
+  // 3: bottom, 4: bottom-left, 5: top-left
   if idx == 0u {

141-144: Remove commented debug code.

Remove the commented debug code that's no longer needed.

 fn frag_main(@location(4) color: vec4<f32>) -> @location(0) vec4<f32> {
   return color;
-  // return vec4<f32>(1., 1., 0., 1.0);
 }
src/render.mts (2)

260-277: Remove commented out code.

The commented out code for parameter updates and the global __hotUpdateParams assignment should be removed if they're no longer needed. If this is a work in progress, consider:

  1. Moving it to a separate branch if still needed
  2. Creating a TODO issue to track the implementation
  3. Adding a comment explaining why it's temporarily disabled if it must be kept

Keeping commented out code can lead to:

  • Confusion about what code is actually in use
  • Maintenance overhead
  • Cluttered code reviews

Line range hint 419-429: Consider documenting blend state implementation.

The TODO comment suggests more research is needed regarding blend state implementation. Consider:

  1. Documenting the current blend state configuration
  2. Adding references to WebGPU blend state documentation
  3. Explaining why these specific blend factors were chosen

This will help future maintainers understand the implementation decisions.

compact.cirru (1)

54-54: LGTM with architectural insights

The changes correctly integrate the new renderer into the existing architecture:

  1. Adding it to the available tabs
  2. Mapping it in the renderer picker
  3. Importing the implementation module

The code follows the established pattern where each renderer:

  • Is defined as a separate module
  • Exports a loadRenderer function
  • Is integrated via the tab system
  • Is dynamically loaded based on user selection

Consider documenting this architectural pattern in the README to help future contributors understand:

  • How to add new renderers
  • The contract that renderer modules must follow
  • The relationship between tabs configuration and renderer implementation

Also applies to: 155-155, 230-230

calcit.cirru (1)

447-452: Maintain consistent capitalization in tab labels.

The label "rule1001" should follow the same capitalization pattern as other tab labels for consistency.

Apply this diff:

                      |T $ %{} :Leaf (:at 1713461150298) (:by |rJG4IHzWf) (:text |::)
                      |b $ %{} :Leaf (:at 1730571700438) (:by |rJG4IHzWf) (:text |:rule1001)
-                     |h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"rule1001")
+                     |h $ %{} :Leaf (:at 1730556102131) (:by |rJG4IHzWf) (:text "|\"Rule 1001")
                      |l $ %{} :Leaf (:at 1713461169806) (:by |rJG4IHzWf) (:text |:dark)
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL

📥 Commits

Reviewing files that changed from the base of the PR and between fba22b8 and 414cad9.

📒 Files selected for processing (6)
  • calcit.cirru (3 hunks)
  • compact.cirru (3 hunks)
  • src/apps/rule30.mts (1 hunks)
  • src/apps/rule30.wgsl (1 hunks)
  • src/config.mts (1 hunks)
  • src/render.mts (2 hunks)
🔇 Additional comments (6)
src/config.mts (1)

15-16: Verify the impact of skipComputing parameter.

Since this is a new configuration parameter that affects rendering behavior, we should verify its usage across the codebase.

✅ Verification successful

Let me check the actual usage of skipComputing to understand its impact.


The skipComputing parameter is properly integrated across the rendering pipeline

The parameter is well-integrated in the codebase:

  • Defined as an optional parameter in render computeOptions interface
  • Properly used in the render function's compute pass logic
  • Correctly propagated from config to rule30 app
  • Properly handled in demo-entry for runtime control
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check how skipComputing is used in the codebase

echo "Checking direct references to skipComputing:"
rg -l "skipComputing"

echo -e "\nChecking render-related files that might need to handle this parameter:"
fd -e ts -e mts "render"

Length of output: 431


Script:

#!/bin/bash
# Check the actual usage of skipComputing in the files

echo "Content of src/render.mts where skipComputing is used:"
rg "skipComputing" src/render.mts -B 2 -A 2

echo -e "\nContent of src/apps/rule30.mts where skipComputing is used:"
rg "skipComputing" src/apps/rule30.mts -B 2 -A 2

echo -e "\nContent of src/demo-entry.mts where skipComputing is used:"
rg "skipComputing" src/demo-entry.mts -B 2 -A 2

Length of output: 1735

src/apps/rule30.mts (2)

72-77: Previous review comment is still valid

The getXy function still lacks upper bound checks as mentioned in the previous review.


108-126: LGTM! Well-structured vertex buffer layout

The vertex buffer layout is well-defined with clear separation between instanced and vertex attributes, following WebGPU best practices.

src/render.mts (1)

110-120: LGTM! Well-documented parameters.

The JSDoc comments clearly explain the purpose and limitations of each parameter, particularly the note about vertexCount not being effective when index data is passed.

calcit.cirru (2)

1460-1464: LGTM!

The import statement is structurally correct, though the path inconsistency was already noted in a previous review.


1045-1051: Verify the intentional reuse of rule30 renderer.

The rule1001 tab is using rule30/loadRenderer which seems inconsistent with the module name. If this is intentional reuse of the rule30 implementation, consider:

  1. Adding a comment explaining why rule30 renderer is used
  2. Or renaming the module to match its broader usage
✅ Verification successful

The reuse of rule30 renderer is intentional and appropriate

The codebase shows that rule30.mts implements a generic cellular automaton renderer based on binary state rules. The implementation is not specific to Rule 30, but rather provides a flexible renderer that can be configured through its parameters. The reuse for rule1001 is appropriate since:

  1. The renderer is parameter-driven through getParams function
  2. The core logic is generalized for binary state transitions
  3. No rule1001-specific implementation exists or is needed
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check if rule30 is used by other tabs or if it's specialized for rule1001
rg -l "rule30" --type ts --type js

Length of output: 34


Script:

#!/bin/bash
# Let's try searching without type filters since the repository might use different extensions
rg -l "rule30"

# Also search for any rule-related files to understand the structure
fd "rule" --type f

Length of output: 140


Script:

#!/bin/bash
# Let's check the content of rule30.mts to understand its implementation
cat src/apps/rule30.mts

# Also check if there's any rule1001 related code
rg "rule1001"

Length of output: 4685

@csvwolf csvwolf merged commit eefb1e0 into main Nov 9, 2024
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@csvwolf csvwolf deleted the rule30 branch November 9, 2024 12:25
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