Audit pass: - Frame rule counts frames since the last move, so every step lasts exactly movesEvery(score) frames, also right after a speed-up - clampTime + MAX_GAP_MS: a hidden tab no longer replays the whole gap - Pong Restart keeps held keys - Fact corrections (mulberry32 output coverage, Haskell IO, uniform) - New fixture cases from a mutation analysis Extensions (all three tracks, shared fixtures, course text): - Turn queue (Exercise 10.6), persisted high score (10.7), replay viewer (10.8), play() end-to-end helper (9.5) - Optional State (4.7) and optional Module 7b, stack-safe IO - Module 12, property-based testing with generators, shrinking, invariants and a model-based oracle - Module 13, Conway's Life with a Click event - JS type checking via jsconfig, JSDoc and types.d.ts - Maintainer tools: scripts/mutate.mjs, scripts/typecheck-js.sh, Playwright end-to-end suite (e2e/, scripts/e2e.sh) Docs: docs/contract.md is the canonical contract; specs and build log under docs/superpowers. Verified: JS 728, Scala 689, F# 691 unit tests; stubs and progression M01-M13 and M07b; 176 end-to-end tests on Chromium and WebKit. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
36 lines
1.6 KiB
JavaScript
36 lines
1.6 KiB
JavaScript
import { todo } from './todo.js'
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/** @import { State } from './types' */
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/**
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* Optional (Exercise 4.7). A `State<S, A>` is a plain function from a state to a pair: `s => [value, nextS]`.
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* It is `Random<A>` with the seed replaced by any state type `S`. Nothing in the game uses this file.
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*/
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/** A State that gives `a` and leaves the state untouched: `s => [a, s]`.
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* @type {<S, A>(a: A) => State<S, A>} */
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export const pure = (a) => todo('m04')
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/** Transform the value a State produces; the state threading is unchanged.
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* @type {<S, A, B>(st: State<S, A>, f: (a: A) => B) => State<S, B>} */
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export const map = (st, f) => todo('m04')
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/** Run `st`, feed its value to `f` to pick the next State, and run that with the state `st` left behind.
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* @type {<S, A, B>(st: State<S, A>, f: (a: A) => State<S, B>) => State<S, B>} */
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export const flatMap = (st, f) => todo('m04')
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/** A State whose value is the current state, which it leaves untouched: `s => [s, s]`. (A value, not a function call.)
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* @type {<S>(s: S) => [S, S]} */
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export const get = (s) => todo('m04')
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/** A State that replaces the state with `s` and gives `undefined`: whatever the old state, `[undefined, s]`.
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* @type {<S>(s: S) => State<S, undefined>} */
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export const put = (s) => todo('m04')
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/** A State that replaces the state `s` with `f(s)` and gives `undefined`.
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* @type {<S>(f: (s: S) => S) => State<S, undefined>} */
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export const modify = (f) => todo('m04')
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/** Run a State from an initial state: `[value, finalState]`.
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* @type {<S, A>(st: State<S, A>, s: S) => [A, S]} */
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export const run = (st, s) => todo('m04')
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