Introduce a new Pendulum demo (component, template, stylesheet) and wire it into routing and the algorithms list. Extend Babylon canvas API to emit a SceneReadyEvent (scene + engine) and accept a shaderLanguage option in RenderConfig so materials/shaders can target WGSL; update Fractal to consume the new SceneReadyEvent signature. Also add i18n entries for the pendulum demo.
Introduce a new Fractal visualization: adds FractalComponent (template, styles, TS), FractalService (rendering, palettes, Mandelbrot/Julia/Burning Ship/Newton implementations), and Fractal model/types. Wire up routing and router constants (route and component import), add wiki links to UrlConstants, and expose the new algorithm in AlgorithmsService. Also add i18n entries (en/de) for UI labels and explanations. Component supports canvas zoom/drag, color schemes and iteration controls.
Implement Prim and Kruskal maze generation in the Labyrinth component with animated generation and UI guards. Introduces isAnimationRunning signal, mazeAnimationSpeed, maze node order tracking and animateMazeGeneration; createRandom(now takes a boolean) triggers either Prim or Kruskal flow, sets random start/end, and animates. Refactor Node.distance -> nodeData across models, components and the PathfindingService (Dijkstra/A*) to use nodeData for g-scores/ids. Add SharedFunctions.shuffleArray utility and update i18n (EN/DE) with labels for Prim/Kruskal. Misc: minor cleanup/init changes and drawing logic adjustments to support the new maze flows.
Introduce a new Labyrinth feature: add LabyrinthComponent (TS/HTML/SCSS) implementing maze generation (Prim's/Kruskal) and visualization using the existing generic grid. Wire the component into RouterConstants and app.routes, and add the algorithm entry to AlgorithmsService. Refactor pathfinding internals: rename Node.previousNode -> Node.linkedNode and update PathfindingService and PathfindingComponent accordingly. Add SharedFunctions.random helpers and replace local random utilities. Rename Conway component files/class to ConwayGolComponent and update template path. Add i18n entries for labyrinth (en/de). Minor housekeeping: bump package version to 1.0.0 and disable @typescript-eslint/prefer-for-of in ESLint config.
Replace the previous frontend workflow with an expanded Build, Test & Push workflow. Adds a quality-check job (runs on push and PRs to main) that sets up Node.js, installs deps, runs lint/type checks, unit tests (ChromeHeadless), production build and runs LHCI. The docker job now depends on the quality-check job and only runs on pushes to main. Added lighthouserc.json and ignored .lighthouseci, relaxed two ESLint rules (@typescript-eslint/no-inferrable-types and no-explicit-any), and updated package.json (and lock) to include LHCI tooling.
Conway GOL: add executionTime tracking and display; switch to double-buffered read/write grids with structuredClone initialization; refactor life update logic (checkLifeRules, swapGrids) to avoid mutating the source while computing the next generation; adjust per-frame delay to account for execution time; increase MAX_GRID_SIZE from 100 to 200; fix grid binding to use readGrid so UI reflects internal state.
Generic grid: add backgroundColor input and use it to clear canvas each frame; only draw cells whose color differs from background and draw grid lines conditionally based on node size to reduce overdraw; adjust drawNode to only stroke borders for larger nodes.
Templates: set backgroundColor='lightgray' for Conway and Pathfinding grid usages; display execution time in Conway UI.
Misc: remove a debug console.log in sorting component. These changes improve rendering performance, reduce flicker, and surface per-frame timing for tuning the Game of Life simulation.
Raise default Conway's Game of Life grid size from 40x40 to 50x50 (src/app/pages/algorithms/conway-gol/conway-gol.models.ts) to provide a larger initial viewport. Update i18n labels for the simple scene to 'Glider'/'Gleiter' in English and German respectively (src/assets/i18n/en.json, src/assets/i18n/de.json) for clearer naming.
Add predefined scenarios (SIMPLE, PULSAR, GUN) and UI controls to generate them; introduce a start/pause game loop driven by an Angular signal. Reduce default grid to 40x40 and max grid to 100, speed up default generation to 30ms, and pause the game when grid size changes. Implement scenario setup helpers (simple, pulsar, glider gun), life-rule evaluation, neighbor counting, grid swapping and a delay helper. Update template to show scenario buttons and conditional start/pause button, and add corresponding i18n entries for English and German.
Add a reusable GenericGridComponent (canvas + input handling) and migrate Conway Game of Life and Pathfinding pages to use it. New files: shared/components/generic-grid/{html,scss,ts} implement canvas rendering, resizing, input listeners and a callback API (createNodeFn, getNodeColorFn, applySelectionFn, initializationFn) plus gridChange events. Updated templates to replace raw <canvas> with <app-generic-grid> and switched grid size inputs to ngModelChange bindings. Conway and Pathfinding components: remove direct canvas/mouse handling, wire the generic grid callbacks, keep algorithm-specific logic (node creation, coloring, selection, scenarios and animations) but delegate drawing and interaction to GenericGridComponent. This centralizes grid rendering/interaction and simplifies per-algorithm components.
Consolidate and refactor component styling and markup: remove component-specific SCSS for Conway's Game of Life and Pathfinding and drop their styleUrls, rename per-component .controls blocks to .controls-panel in pathfinding and sorting templates, and move the outer container class onto the mat-card. Add global styles in src/styles.scss for .controls-panel, grid/form sizing, container max-width, and sorting visualization (bar states and transitions). Also update package-lock.json with minor/patch dependency bumps for Angular CLI/devkit/schematics/@schematics/angular, @modelcontextprotocol/sdk and several transitive packages.
Add interactive controls and drawing support for Conway's Game of Life: introduce Node.alive, Scenario enum, spawn/speed/time constants, random/empty generation, and mouse/touch drawing (click-drag/touch to toggle cells). Update template to include control buttons, speed input, legend, and expose Scenario constants. Implement grid initialization, random seeding, grid position mapping, and optimized node drawing/color logic.
Also update i18n (de/en) with GOL strings and move GRID label keys to ALGORITHM, switch some label usages accordingly. Move generic container/legend styles into global styles.scss (adjust canvas border color), and simplify component SCSS files. Change CONWAYS_WIKI URL to German wiki and remove now-unused UrlConstants references from components.