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Author SHA1 Message Date
Andreas Dahm
16142178f4 Some clean up stuff
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2026-08-26 11:43:53 +02:00
Andreas Dahm
db2bc7ab97 Imporved the site 2026-08-26 11:26:00 +02:00
Andreas Dahm
888fb6289d pimped the site a little but and fixed impress 2026-08-26 10:48:39 +02:00
Andreas Dahm
f543a5e2f3 Upgraded dependencies and extended stopwatch
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2026-08-20 12:00:39 +02:00
3f1093e3c8 Merge pull request 'Lots of technical improvements' (#36) from feat/technical-improvements into main
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Reviewed-on: #36
2026-06-02 15:59:05 +02:00
Andreas Dahm
1087fc40e0 Try to fix test
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2026-06-02 15:56:15 +02:00
Andreas Dahm
a26443af8f Lots of technical improvements
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2026-06-02 15:48:31 +02:00
Andreas Dahm
102cdfcb52 Added ai info
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2026-05-22 11:36:50 +02:00
01cf680f79 README.md aktualisiert
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2026-05-20 11:28:05 +02:00
Andreas Dahm
fb911b897a Added update for tabbar
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2026-05-08 13:31:10 +02:00
e20aa11927 Merge pull request 'Added timer component' (#35) from feat/online-timer into main
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Reviewed-on: #35
2026-05-06 10:47:20 +02:00
Andreas Dahm
39b90a0b81 Added timer component
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2026-05-06 10:46:57 +02:00
b47bce16b5 Merge pull request 'fix(deps): override ip-address to ^10.1.1 to patch XSS vulnerability' (#34) from fix/dependency-vulnerabilities into main
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Reviewed-on: #34
2026-05-06 08:07:43 +02:00
Andreas Dahm
da44d3816e fix(deps): override ip-address to ^10.1.1 to patch XSS vulnerability
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Resolves 4 moderate npm audit findings stemming from ip-address <=10.1.0
(GHSA-v2v4-37r5-5v8g) reaching the tree via
@angular/cli -> @modelcontextprotocol/sdk -> express-rate-limit -> ip-address.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 08:07:12 +02:00
ffe7bbb25e Merge pull request 'AI-tryouts' (#33) from AI-tryouts into main
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Reviewed-on: #33
2026-04-16 13:26:41 +02:00
Andreas Dahm
9a6e91ea9d Using tailwind instead of scss as much as possible
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2026-04-16 11:58:16 +02:00
Andreas Dahm
f9797493ce Removed unused parameter 2026-04-16 10:06:57 +02:00
Andreas Dahm
a349f630c6 Updated the webgpu stuff to have webgl as fallback 2026-04-16 10:04:48 +02:00
Andreas Dahm
4e24cb5df1 Updated dependencies 2026-04-16 08:57:55 +02:00
Andreas Dahm
0d3411aeb2 Updated about page 2026-04-16 08:22:39 +02:00
9a6b5198ad .gitea/workflows/build-Frontend-a.yml aktualisiert
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2026-03-28 13:05:00 +01:00
Andreas Dahm
2d82cdfd6b Merge remote-tracking branch 'origin/main'
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2026-03-26 09:09:25 +01:00
Andreas Dahm
00ebedfc90 Updated about page 2026-03-26 09:09:15 +01:00
4bf5b3e2c4 Merge pull request 'feature/4ColorProblem' (#32) from feature/4ColorProblem into main
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Reviewed-on: #32
2026-03-08 11:11:19 +01:00
ab730f8f3b removed unused method
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2026-03-08 11:09:57 +01:00
0104bad59f optimized limits a little bit 2026-03-08 11:08:11 +01:00
54b33daa40 Add Four-Color algorithm page
Introduce an interactive Four Color Theorem demo: add FourColorComponent (template, styles, standalone component) with canvas-based grid, region generation, adjacency detection and a backtracking solver; include models for nodes/regions and grid constants. Wire up route and RouterConstants/UrlConstants, add menu entry in AlgorithmsService, and add i18n entries for English and German. Also add global color styles in styles.scss and a few minor i18n text adjustments.
2026-03-08 11:01:14 +01:00
61defae20e Update styles.scss
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2026-03-07 17:38:54 +01:00
64842d388b fixed linting issues
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2026-03-07 17:30:29 +01:00
40c3b9dd5a Merge pull request 'bugfix/someImporvements' (#31) from bugfix/someImporvements into main
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Reviewed-on: #31
2026-03-07 17:20:37 +01:00
66643d8e18 Added sound oszilator for search display
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2026-03-07 17:19:53 +01:00
2ab1d2dd85 Topbar active links, algorithm icons & styles
Add active state support to topbar links (routerLinkActive) and CSS underline/hover styling; expose icons for algorithm categories and render them in the algorithms list. Update AlgorithmCategory interface and AlgorithmsService to include icon names, import MatIconModule where needed, and adjust algorithms template to show icon, title and description layout. Global style tweaks: dark theme background, canvas shadows, card hover/gradient accents, and new styles for algorithm cards and page title for improved visual polish.
2026-03-07 17:02:40 +01:00
150306333e Added one cloth parameter elongation 2026-03-07 16:53:36 +01:00
7ff59bf734 Add TimSort implementation and UI entries
Introduce TimSort support across the app: add TIM_SORT_WIKI to UrlConstants, implement timSort (with insertionSortRange and mergeRanges) in SortingService to produce SortSnapshot sequences (uses RUN=32, sorts runs then merges, marks comparing/unsorted/sorted states), and wire the algorithm into SortingComponent (UI entry and case branch). Also add TIMSORT_EXPLANATION translations in de.json and en.json, and add a few UI label keys (STIFFNESS, ELONGATION, RESTART_SIMULATION) to both locale files.
2026-03-07 16:38:39 +01:00
5c97667ec1 Use loadComponent for routes and cleanup
Switch route definitions to lazy-load components via loadComponent dynamic imports and remove direct component references from RouterConstants. Remove several components' standalone flags and adjust component metadata (styleUrl vs styleUrls) and imports accordingly. Make AlgorithmsService and AlgorithmsComponent synchronous (getCategories() now returns an array and template iterates categories directly). Replace alert in PathfindingComponent with MatSnackBar and inject it. Simplify LanguageService initialization to use existing translate configuration. Remove unused ReloadService. Make GenericGridComponent.lastCell protected. Miscellaneous tidy-ups across related files.
2026-03-07 16:12:16 +01:00
f46a1ed0bf Add CLAUDE.md, use snackbar for WebGPU errors
Add a new CLAUDE.md project guidelines file. Update BabylonCanvas to replace alert() with an Angular Material MatSnackBar and use ngx-translate for a localized WebGPU-not-supported message (injects MatSnackBar and TranslateService and updates imports). Add the corresponding WEBGPU.NOT_SUPPORTED entries to en.json and de.json for localization.
2026-03-07 15:50:31 +01:00
f7557efa88 updated dependencies 2026-03-07 15:34:19 +01:00
408702be5c Update package-lock.json 2026-03-07 15:26:43 +01:00
88ca86ae54 Merge pull request 'Fixed problem if webgpu is not available and added alert to show the problem. Maybe somewhere in the future i will use toasts for this.' (#30) from bugfix/webgpu into main
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Reviewed-on: #30
2026-03-05 10:58:54 +01:00
Andreas Dahm
24c4dd3290 Fixed problem if webgpu is not available and added alert to show the problem. Maybe somewhere in the future i will use toasts for this.
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2026-03-05 10:57:07 +01:00
548cac026d Merge pull request 'Added new position' (#29) from feature/newPosition into main
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Reviewed-on: #29
2026-03-04 20:39:33 +01:00
Andreas Dahm
a3ec68acc5 Added new position
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2026-03-04 20:37:04 +01:00
61a2057291 src/assets/i18n/en.json aktualisiert
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2026-02-26 08:10:05 +01:00
737601636f src/assets/i18n/de.json aktualisiert
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2026-02-26 08:09:08 +01:00
0037502b00 src/app/pages/projects/projects.component.ts aktualisiert
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2026-02-26 07:12:19 +01:00
5485e57bdb Updated wiki links
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2026-02-25 09:10:41 +01:00
f4104d02e8 Bump deps and refactor layouts/styles
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Update package-lock with multiple dependency bumps (Angular CLI/DevKit/schematics to 21.1.5, ajv to 8.18.0, minimatch/brace-expansion updates, tar, qs, swiper, hono, etc.). Wrap the generic grid canvas in a container and clean up HTML structure/indentation in algorithms and pathfinding templates (add card-grid wrapper and reformat content). Adjust global styles: refine .algo-container and app-root margins/gaps, and refactor hero/photo/intro styles for responsive layout. Changes are primarily dependency updates and UI/layout refinements.
2026-02-25 08:50:28 +01:00
28bde29c8b Merge pull request 'feature/clothsimulation' (#28) from feature/clothsimulation into main
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Reviewed-on: #28
2026-02-24 09:31:35 +01:00
ab3bca4395 Cloth: add info, outline, diagonals, shader
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Add an informational panel and mesh-outline toggle to the cloth demo, plus richer physics and shading. The cloth component now provides AlgorithmInformation to an <app-information> view and a toggleMesh() that flips the mesh wireframe. Constraint generation was extended with four diagonal phases (constraintsP4..P7) and the solver loop was generalized to iterate solver pipelines, improving parallel XPBD constraint handling. The WGSL vertex/fragment shaders were updated to pass world positions, compute normals, add simple lighting and a grid-based base color. Also update information template/model to support optional translated entry names and expand i18n (DE/EN) with cloth texts and a Docker key.
2026-02-24 09:28:16 +01:00
12411e58bf Refactored the cloth class for better reading 2026-02-24 08:51:53 +01:00
14d7a78ac4 Added wind to cloth simulation 2026-02-24 08:46:57 +01:00
ed0e370e9d Fixed some styling issues 2026-02-24 08:27:59 +01:00
f656206691 Refactor cloth component and shaders
Improve readability, typing and structure for the cloth simulation component and WGSL shaders. Changes include: formatted imports, added file/header JSDoc and inline comments, made renderConfig and lifecycle methods public with explicit types, renamed component selector to 'app-cloth', converted several functions to typed helpers (e.g. createAndPopulateBuffer, addConstraint), consolidated buffer creation, and cleaned up compute shader binding mappings. Shader file receives file header and minor comment clarifications and a bounds check comment; overall changes are stylistic and organizational to increase maintainability and clarity without altering core algorithm behavior.
2026-02-23 11:30:05 +01:00
728dbc047f Use 4-phase graph-coloring for constraints
Split cloth constraints into 4 graph-colored phases (horizontal even/odd, vertical even/odd) instead of one big constraints array. Create dynamic JS arrays (constraintsP0..P3) with an addConstraint helper, allocate four GPU constraint buffers and four corresponding solve compute shaders (csSolve0..csSolve3) via a createSolver helper, and dispatch them per substep to avoid write-write races. Update integrate/velocity shader bindings setup and dispatch logic; keep positions/prevPositions/velocities buffers as before. In WGSL, mark constraints as read-only and use arrayLength(&constraints) to bound-check the constraint index instead of relying on a CPU-side count. Also tweak sim parameter (compliance lowered) and minor refactors/cleanups for clarity and consistency.
2026-02-23 11:19:28 +01:00
746022c48d Update cloth.component.ts 2026-02-23 11:07:09 +01:00
954211b3cf Add cloth simulation page with WGSL shaders
Introduce a new cloth simulation feature: adds ClothComponent (TS/HTML/SCSS) and WGSL compute/vertex/fragment shaders implementing an XPBD-based cloth sim. Wire up routing and RouterConstants, add the cloth entry to the algorithms list, and add English/German i18n strings. Also include small refactors/renames for algorithm-category and algorithms.service imports and update BabylonCanvas to tolerate optional shader configuration and avoid null access during setup.
2026-02-23 11:02:54 +01:00
885e609082 Update particles-background.component.ts
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2026-02-23 10:08:36 +01:00
b61eb4eb73 Update particles-background.component.ts
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2026-02-23 10:07:26 +01:00
96d4659652 Merge pull request 'Added background animation to habe a little bit more interesting page' (#27) from feature/backgroundAnimation into main
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Reviewed-on: #27
2026-02-23 10:01:28 +01:00
ad43459173 Added background animation to habe a little bit more interesting page
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2026-02-23 10:01:01 +01:00
32ecfcb621 Merge pull request 'feature/scss-cleanup' (#26) from feature/scss-cleanup into main
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Reviewed-on: #26
2026-02-23 09:46:12 +01:00
aceb0ea24e optimized pendulum visual
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2026-02-23 09:43:34 +01:00
c160fb4bc8 overworked the project detail pages 2026-02-23 09:37:26 +01:00
45c11e42cd Added an image for the playground project 2026-02-23 09:11:16 +01:00
e66206c518 Fixed hero page 2026-02-23 09:07:33 +01:00
110 changed files with 11201 additions and 6262 deletions

4
.gitattributes vendored
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@@ -34,7 +34,7 @@ Dockerfile text eol=lf
*.adoc text eol=lf *.adoc text eol=lf
*.txt text eol=lf *.txt text eol=lf
*.csv text eol=lf *.csv text eol=lf
*.svg text eol=lf # svg ist Text *.svg text eol=lf
# ---- binary files never convert ---- # ---- binary files never convert ----
*.jar binary *.jar binary
@@ -57,4 +57,4 @@ Dockerfile text eol=lf
*.so binary *.so binary
*.dll binary *.dll binary
*.dylib binary *.dylib binary
*.exe binary *.exe binary

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@@ -52,22 +52,25 @@ jobs:
- name: Lint & Type Check - name: Lint & Type Check
run: npm run lint --if-present run: npm run lint --if-present
# 2. Unit Tests (Logik) Not necessary, because atm no tests written # 2. i18n key sync (en/de must share the same keys)
#- name: Unit Tests - name: i18n Key Check
# run: npx ng test --watch=false --browsers=ChromeHeadless run: npm run i18n:check
# 3. Build Production (necessary for lighthouse) # 3. Unit Tests (Logic) — browser/launcher configured in karma.conf.js
- name: Unit Tests
run: npx ng test --watch=false
# 4. Build Production (necessary for lighthouse)
- name: Build Production - name: Build Production
run: npx ng build --configuration production run: npx ng build --configuration production
# 4. Lighthouse Audit (Performance & SEO) # 5. Lighthouse Audit (Performance & SEO)
- name: Install Puppeteer # Puppeteer is a devDependency, so `npm ci` already installed it and
run: npm install puppeteer --no-save # downloaded Chrome. executablePath() is async in Puppeteer v25, so await it.
- name: Lighthouse CI - name: Lighthouse CI
run: | run: |
CHROME_PATH=$(node -e 'console.log(require("puppeteer").executablePath())') CHROME_PATH=$(node -e 'require("puppeteer").executablePath().then(p => console.log(p))')
export CHROME_PATH=$CHROME_PATH export CHROME_PATH=$CHROME_PATH
npx lhci autorun npx lhci autorun
# ------------------------------------------------------------------ # ------------------------------------------------------------------
@@ -92,12 +95,18 @@ jobs:
echo "branch=$BRANCH" >> "$GITHUB_OUTPUT" echo "branch=$BRANCH" >> "$GITHUB_OUTPUT"
echo "sha=${GITHUB_SHA::12}" >> "$GITHUB_OUTPUT" echo "sha=${GITHUB_SHA::12}" >> "$GITHUB_OUTPUT"
# Convert repository owner to lowercase
OWNER="${GITHUB_REPOSITORY_OWNER}"
OWNER="$(echo "$OWNER" | tr '[:upper:]' '[:lower:]')"
echo "owner=$OWNER" >> "$GITHUB_OUTPUT"
- uses: docker/setup-buildx-action@v3 - uses: docker/setup-buildx-action@v3
- uses: docker/login-action@v3 - uses: docker/login-action@v3
with: with:
username: ${{ secrets.DOCKERHUB_USERNAME }} registry: git.andreas-dahm.eu
password: ${{ secrets.DOCKERHUB_TOKEN }} username: ${{ github.repository_owner }}
password: ${{ secrets.TOKEN_GITEA }}
- name: Build & Push (branch + sha tags) - name: Build & Push (branch + sha tags)
uses: docker/build-push-action@v6 uses: docker/build-push-action@v6
@@ -105,8 +114,8 @@ jobs:
context: . context: .
push: true push: true
tags: | tags: |
docker.io/${{ secrets.DOCKERHUB_USERNAME }}/playground:frontend-a-${{ steps.prep.outputs.branch }} git.andreas-dahm.eu/${{ steps.prep.outputs.owner }}/playground:frontend-a-${{ steps.prep.outputs.branch }}
docker.io/${{ secrets.DOCKERHUB_USERNAME }}/playground:frontend-a-${{ steps.prep.outputs.branch }}-${{ steps.prep.outputs.sha }} git.andreas-dahm.eu/${{ steps.prep.outputs.owner }}/playground:frontend-a-${{ steps.prep.outputs.branch }}-${{ steps.prep.outputs.sha }}
- name: Also push moving main tag - name: Also push moving main tag
uses: docker/build-push-action@v6 uses: docker/build-push-action@v6
@@ -114,4 +123,4 @@ jobs:
context: . context: .
push: true push: true
tags: | tags: |
docker.io/${{ secrets.DOCKERHUB_USERNAME }}/playground:frontend-a-main git.andreas-dahm.eu/${{ steps.prep.outputs.owner }}/playground:frontend-a-main

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.gitignore vendored
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@@ -44,3 +44,7 @@ Thumbs.db
# Lighthouse # Lighthouse
.lighthouseci/ .lighthouseci/
.claude/settings.local.json
# claude
.claude/

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.postcssrc.json Normal file
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@@ -0,0 +1,5 @@
{
"plugins": {
"@tailwindcss/postcss": {}
}
}

91
CLAUDE.md Normal file
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@@ -0,0 +1,91 @@
# Claude Code Guidelines
## Project Overview
This is the frontend of the Playground project, built with Angular 21 and Angular Material. It includes features like a light/dark theme toggle and multi-language support via ngx-translate. The application is a static Single Page Application (SPA) served by NGINX.
**Key Technologies:**
* **Frontend Framework:** Angular 21
* **UI Components & Theming:** Angular Material
* **Internationalization:** ngx-translate
* **Server:** NGINX (for serving the SPA)
* **Containerization:** Docker
* **CI/CD:** Gitea Actions (self-hosted, `git.andreas-dahm.eu`)
## Building and Running
### Local Development
1. **Install dependencies:**
```bash
npm install
```
2. **Start development server:**
```bash
ng serve --open
```
The app will run at `http://localhost:4200`.
### Building for Production
To build the project for production, which creates the optimized static files:
```bash
ng build
```
## Language
- All code must be written in **English** — including variable names, function names, comments, and commit messages.
## Clean Code
- Write simple, clear, and readable code.
- Avoid deeply nested or chained calls. Break complex expressions into named intermediate variables or separate steps.
- Code should be understandable by junior developers without additional explanation.
## Braces
- Always use curly braces `{}` for branches and loops — even for single-line bodies.
```ts
// ✅ correct
if (isValid) {
doSomething();
}
// ❌ avoid
if (isValid) doSomething();
```
## Functions
- Extract reusable or logically distinct logic into separate, well-named functions.
- A function should do one thing and do it well.
- Prefer short functions that are easy to test and understand.
## Comments
- Only add comments when they explain the **why** or the **idea** behind the code — not the **what**.
- Do not comment on things that are already obvious from the code itself.
```ts
// ✅ useful comment — explains intent
// Retry once to handle transient network errors
const result = await fetchWithRetry(url);
// ❌ useless comment — just restates the code
// Call fetchWithRetry with url
const result = await fetchWithRetry(url);
```
## Development Conventions
* **Language:** TypeScript
* **Framework:** Angular
* **Styling:** Tailwind CSS (v4, CSS-first config) is the primary styling approach. Use utility classes in templates. Theme tokens and custom variants are declared in `src/tailwind.css` via `@theme` and `@custom-variant` — there is no `tailwind.config.js`. Preflight stays disabled by importing `tailwindcss/theme.css` and `tailwindcss/utilities.css` individually, so Angular Material's reset stays in charge. SCSS (`styles.scss`) is only for Angular Material theme setup, Material component overrides with `!important`, Swiper `::part()` selectors, and component `:host` blocks. Shared Tailwind component classes live in `src/tailwind.css` via `@utility`.
* **Linting:** ESLint is configured (see `eslint.config.js` and `package.json` scripts).
* **Internationalization:** Uses `ngx-translate` with `en.json` and `de.json` asset files.
## Project Structure (Key Areas)
* `src/app/`: Contains the main application logic, components, services, and routing.
* `src/app/pages/`: Specific pages of the application (e.g., about, algorithms, imprint, projects).
* `src/assets/`: Static assets including images, internationalization files (`i18n`), and logos.
* `Dockerfile`: Defines the Docker image for the application.
* `nginx.conf`: NGINX configuration for serving the SPA.
* `.gitea/workflows/`: Contains CI/CD workflows (e.g., `build-Frontend-a.yml`).

View File

@@ -1,6 +1,8 @@
# Build # Build
FROM node:22-alpine AS build FROM node:22-alpine AS build
WORKDIR /app WORKDIR /app
# The production build never runs tests, so skip Puppeteer's Chrome download.
ENV PUPPETEER_SKIP_DOWNLOAD=1
COPY package*.json ./ COPY package*.json ./
RUN npm ci RUN npm ci
COPY . . COPY . .

View File

@@ -65,7 +65,7 @@ To build and run the application using Docker locally:
* **Language:** TypeScript * **Language:** TypeScript
* **Framework:** Angular * **Framework:** Angular
* **Styling:** SCSS (based on `styles.scss` and component-specific `.scss` files). * **Styling:** Only use tailwind, as much as possible. If not possible use SCSS (based on `styles.scss` and component-specific `.scss` files).
* **Linting:** ESLint is configured (see `eslint.config.js` and `package.json` scripts). * **Linting:** ESLint is configured (see `eslint.config.js` and `package.json` scripts).
* **Internationalization:** Uses `ngx-translate` with `en.json` and `de.json` asset files. * **Internationalization:** Uses `ngx-translate` with `en.json` and `de.json` asset files.

133
README.md
View File

@@ -1,97 +1,148 @@
## 📗 `playground-frontend/README.md`
# 🎨 Playground Frontend # 🎨 Playground Frontend
This is the **frontend** of the Playground project. This is the **frontend** of the Playground project.
Built with **Angular 21** and **Angular Material**, including a simple light/dark theme toggle and multi-language support via **ngx-translate**. Built with **Angular 21** and **Angular Material**, including a light/dark theme toggle and
multi-language support (EN/DE) via **ngx-translate**.
The app is built as a static **Single Page Application (SPA)** served by **NGINX**, The app is built as a static **Single Page Application (SPA)** served by **NGINX**,
deployed at: deployed at:
👉 [https://app.andreas-dahm.eu](https://app.andreas-dahm.eu) 👉 [https://app.andreas-dahm.eu](https://app.andreas-dahm.eu)
--- ---
## 🧩 Tech Stack ## 🧩 Tech Stack
| Component | Purpose | | Component | Purpose |
|------------|----------| | --------- | ------- |
| Angular 21 | Frontend framework | | Angular 21 | Frontend framework (standalone components, signals, zoneless change detection) |
| Angular Material | UI components & theming | | Angular Material 21 | UI components & theming |
| ngx-translate | i18n / instant translation | | Tailwind CSS 4 | Utility-first styling (CSS-first config, no `tailwind.config.js`) |
| ngx-translate 18 | i18n / instant translation |
| Babylon.js 9 | WebGL/WebGPU rendering for the algorithm demos |
| Swiper 14 | Image carousels in the project dialogs |
| Angular Service Worker | PWA / offline caching |
| NGINX | Serves the compiled SPA | | NGINX | Serves the compiled SPA |
| Docker + GitHub Actions | Automated build & image publishing | | Docker + Gitea Actions | Automated build, test & image publishing |
Requires **Node.js 22**.
--- ---
## 📁 Project Structure ## 📁 Project Structure
```
playground-frontend/ playground-frontend/
├─ src/ ├─ src/
│ ├─ app/ ├─ app/
├─ app.component.ts ├─ layout/ # app shell, topbar, dialogs
├─ theme.service.ts ├─ pages/ # about, projects, algorithms, imprint, stopwatch, not-found
│ │ └─ ... ├─ service/ # theme, language, SEO, GPU capability
├─ assets/i18n/ │ ├─ shared/ # reusable components & helpers
├─ en.json ├─ constants/
│ │ └─ de.json ├─ app.config.ts
└─ index.html │ └─ app.routes.ts
│ ├─ assets/
│ │ ├─ i18n/ # en.json / de.json (keys must stay in sync)
│ │ ├─ logos/, flags/, icons/
│ │ └─ projects/ # project screenshots
│ ├─ tailwind.css # Tailwind entry + @theme tokens
│ ├─ styles.scss # Material theme setup & component overrides
│ └─ index.html
├─ scripts/check-i18n.mjs # fails the build on i18n key drift
├─ Dockerfile ├─ Dockerfile
├─ nginx.conf ├─ nginx.conf
.github/workflows/docker.yml ngsw-config.json # service worker caching rules
├─ lighthouserc.json
└─ .gitea/workflows/build-Frontend-a.yml
```
--- ---
## 🚀 Local Development ## 🚀 Local Development
# 1. Install dependencies **1. Install dependencies**
```bash ```bash
npm install npm install
``` ```
# 2. Start development server **2. Start development server**
```bash ```bash
ng serve --open ng serve --open
``` ```
App runs at http://localhost:4200 App runs at http://localhost:4200
**3. Docker build (local)**
# 3. 🐳 Docker Build (local)
```bash ```bash
docker build -t playground-frontend:local . docker build -t playground-frontend:local .
docker run -p 8080:80 playground-frontend:local docker run -p 8080:80 playground-frontend:local
``` ```
Then open http://localhost:8080 Then open http://localhost:8080
## ⚙️ GitHub Actions (CI/CD) ---
On every push to main, GitHub Actions will: ## 🧪 Scripts
Build the Angular project | Command | Purpose |
| ------- | ------- |
| `npm start` | Dev server |
| `npm run build` | Production build |
| `npm run watch` | Rebuild on change (development configuration) |
| `npm test` | Unit tests (Karma + Jasmine, headless Chrome) |
| `npm run lint` | ESLint over `src/**/*.ts` and `src/**/*.html` |
| `npm run i18n:check` | Verifies `en.json` and `de.json` share the exact same keys |
1. Create a Docker image ---
2. Push it to Docker Hub (docker.io/andreasdahm/playground-frontend:main)
3. Workflow file: .github/workflows/docker.yml
Required repository secrets: ## ⚙️ Gitea Actions (CI/CD)
Name Description CI/CD runs on a **self-hosted Gitea instance** at `git.andreas-dahm.eu`.
DOCKERHUB_USERNAME Your Docker Hub username Workflow file: `.gitea/workflows/build-Frontend-a.yml`
DOCKERHUB_TOKEN Personal access token for Docker Hub
Triggered on every push to `main` and on pull requests targeting `main`.
**Job 1 — `quality-check`** (runs on both pushes and PRs):
1. Lint & type check — `npm run lint`
2. i18n key sync — `npm run i18n:check`
3. Unit tests — `npx ng test --watch=false`
4. Production build — `npx ng build --configuration production`
5. Lighthouse audit — `npx lhci autorun` (performance & SEO)
**Job 2 — `docker`** (only on a push to `main`, and only if `quality-check` passed):
Builds the image and pushes it to the Gitea container registry at `git.andreas-dahm.eu`
with these tags:
```
git.andreas-dahm.eu/<owner>/playground:frontend-a-<branch>
git.andreas-dahm.eu/<owner>/playground:frontend-a-<branch>-<short-sha>
git.andreas-dahm.eu/<owner>/playground:frontend-a-main
```
**Required repository secret:**
| Name | Description |
| ---- | ----------- |
| `TOKEN_GITEA` | Gitea access token used to authenticate against the container registry |
---
## 🌐 Deployment ## 🌐 Deployment
The built image is deployed via The built image is deployed via the `playground-deploy` repository on the Hostinger KVM
https://github.com/lobothedark/playground-deploy server using **Traefik**:
on the Hostinger KVM server using Traefik.
```bash
docker compose pull docker compose pull
docker compose up -d docker compose up -d
```
✅ Live site at https://app.andreas-dahm.eu ✅ Live site at https://app.andreas-dahm.eu
---
## 🪄 Maintainer ## 🪄 Maintainer
Andreas Dahm Andreas Dahm
📧 andreas.dahm@gmail.com 📧 andreas.dahm@gmail.com
🌐 https://andreas-dahm.eu 🌐 https://andreas-dahm.eu

View File

@@ -29,6 +29,7 @@
"inlineStyleLanguage": "scss", "inlineStyleLanguage": "scss",
"assets": [ "assets": [
"src/assets/favicon.ico", "src/assets/favicon.ico",
"src/manifest.webmanifest",
{ {
"glob": "**/*", "glob": "**/*",
"input": "public" "input": "public"
@@ -40,6 +41,7 @@
} }
], ],
"styles": [ "styles": [
"src/tailwind.css",
"src/styles.scss", "src/styles.scss",
"node_modules/swiper/swiper-bundle.css" "node_modules/swiper/swiper-bundle.css"
] ]
@@ -58,7 +60,8 @@
"maximumError": "8kB" "maximumError": "8kB"
} }
], ],
"outputHashing": "all" "outputHashing": "all",
"serviceWorker": "ngsw-config.json"
}, },
"development": { "development": {
"optimization": false, "optimization": false,
@@ -86,6 +89,7 @@
"test": { "test": {
"builder": "@angular/build:karma", "builder": "@angular/build:karma",
"options": { "options": {
"karmaConfig": "karma.conf.js",
"tsConfig": "tsconfig.spec.json", "tsConfig": "tsconfig.spec.json",
"inlineStyleLanguage": "scss", "inlineStyleLanguage": "scss",
"assets": [ "assets": [
@@ -95,6 +99,7 @@
} }
], ],
"styles": [ "styles": [
"src/tailwind.css",
"src/styles.scss" "src/styles.scss"
] ]
} }

43
karma.conf.js Normal file
View File

@@ -0,0 +1,43 @@
const os = require('os');
const path = require('path');
const { computeExecutablePath, Browser } = require('@puppeteer/browsers');
const puppeteer = require('puppeteer');
// Resolve the Chrome that Puppeteer downloaded so tests run without a
// system-installed browser, both locally and in CI containers.
// Puppeteer v25 made executablePath() async, which a sync karma.conf cannot
// await — so we compute the path synchronously via @puppeteer/browsers instead.
const buildId = puppeteer.PUPPETEER_REVISIONS.chrome;
const cacheDir = process.env.PUPPETEER_CACHE_DIR || path.join(os.homedir(), '.cache', 'puppeteer');
process.env.CHROME_BIN = computeExecutablePath({ browser: Browser.CHROME, buildId, cacheDir });
module.exports = function (config) {
config.set({
basePath: '',
frameworks: ['jasmine'],
plugins: [
require('karma-jasmine'),
require('karma-chrome-launcher'),
require('karma-jasmine-html-reporter'),
require('karma-coverage'),
],
jasmineHtmlReporter: {
suppressAll: true,
},
coverageReporter: {
dir: path.join(__dirname, 'coverage', 'playground-frontend'),
subdir: '.',
reporters: [{ type: 'html' }, { type: 'text-summary' }],
},
reporters: ['progress', 'kjhtml'],
browsers: ['ChromeHeadlessNoSandbox'],
customLaunchers: {
ChromeHeadlessNoSandbox: {
base: 'ChromeHeadless',
// CI containers run as root with no sandbox; /dev/shm is often too small.
flags: ['--no-sandbox', '--headless', '--disable-gpu', '--disable-dev-shm-usage'],
},
},
restartOnFileChange: true,
});
};

View File

@@ -11,6 +11,30 @@ server {
try_files $uri =404; try_files $uri =404;
} }
# Service worker control files must never be cached hard, otherwise the
# PWA can no longer pick up new deployments. Exact matches win over the
# generic *.js rule below.
location = /ngsw-worker.js {
add_header Cache-Control "no-cache, max-age=0, must-revalidate";
try_files $uri =404;
}
location = /ngsw.json {
add_header Cache-Control "no-cache, max-age=0, must-revalidate";
try_files $uri =404;
}
location = /safety-worker.js {
add_header Cache-Control "no-cache, max-age=0, must-revalidate";
try_files $uri =404;
}
location = /worker-basic.min.js {
add_header Cache-Control "no-cache, max-age=0, must-revalidate";
try_files $uri =404;
}
location = /manifest.webmanifest {
add_header Cache-Control "no-cache, max-age=0, must-revalidate";
try_files $uri =404;
}
# Angular Bundles cache hard # Angular Bundles cache hard
location ~* \.(?:js|css)$ { location ~* \.(?:js|css)$ {
add_header Cache-Control "public, max-age=31536000, immutable"; add_header Cache-Control "public, max-age=31536000, immutable";

41
ngsw-config.json Normal file
View File

@@ -0,0 +1,41 @@
{
"$schema": "./node_modules/@angular/service-worker/config/schema.json",
"index": "/index.html",
"assetGroups": [
{
"name": "app",
"installMode": "prefetch",
"resources": {
"files": [
"/favicon.ico",
"/index.html",
"/manifest.webmanifest",
"/*.css",
"/*.js"
]
}
},
{
"name": "assets",
"installMode": "lazy",
"updateMode": "prefetch",
"resources": {
"files": [
"/assets/**",
"/*.(svg|cur|jpg|jpeg|png|apng|webp|avif|gif|otf|ttf|woff|woff2)"
]
}
}
],
"dataGroups": [
{
"name": "i18n",
"urls": ["/assets/i18n/**"],
"cacheConfig": {
"maxSize": 10,
"maxAge": "7d",
"strategy": "freshness"
}
}
]
}

10006
package-lock.json generated

File diff suppressed because it is too large Load Diff

View File

@@ -7,41 +7,58 @@
"build": "ng build", "build": "ng build",
"watch": "ng build --watch --configuration development", "watch": "ng build --watch --configuration development",
"test": "ng test", "test": "ng test",
"lint": "ng lint" "lint": "ng lint",
"i18n:check": "node scripts/check-i18n.mjs"
}, },
"private": true, "private": true,
"dependencies": { "dependencies": {
"@angular-slider/ngx-slider": "^21.0.0", "@angular-slider/ngx-slider": "^21.0.0",
"@angular/animations": "~21.1.0", "@angular/animations": "~21.2.21",
"@angular/cdk": "~21.1.0", "@angular/cdk": "~21.2.6",
"@angular/common": "~21.1.0", "@angular/common": "~21.2.21",
"@angular/compiler": "~21.1.0", "@angular/compiler": "~21.2.21",
"@angular/core": "~21.1.0", "@angular/core": "~21.2.21",
"@angular/forms": "~21.1.0", "@angular/forms": "~21.2.21",
"@angular/material": "~21.1.0", "@angular/material": "~21.2.6",
"@angular/platform-browser": "~21.1.0", "@angular/platform-browser": "~21.2.21",
"@angular/router": "~21.1.0", "@angular/router": "~21.2.21",
"@babylonjs/core": "^8.50.5", "@angular/service-worker": "~21.2.21",
"@ngx-translate/core": "~17.0.0", "@babylonjs/core": "^9.22.0",
"@ngx-translate/http-loader": "~17.0.0", "@ngx-translate/core": "^18.0.0",
"inquirer": "^13.2.2", "@ngx-translate/http-loader": "^18.0.0",
"rxjs": "~7.8.2", "rxjs": "~7.8.2",
"swiper": "~12.1.0", "swiper": "^14.1.0",
"tslib": "~2.8.1" "tslib": "~2.8.1"
}, },
"devDependencies": { "devDependencies": {
"@angular/build": "~21.1.0", "@angular/build": "~21.2.21",
"@angular/cli": "~21.1.0", "@angular/cli": "~21.2.7",
"@angular/compiler-cli": "~21.1.0", "@angular/compiler-cli": "~21.2.21",
"@eslint/js": "~10.0.1",
"@lhci/cli": "^0.15.1", "@lhci/cli": "^0.15.1",
"@types/jasmine": "~5.1.15", "@puppeteer/browsers": "3.2.1",
"angular-eslint": "21.2.0", "@tailwindcss/postcss": "^4.3.3",
"eslint": "^9.39.2", "@types/jasmine": "~6.0.0",
"jasmine-core": "~6.0.1", "@webgpu/types": "^0.1.72",
"angular-eslint": "21.3.1",
"eslint": "^10.0.3",
"jasmine-core": "^7.0.2",
"karma": "^6.4.4",
"karma-chrome-launcher": "^3.2.0",
"karma-coverage": "^2.2.1",
"karma-jasmine": "^5.1.0",
"karma-jasmine-html-reporter": "^2.2.0",
"puppeteer": "^25.1.0",
"tailwindcss": "^4.3.3",
"typescript": "~5.9.3", "typescript": "~5.9.3",
"typescript-eslint": "8.50.1" "typescript-eslint": "^8.67.0"
}, },
"overrides": { "overrides": {
"tmp": "^0.2.3" "tmp": "^0.2.3",
"ip-address": "^10.1.1",
"@lhci/cli": {
"lighthouse": "^13.4.1",
"uuid": "^11.1.1"
}
} }
} }

65
scripts/check-i18n.mjs Normal file
View File

@@ -0,0 +1,65 @@
#!/usr/bin/env node
// Verifies that all i18n translation files share the exact same set of keys.
// Exits with a non-zero status (and prints the differences) if any key is
// present in one language but missing in another, so CI can catch drift.
import { readFileSync, readdirSync } from 'node:fs';
import { join, dirname } from 'node:path';
import { fileURLToPath } from 'node:url';
const scriptDir = dirname(fileURLToPath(import.meta.url));
const i18nDir = join(scriptDir, '..', 'src', 'assets', 'i18n');
function collectLeafKeys(value, prefix, keys) {
for (const key of Object.keys(value)) {
const fullKey = prefix ? `${prefix}.${key}` : key;
const child = value[key];
const isNestedObject = child !== null && typeof child === 'object' && !Array.isArray(child);
if (isNestedObject) {
collectLeafKeys(child, fullKey, keys);
} else {
keys.add(fullKey);
}
}
return keys;
}
function loadKeys(fileName) {
const content = readFileSync(join(i18nDir, fileName), 'utf8');
const parsed = JSON.parse(content);
return collectLeafKeys(parsed, '', new Set());
}
const files = readdirSync(i18nDir).filter((name) => name.endsWith('.json'));
if (files.length < 2) {
console.log('i18n check: nothing to compare (fewer than two language files).');
process.exit(0);
}
const keysByFile = new Map(files.map((file) => [file, loadKeys(file)]));
const allKeys = new Set();
for (const keys of keysByFile.values()) {
for (const key of keys) {
allKeys.add(key);
}
}
let hasError = false;
for (const [file, keys] of keysByFile) {
const missing = [...allKeys].filter((key) => !keys.has(key)).sort();
if (missing.length > 0) {
hasError = true;
console.error(`\n[${file}] missing ${missing.length} key(s):`);
for (const key of missing) {
console.error(` - ${key}`);
}
}
}
if (hasError) {
console.error('\ni18n check failed: translation files are out of sync.');
process.exit(1);
}
console.log(`i18n check passed: ${files.join(', ')} share ${allKeys.size} keys.`);

View File

@@ -1,9 +1,10 @@
import {ApplicationConfig, inject, provideAppInitializer, provideBrowserGlobalErrorListeners, provideZonelessChangeDetection} from '@angular/core'; import {ApplicationConfig, inject, isDevMode, provideAppInitializer, provideBrowserGlobalErrorListeners, provideZonelessChangeDetection} from '@angular/core';
import { provideRouter, withInMemoryScrolling } from '@angular/router'; import { provideRouter, withInMemoryScrolling } from '@angular/router';
import { routes } from './app.routes'; import { routes } from './app.routes';
import {provideAnimations} from '@angular/platform-browser/animations'; import {provideAnimations} from '@angular/platform-browser/animations';
import {provideHttpClient} from '@angular/common/http'; import {provideHttpClient} from '@angular/common/http';
import {provideServiceWorker} from '@angular/service-worker';
import {provideTranslateService} from '@ngx-translate/core'; import {provideTranslateService} from '@ngx-translate/core';
import {provideTranslateHttpLoader} from '@ngx-translate/http-loader'; import {provideTranslateHttpLoader} from '@ngx-translate/http-loader';
import {LocalStoreConstants} from './constants/LocalStoreConstants'; import {LocalStoreConstants} from './constants/LocalStoreConstants';
@@ -47,11 +48,15 @@ export const appConfig: ApplicationConfig = {
sanitizer.bypassSecurityTrustResourceUrl('assets/logos/linkedIn.svg') sanitizer.bypassSecurityTrustResourceUrl('assets/logos/linkedIn.svg')
); );
}), }),
provideServiceWorker('ngsw-worker.js', {
enabled: !isDevMode(),
registrationStrategy: 'registerWhenStable:30000'
}),
] ]
}; };
function getInitialLang(): string { function getInitialLang(): string {
const saved = localStorage.getItem(LocalStoreConstants.LANGUAGE_KEY); const saved = typeof localStorage !== 'undefined' ? localStorage.getItem(LocalStoreConstants.LANGUAGE_KEY) : null;
if (saved) return saved; if (saved) return saved;
const nav = typeof navigator !== 'undefined' ? navigator.language?.toLowerCase() : 'en'; const nav = typeof navigator !== 'undefined' ? navigator.language?.toLowerCase() : 'en';
return nav?.startsWith('de') ? 'de' : 'en'; return nav?.startsWith('de') ? 'de' : 'en';

View File

@@ -1,19 +1,21 @@
import { Routes } from '@angular/router'; import { Routes } from '@angular/router';
import {AboutComponent} from './pages/about/about.component';
import {RouterConstants} from './constants/RouterConstants'; import {RouterConstants} from './constants/RouterConstants';
export const routes: Routes = [ export const routes: Routes = [
{ path: '', component: AboutComponent }, { path: '', loadComponent: () => import('./pages/about/about.component').then(m => m.AboutComponent), data: { seo: 'ABOUT' } },
{ path: RouterConstants.ABOUT.PATH, component: RouterConstants.ABOUT.COMPONENT}, { path: RouterConstants.ABOUT.PATH, loadComponent: () => import('./pages/about/about.component').then(m => m.AboutComponent), data: { seo: 'ABOUT' } },
{ path: RouterConstants.PROJECTS.PATH, component: RouterConstants.PROJECTS.COMPONENT}, { path: RouterConstants.PROJECTS.PATH, loadComponent: () => import('./pages/projects/projects.component').then(m => m.ProjectsComponent), data: { seo: 'PROJECTS' } },
{ path: RouterConstants.ALGORITHMS.PATH, component: RouterConstants.ALGORITHMS.COMPONENT}, { path: RouterConstants.ALGORITHMS.PATH, loadComponent: () => import('./pages/algorithms/algorithms.component').then(m => m.AlgorithmsComponent), data: { seo: 'ALGORITHMS' } },
{ path: RouterConstants.PATHFINDING.PATH, component: RouterConstants.PATHFINDING.COMPONENT}, { path: RouterConstants.PATHFINDING.PATH, loadComponent: () => import('./pages/algorithms/pathfinding/pathfinding.component').then(m => m.PathfindingComponent), data: { seo: 'ALGORITHMS' } },
{ path: RouterConstants.SORTING.PATH, component: RouterConstants.SORTING.COMPONENT}, { path: RouterConstants.SORTING.PATH, loadComponent: () => import('./pages/algorithms/sorting/sorting.component').then(m => m.SortingComponent), data: { seo: 'ALGORITHMS' } },
{ path: RouterConstants.IMPRINT.PATH, component: RouterConstants.IMPRINT.COMPONENT}, { path: RouterConstants.IMPRINT.PATH, loadComponent: () => import('./pages/imprint/imprint.component').then(m => m.ImprintComponent), data: { seo: 'IMPRINT' } },
{ path: RouterConstants.GOL.PATH, component: RouterConstants.GOL.COMPONENT}, { path: RouterConstants.GOL.PATH, loadComponent: () => import('./pages/algorithms/conway-gol/conway-gol.component').then(m => m.ConwayGolComponent), data: { seo: 'ALGORITHMS' } },
{ path: RouterConstants.LABYRINTH.PATH, component: RouterConstants.LABYRINTH.COMPONENT}, { path: RouterConstants.LABYRINTH.PATH, loadComponent: () => import('./pages/algorithms/pathfinding/labyrinth/labyrinth.component').then(m => m.LabyrinthComponent), data: { seo: 'ALGORITHMS' } },
{ path: RouterConstants.FRACTAL.PATH, component: RouterConstants.FRACTAL.COMPONENT}, { path: RouterConstants.FRACTAL.PATH, loadComponent: () => import('./pages/algorithms/fractal/fractal.component').then(m => m.FractalComponent), data: { seo: 'ALGORITHMS' } },
{ path: RouterConstants.FRACTAL3d.PATH, component: RouterConstants.FRACTAL3d.COMPONENT}, { path: RouterConstants.FRACTAL3d.PATH, loadComponent: () => import('./pages/algorithms/fractal3d/fractal3d.component').then(m => m.Fractal3dComponent), data: { seo: 'ALGORITHMS' } },
{ path: RouterConstants.PENDULUM.PATH, component: RouterConstants.PENDULUM.COMPONENT} { path: RouterConstants.PENDULUM.PATH, loadComponent: () => import('./pages/algorithms/pendulum/pendulum.component').then(m => m.default), data: { seo: 'ALGORITHMS' } },
{ path: RouterConstants.CLOTH.PATH, loadComponent: () => import('./pages/algorithms/cloth/cloth.component').then(m => m.ClothComponent), data: { seo: 'ALGORITHMS' } },
{ path: RouterConstants.FOUR_COLOR.PATH, loadComponent: () => import('./pages/algorithms/four-color/four-color.component').then(m => m.FourColorComponent), data: { seo: 'ALGORITHMS' } },
{ path: RouterConstants.STOPWATCH.PATH, loadComponent: () => import('./pages/stopwatch/stopwatch.component').then(m => m.StopwatchComponent), data: { seo: 'STOPWATCH' } },
{ path: '**', loadComponent: () => import('./pages/not-found/not-found.component').then(m => m.NotFoundComponent), data: { seo: 'NOT_FOUND' } },
]; ];

View File

@@ -1,7 +1,7 @@
export class AssetsConstants { export class AssetsConstants {
static readonly ME = '/assets/me.webp'; static readonly ME = '/assets/me.webp';
static readonly LOGO = '/assets/favicon.ico'; static readonly LOGO = '/assets/logos/logo-wolf.png';
static readonly FLAG_DE = '/assets/flags/de.svg'; static readonly FLAG_DE = '/assets/flags/de.svg';
static readonly FLAG_EN = '/assets/flags/gb.svg'; static readonly FLAG_EN = '/assets/flags/gb.svg';
@@ -15,6 +15,10 @@ export class AssetsConstants {
static readonly DIPLOMA = '/assets/projects/diploma/Dahm2010-Diplomarbeit.pdf'; static readonly DIPLOMA = '/assets/projects/diploma/Dahm2010-Diplomarbeit.pdf';
//project images //project images
static readonly PLAYGROUND_IMAGES = [
'/assets/projects/playground/1.png'
];
static readonly EL_MUCHO_IMAGES = [ static readonly EL_MUCHO_IMAGES = [
'/assets/projects/el-mucho/1.jpg', '/assets/projects/el-mucho/1.jpg',
'/assets/projects/el-mucho/2.jpg', '/assets/projects/el-mucho/2.jpg',
@@ -37,10 +41,14 @@ export class AssetsConstants {
'/assets/projects/diploma/6.jpg' '/assets/projects/diploma/6.jpg'
]; ];
static readonly CLAUDE_BOX_IMAGES = [
'/assets/projects/claude-in-a-box/1.svg'
];
static readonly TRIBBLE_IMAGES = [ static readonly TRIBBLE_IMAGES = [
'/assets/projects/tribble-the-homeserver/1.png', '/assets/projects/tribble-the-homeserver/1.png',
'/assets/projects/tribble-the-homeserver/2.png', '/assets/projects/tribble-the-homeserver/2.png',
'/assets/projects/tribble-the-homeserver/3.png', '/assets/projects/tribble-the-homeserver/3.png',
'/assets/projects/tribble-the-homeserver/4.png' '/assets/projects/tribble-the-homeserver/4.png'
]; ];
} }

View File

@@ -1,81 +1,73 @@
import {AboutComponent} from '../pages/about/about.component'; export class RouterConstants {
import {ProjectsComponent} from '../pages/projects/projects.component';
import {ImprintComponent} from '../pages/imprint/imprint.component';
import {AlgorithmsComponent} from '../pages/algorithms/algorithms.component';
import {PathfindingComponent} from '../pages/algorithms/pathfinding/pathfinding.component';
import {SortingComponent} from '../pages/algorithms/sorting/sorting.component';
import {ConwayGolComponent} from '../pages/algorithms/conway-gol/conway-gol.component';
import {LabyrinthComponent} from '../pages/algorithms/pathfinding/labyrinth/labyrinth.component';
import {FractalComponent} from '../pages/algorithms/fractal/fractal.component';
import {Fractal3dComponent} from '../pages/algorithms/fractal3d/fractal3d.component';
import PendulumComponent from '../pages/algorithms/pendulum/pendulum.component';
export class RouterConstants {
static readonly ABOUT = { static readonly ABOUT = {
PATH: 'about', PATH: 'about',
LINK: '/about', LINK: '/about',
COMPONENT: AboutComponent
}; };
static readonly PROJECTS = { static readonly PROJECTS = {
PATH: 'projects', PATH: 'projects',
LINK: '/projects', LINK: '/projects',
COMPONENT: ProjectsComponent
}; };
static readonly ALGORITHMS = { static readonly ALGORITHMS = {
PATH: 'algorithms', PATH: 'algorithms',
LINK: '/algorithms', LINK: '/algorithms',
COMPONENT: AlgorithmsComponent
}; };
static readonly PATHFINDING = { static readonly PATHFINDING = {
PATH: 'algorithms/pathfinding', PATH: 'algorithms/pathfinding',
LINK: '/algorithms/pathfinding', LINK: '/algorithms/pathfinding',
COMPONENT: PathfindingComponent
}; };
static readonly SORTING = { static readonly SORTING = {
PATH: 'algorithms/sorting', PATH: 'algorithms/sorting',
LINK: '/algorithms/sorting', LINK: '/algorithms/sorting',
COMPONENT: SortingComponent
}; };
static readonly GOL = { static readonly GOL = {
PATH: 'algorithms/gol', PATH: 'algorithms/gol',
LINK: '/algorithms/gol', LINK: '/algorithms/gol',
COMPONENT: ConwayGolComponent
}; };
static readonly LABYRINTH = { static readonly LABYRINTH = {
PATH: 'algorithms/labyrinth', PATH: 'algorithms/labyrinth',
LINK: '/algorithms/labyrinth', LINK: '/algorithms/labyrinth',
COMPONENT: LabyrinthComponent
}; };
static readonly FRACTAL = { static readonly FRACTAL = {
PATH: 'algorithms/fractal', PATH: 'algorithms/fractal',
LINK: '/algorithms/fractal', LINK: '/algorithms/fractal',
COMPONENT: FractalComponent
}; };
static readonly FRACTAL3d = { static readonly FRACTAL3d = {
PATH: 'algorithms/fractal3d', PATH: 'algorithms/fractal3d',
LINK: '/algorithms/fractal3d', LINK: '/algorithms/fractal3d',
COMPONENT: Fractal3dComponent
}; };
static readonly PENDULUM = { static readonly PENDULUM = {
PATH: 'algorithms/pendulum', PATH: 'algorithms/pendulum',
LINK: '/algorithms/pendulum', LINK: '/algorithms/pendulum',
COMPONENT: PendulumComponent };
static readonly CLOTH = {
PATH: 'algorithms/cloth',
LINK: '/algorithms/cloth',
};
static readonly FOUR_COLOR = {
PATH: 'algorithms/four_color',
LINK: '/algorithms/four_color',
}; };
static readonly IMPRINT = { static readonly IMPRINT = {
PATH: 'imprint', PATH: 'imprint',
LINK: '/imprint', LINK: '/imprint',
COMPONENT: ImprintComponent };
static readonly STOPWATCH = {
PATH: 'stopwatch',
LINK: '/stopwatch',
}; };
} }

View File

@@ -7,6 +7,7 @@
static readonly QUICK_SORT_WIKI = 'https://de.wikipedia.org/wiki/Quicksort' static readonly QUICK_SORT_WIKI = 'https://de.wikipedia.org/wiki/Quicksort'
static readonly HEAP_SORT_WIKI = 'https://de.wikipedia.org/wiki/Heapsort' static readonly HEAP_SORT_WIKI = 'https://de.wikipedia.org/wiki/Heapsort'
static readonly SHAKE_SORT_WIKI = 'https://de.wikipedia.org/wiki/Shakersort' static readonly SHAKE_SORT_WIKI = 'https://de.wikipedia.org/wiki/Shakersort'
static readonly TIM_SORT_WIKI = 'https://de.wikipedia.org/wiki/Timsort'
static readonly CONWAYS_WIKI = 'https://de.wikipedia.org/wiki/Conways_Spiel_des_Lebens' static readonly CONWAYS_WIKI = 'https://de.wikipedia.org/wiki/Conways_Spiel_des_Lebens'
static readonly PRIMS_WIKI = 'https://de.wikipedia.org/wiki/Algorithmus_von_Prim' static readonly PRIMS_WIKI = 'https://de.wikipedia.org/wiki/Algorithmus_von_Prim'
static readonly KRUSKAL_WIKI = 'https://de.wikipedia.org/wiki/Algorithmus_von_Kruskal' static readonly KRUSKAL_WIKI = 'https://de.wikipedia.org/wiki/Algorithmus_von_Kruskal'
@@ -18,4 +19,10 @@
static readonly MANDELBOX_WIKI = 'https://de.wikipedia.org/wiki/Mandelbox' static readonly MANDELBOX_WIKI = 'https://de.wikipedia.org/wiki/Mandelbox'
static readonly JULIA3D_WIKI = 'https://de.wikipedia.org/wiki/Mandelknolle' static readonly JULIA3D_WIKI = 'https://de.wikipedia.org/wiki/Mandelknolle'
static readonly DOUBLE_PENDULUM_WIKI = 'https://de.wikipedia.org/wiki/Doppelpendel' static readonly DOUBLE_PENDULUM_WIKI = 'https://de.wikipedia.org/wiki/Doppelpendel'
static readonly CLOTH_SIMULATION_WIKI = 'https://en.wikipedia.org/wiki/Cloth_modeling'
static readonly XPBD_WIKI = 'https://www.emergentmind.com/topics/extended-position-based-dynamics-xpbd'
static readonly GPU_COMPUTING_WIKI = 'https://en.wikipedia.org/wiki/General-purpose_computing_on_graphics_processing_units'
static readonly DATA_STRUCTURE_WIKI = 'https://de.wikipedia.org/wiki/Datenstruktur'
static readonly FOUR_COLOR_THEOREM = 'https://de.wikipedia.org/wiki/Vier-Farben-Satz'
} }

View File

@@ -1,9 +1,14 @@
<app-particles-background></app-particles-background>
<app-topbar /> <app-topbar />
<main class="w-full max-w-app mx-auto mt-4 grow text-app-fg transition-colors duration-220">
<main class="algo-container app-surface">
<router-outlet /> <router-outlet />
</main> </main>
<footer class="foot"> <footer class="border-t border-black/8 p-fluid-md text-center opacity-80 bg-app-bg">
<small>© {{ currentYear }} Andreas Dahm - {{ `APP.COPYRIGHT` | translate }}</small> <small>© {{ currentYear }} Andreas Dahm - {{ `APP.COPYRIGHT` | translate }}</small>
<br />
<small>
{{ 'APP.AI_NOTICE' | translate }}
<a [routerLink]="['/projects']" [queryParams]="{ project: 'claude-in-a-box' }">{{ 'APP.AI_NOTICE_LINK' | translate }}</a>
</small>
</footer> </footer>

View File

@@ -1,16 +1,22 @@
import { Component } from '@angular/core'; import { Component, inject } from '@angular/core';
import { RouterOutlet } from '@angular/router'; import { RouterLink, RouterOutlet } from '@angular/router';
import {TopbarComponent} from '../topbar/topbar.component'; import {TopbarComponent} from '../topbar/topbar.component';
import {TranslatePipe} from '@ngx-translate/core'; import {TranslatePipe} from '@ngx-translate/core';
import {ParticleBackgroundComponent} from '../../shared/components/particles-background/particles-background.component';
import {SeoService} from '../../service/seo.service';
@Component({ @Component({
selector: 'app-root', selector: 'app-root',
standalone: true, imports: [RouterLink, RouterOutlet, TopbarComponent, TranslatePipe, ParticleBackgroundComponent],
imports: [RouterOutlet, TopbarComponent, TranslatePipe],
templateUrl: './app.component.html', templateUrl: './app.component.html',
styleUrl: './app.component.scss' styleUrl: './app.component.scss'
}) })
export class AppComponent { export class AppComponent {
private readonly seo = inject(SeoService);
currentYear = new Date().getFullYear(); currentYear = new Date().getFullYear();
constructor() {
this.seo.init();
}
} }

View File

@@ -4,7 +4,6 @@ import { MatButtonModule } from '@angular/material/button';
import { MatIconModule } from '@angular/material/icon'; import { MatIconModule } from '@angular/material/icon';
@Component({ @Component({
standalone: true,
imports: [MatDialogModule, MatButtonModule, MatIconModule], imports: [MatDialogModule, MatButtonModule, MatIconModule],
template: ` template: `
<div class="dialog"> <div class="dialog">

View File

@@ -1,23 +1,29 @@
<mat-toolbar class="topbar" color="primary" (keydown)="onKeydown($event)"> <mat-toolbar class="flex! items-center! p-[clamp(0.5rem,1vw,1rem)]! backdrop-blur-sm! backdrop-saturate-[1.1]! bg-white/80! dark:bg-[#313131]/80! border-b! border-black/8!" color="primary" (keydown)="onKeydown($event)">
<a class="brand" routerLink="/"> <a class="flex items-center gap-[clamp(0.4rem,1vw,0.6rem)] text-inherit no-underline" routerLink="/">
<img class="logo-dot" src="{{AssetsConstants.LOGO}}" alt="" aria-hidden="true" draggable="false" <img class="w-[clamp(36px,10vw,48px)] h-auto rounded-full" src="{{AssetsConstants.LOGO}}" width="117" height="128" alt="" aria-hidden="true" draggable="false"
oncontextmenu="return false;"> oncontextmenu="return false;">
<span class="brand-text">{{ 'APP.TITLE' | translate }}</span> <span class="font-semibold tracking-[0.2px] text-[clamp(1rem,3vw,1.2rem)]">{{ 'APP.TITLE' | translate }}</span>
</a> </a>
<nav class="nav"> <nav class="absolute left-1/2 -translate-x-1/2 flex gap-[clamp(0.25rem,1vw,0.5rem)] justify-center mobile:hidden">
<a [routerLink]="RouterConstants.ABOUT.LINK" mat-button>{{ 'TOPBAR.ABOUT' | translate }}</a> <a class="opacity-70 transition-opacity duration-150 hover:opacity-100 relative after:content-[''] after:absolute after:bottom-1 after:left-2.5 after:right-2.5 after:h-0.5 after:bg-current after:rounded-xs after:scale-x-0 after:transition-transform [&.active]:opacity-100 [&.active]:after:scale-x-100"
<a [routerLink]="RouterConstants.PROJECTS.LINK" mat-button>{{ 'TOPBAR.PROJECTS' | translate }}</a> [routerLink]="RouterConstants.ABOUT.LINK" routerLinkActive="active" mat-button>{{ 'TOPBAR.ABOUT' | translate }}</a>
<a [routerLink]="RouterConstants.ALGORITHMS.LINK" mat-button>{{ 'TOPBAR.ALGORITHMS' | translate }}</a> <a class="opacity-70 transition-opacity duration-150 hover:opacity-100 relative after:content-[''] after:absolute after:bottom-1 after:left-2.5 after:right-2.5 after:h-0.5 after:bg-current after:rounded-xs after:scale-x-0 after:transition-transform [&.active]:opacity-100 [&.active]:after:scale-x-100"
<a [routerLink]="RouterConstants.IMPRINT.LINK" mat-button>{{ 'TOPBAR.IMPRINT' | translate }}</a> [routerLink]="RouterConstants.PROJECTS.LINK" routerLinkActive="active" mat-button>{{ 'TOPBAR.PROJECTS' | translate }}</a>
<a class="opacity-70 transition-opacity duration-150 hover:opacity-100 relative after:content-[''] after:absolute after:bottom-1 after:left-2.5 after:right-2.5 after:h-0.5 after:bg-current after:rounded-xs after:scale-x-0 after:transition-transform [&.active]:opacity-100 [&.active]:after:scale-x-100"
[routerLink]="RouterConstants.ALGORITHMS.LINK" routerLinkActive="active" mat-button>{{ 'TOPBAR.ALGORITHMS' | translate }}</a>
<a class="opacity-70 transition-opacity duration-150 hover:opacity-100 relative after:content-[''] after:absolute after:bottom-1 after:left-2.5 after:right-2.5 after:h-0.5 after:bg-current after:rounded-xs after:scale-x-0 after:transition-transform [&.active]:opacity-100 [&.active]:after:scale-x-100"
[routerLink]="RouterConstants.STOPWATCH.LINK" routerLinkActive="active" mat-button>{{ 'TOPBAR.STOPWATCH' | translate }}</a>
<a class="opacity-70 transition-opacity duration-150 hover:opacity-100 relative after:content-[''] after:absolute after:bottom-1 after:left-2.5 after:right-2.5 after:h-0.5 after:bg-current after:rounded-xs after:scale-x-0 after:transition-transform [&.active]:opacity-100 [&.active]:after:scale-x-100"
[routerLink]="RouterConstants.IMPRINT.LINK" routerLinkActive="active" mat-button>{{ 'TOPBAR.IMPRINT' | translate }}</a>
</nav> </nav>
<!-- Mobile nav menu button --> <!-- Mobile nav menu button -->
<button mat-icon-button class="nav-menu-btn" [matMenuTriggerFor]="navMenu" aria-label="Open navigation"> <button mat-icon-button class="hidden mobile:inline-flex" [matMenuTriggerFor]="navMenu" aria-label="Open navigation">
<mat-icon>menu</mat-icon> <mat-icon>menu</mat-icon>
</button> </button>
<span class="spacer"></span> <span class="flex-1"></span>
<!-- Mobile nav menu --> <!-- Mobile nav menu -->
<mat-menu #navMenu="matMenu" xPosition="before"> <mat-menu #navMenu="matMenu" xPosition="before">
@@ -30,12 +36,15 @@
<button mat-menu-item [routerLink]="RouterConstants.ALGORITHMS.LINK"> <button mat-menu-item [routerLink]="RouterConstants.ALGORITHMS.LINK">
{{ 'TOPBAR.ALGORITHMS' | translate }} {{ 'TOPBAR.ALGORITHMS' | translate }}
</button> </button>
<button mat-menu-item [routerLink]="RouterConstants.STOPWATCH.LINK">
{{ 'TOPBAR.STOPWATCH' | translate }}
</button>
<button mat-menu-item [routerLink]="RouterConstants.IMPRINT.LINK"> <button mat-menu-item [routerLink]="RouterConstants.IMPRINT.LINK">
{{ 'TOPBAR.IMPRINT' | translate }} {{ 'TOPBAR.IMPRINT' | translate }}
</button> </button>
</mat-menu> </mat-menu>
<span class="spacer"></span> <span class="flex-1"></span>
<!-- Settings: Sprache + Theme --> <!-- Settings: Sprache + Theme -->
<button mat-icon-button [matMenuTriggerFor]="settingsMenu" aria-label="Open settings" <button mat-icon-button [matMenuTriggerFor]="settingsMenu" aria-label="Open settings"
@@ -75,4 +84,4 @@
</button> </button>
</div> </div>
</mat-menu> </mat-menu>
</mat-toolbar> </mat-toolbar>

View File

@@ -1,76 +1,6 @@
/* ---- Topbar Host & Base ---- */
:host { :host {
position: sticky; position: sticky;
top: 0; top: 0;
z-index: 100; z-index: 100;
display: block; display: block;
} }
.topbar {
/* Erzeugt den Milchglas-Effekt */
backdrop-filter: saturate(1.1) blur(8px);
-webkit-backdrop-filter: saturate(1.1) blur(8px);
/* Safari Support */
/* Mischt die Variable mit Transparenz. !important überschreibt Material-Vorgaben */
background: color-mix(in oklab, var(--app-topbar-bg) 80%, transparent) !important;
border-bottom: 1px solid rgba(0, 0, 0, .08);
display: flex;
align-items: center;
padding: clamp(0.5rem, 1vw, 1rem);
}
/* ---- Branding ---- */
.brand {
display: flex;
align-items: center;
gap: clamp(0.4rem, 1vw, 0.6rem);
color: inherit;
text-decoration: none;
.logo-dot {
width: clamp(36px, 10vw, 48px);
height: clamp(36px, 10vw, 48px);
border-radius: 50%;
}
.brand-text {
font-weight: 600;
letter-spacing: .2px;
font-size: clamp(1rem, 3vw, 1.2rem);
}
}
/* ---- Navigation ---- */
.nav {
position: absolute;
left: 50%;
transform: translateX(-50%);
display: flex;
gap: clamp(0.25rem, 1vw, 0.5rem);
justify-content: center;
}
.nav-menu-btn {
display: none;
}
.spacer {
flex: 1;
}
/* ---- Mobile Responsiveness ---- */
@media (max-width: 760px) {
.nav {
display: none;
}
.nav-menu-btn {
display: inline-flex;
}
.brand {
flex: unset;
}
}

View File

@@ -1,11 +1,11 @@
import { Component, computed, inject } from '@angular/core'; import { Component, computed, inject } from '@angular/core';
import { RouterLink } from '@angular/router'; import { RouterLink, RouterLinkActive } from '@angular/router';
import { MatToolbarModule } from '@angular/material/toolbar'; import { MatToolbarModule } from '@angular/material/toolbar';
import { MatIconModule } from '@angular/material/icon'; import { MatIconModule } from '@angular/material/icon';
import { MatButtonModule } from '@angular/material/button'; import { MatButtonModule } from '@angular/material/button';
import { MatMenuModule } from '@angular/material/menu'; import { MatMenuModule } from '@angular/material/menu';
import { MatTooltipModule } from '@angular/material/tooltip'; import { MatTooltipModule } from '@angular/material/tooltip';
import { TranslateModule } from '@ngx-translate/core'; import { TranslatePipe } from '@ngx-translate/core';
import { ThemeService } from '../../service/theme.service'; import { ThemeService } from '../../service/theme.service';
import { LanguageService } from '../../service/language.service'; import { LanguageService } from '../../service/language.service';
import { MatDivider } from '@angular/material/divider'; import { MatDivider } from '@angular/material/divider';
@@ -14,11 +14,10 @@ import {RouterConstants} from '../../constants/RouterConstants';
@Component({ @Component({
selector: 'app-topbar', selector: 'app-topbar',
standalone: true,
imports: [ imports: [
RouterLink, RouterLink, RouterLinkActive,
MatToolbarModule, MatIconModule, MatButtonModule, MatMenuModule, MatTooltipModule, MatToolbarModule, MatIconModule, MatButtonModule, MatMenuModule, MatTooltipModule,
TranslateModule, MatDivider TranslatePipe, MatDivider
], ],
templateUrl: './topbar.component.html', templateUrl: './topbar.component.html',
styleUrl: './topbar.component.scss' styleUrl: './topbar.component.scss'

View File

@@ -1,173 +1,179 @@
<section class="about"> <section class="grid gap-fluid-md max-w-app mx-4 mt-auto">
<mat-card class="hero"> <mat-card class="card-gradient-bar">
<div class="photo"> <div class="flex flex-wrap gap-fluid-lg p-fluid-md items-start">
<img [ngSrc]="AssetsConstants.ME" width="421" height="512" alt="{{ 'ABOUT.ALT.PROFILE' | translate }}" <div class="flex-[1_1_min(100%,425px)] max-w-full flex justify-center">
draggable="false" oncontextmenu="return false;" priority /> <img class="block w-full h-auto max-w-[425px] rounded-xl shadow-[0_6px_24px_rgba(0,0,0,0.25)] object-cover"
</div> [ngSrc]="AssetsConstants.ME" width="421" height="512" alt="{{ 'ABOUT.ALT.PROFILE' | translate }}"
draggable="false" oncontextmenu="return false;" priority />
</div>
<div class="intro"> <div class="flex-[999_1_min(100%,400px)]">
<h1>{{ 'ABOUT.HELLO' | translate }}</h1> <h1 class="mt-0 mb-2 text-[clamp(1.5rem,5vw,2.5rem)]">{{ 'ABOUT.HELLO' | translate }}</h1>
<p class="lead"> <p class="opacity-90 my-2 mb-4 text-[clamp(1rem,2.5vw,1.15rem)]">
{{ 'ABOUT.LEAD' | translate }} {{ 'ABOUT.LEAD' | translate }}
</p> </p>
<div class="meta"> <div class="flex flex-col gap-1 mb-4">
<div class="row"> <div class="flex items-center flex-wrap gap-[0.4rem]">
<mat-icon aria-hidden="true">work</mat-icon> <mat-icon aria-hidden="true">work</mat-icon>
<span>{{ 'ABOUT.ROLE' | translate }}</span> <span>{{ 'ABOUT.ROLE' | translate }}</span>
</div>
<div class="flex items-center flex-wrap gap-[0.4rem]">
<mat-icon aria-hidden="true">location_on</mat-icon>
<span>{{ 'ABOUT.LOCATION' | translate }}</span>
</div>
<div class="flex items-center flex-wrap gap-[0.4rem]">
<mat-icon aria-hidden="true">email</mat-icon>
<button type="button" class="link-button" data-testid="contact-mail"
(click)="SharedFunctions.openMail($event)">
{{ 'ABOUT.CONTACT_ME' | translate }}
</button>
</div>
<div class="flex items-center flex-wrap gap-[0.4rem]">
<mat-icon aria-hidden="true">data_object</mat-icon>
<a href="{{UrlConstants.CODEBERG}}" target="_blank" rel="noopener">Codeberg</a>
<span>·</span>
<mat-icon svgIcon="linkedin" aria-hidden="true"></mat-icon>
<a href="{{UrlConstants.LINKED_IN}}" target="_blank" rel="noopener">LinkedIn</a>
</div>
</div> </div>
<div class="row">
<mat-icon aria-hidden="true">location_on</mat-icon> <div class="flex flex-wrap gap-fluid-sm">
<span>{{ 'ABOUT.LOCATION' | translate }}</span> <a mat-flat-button [routerLink]="['/projects']">
</div> <mat-icon aria-hidden="true">grid_view</mat-icon>
<div class="row"> {{ 'ABOUT.VIEW_PROJECTS' | translate }}
<mat-icon aria-hidden="true">email</mat-icon>
<a href="" (click)="SharedFunctions.openMail($event)">
{{ 'ABOUT.CONTACT_ME' | translate }}
</a> </a>
</div> </div>
<div class="row">
<mat-icon>data_object</mat-icon>
<a href="{{UrlConstants.CODEBERG}}" target="_blank" rel="noopener">Codeberg</a>
<span>·</span>
<mat-icon svgIcon="linkedin"></mat-icon>
<a href="{{UrlConstants.LINKED_IN}}" target="_blank" rel="noopener">LinkedIn</a>
</div>
</div> </div>
</div> </div>
</mat-card> </mat-card>
<mat-card class="skills"> <mat-card class="p-[clamp(5px,2vw,15px)]">
<h2>{{ 'ABOUT.SECTION.SKILLS' | translate }}</h2> <h2 class="mt-1 ml-1 text-[clamp(1.2rem,4vw,1.8rem)]">{{ 'ABOUT.SECTION.SKILLS' | translate }}</h2>
<div class="chip-groups"> <div class="grid grid-cols-[repeat(auto-fit,minmax(min(100%,250px),1fr))] gap-fluid-sm ml-1 mb-2">
@for (group of skillGroups; track group.titleKey) {
<div> <div>
<h3>{{ 'ABOUT.SECTION.BACKEND_ARCH' | translate }}</h3> <h3 class="my-1 text-[0.95rem] opacity-85">{{ group.titleKey | translate }}</h3>
<mat-chip-set aria-label="Backend and Architecture"> <mat-chip-set [attr.aria-label]="group.titleKey | translate">
@for (s of skillsArchitecture; track s) { @for (skillKey of group.skillKeys; track skillKey) {
<mat-chip>{{ s | translate }}</mat-chip> <mat-chip>{{ skillKey | translate }}</mat-chip>
} }
</mat-chip-set> </mat-chip-set>
</div> </div>
<div>
<h3>{{ 'ABOUT.SECTION.INFRA_CLOUD' | translate }}</h3>
<mat-chip-set aria-label="Infrastructure and Cloud">
@for (s of skillsCore; track s) {
<mat-chip>{{ s | translate }}</mat-chip>
}
</mat-chip-set>
</div>
<div>
<h3>{{ 'ABOUT.SECTION.SIM_ALGO' | translate }}</h3>
<mat-chip-set aria-label="Simulation and Algorithms">
@for (s of skillsEngineering; track s) {
<mat-chip>{{ s | translate }}</mat-chip>
}
</mat-chip-set>
</div>
</div>
</mat-card>
<mat-card class="experdience">
<h2 style="margin-left: 0.5rem;">{{ 'ABOUT.SECTION.EXPERIENCE' | translate }}</h2>
<div class="xp-list">
@for (entry of xpKeys; track entry.key) {
<div class="xp-item">
<div class="xp-head-grid">
<div class="logo-wrap">
<img src="{{entry.logo}}" alt="" class="company-logo" aria-hidden="true" />
</div>
<div class="head-row">
<strong>{{ (entry.key + '.ROLE') | translate }}</strong>
<span class="time">{{ (entry.key + '.TIME') | translate }}</span>
</div>
<div class="company-row">
{{ (entry.key + '.COMPANY') | translate }}
</div>
</div>
<div class="highlights">
<ul>
<li>{{ entry.key + '.HIGHLIGHTS.P1' | translate }}</li>
<li>{{ entry.key + '.HIGHLIGHTS.P2' | translate }}</li>
<li>{{ entry.key + '.HIGHLIGHTS.P3' | translate }}</li>
</ul>
</div>
</div>
@if(entry.key !== xpKeys.at(xpKeys.length-1)?.key)
{
<mat-divider></mat-divider>
}
} }
</div> </div>
</mat-card> </mat-card>
<mat-card class="projects">
<h2>{{ 'ABOUT.SECTION.PROJECTS' | translate }}</h2>
<div class="xp-list"> <mat-card class="p-[clamp(5px,2vw,15px)]">
<h2 class="mt-1 ml-2 text-[clamp(1.2rem,4vw,1.8rem)]">{{ 'ABOUT.SECTION.EXPERIENCE' | translate }}</h2>
<div class="relative ml-2">
<span class="absolute left-5 top-2 bottom-2 w-px bg-current opacity-15" aria-hidden="true"></span>
@for (entry of visibleExperience(); track entry.key; let i = $index) {
<div class="relative pl-14 pb-fluid-sm">
@if (isFirstRoleAtCompany(i)) {
<img src="{{entry.logo}}" alt="" aria-hidden="true"
class="absolute left-0 top-0 w-10 h-10 object-contain opacity-90 rounded-[10%] bg-logo-bg" />
<div class="font-semibold opacity-90 text-[clamp(0.9rem,2.2vw,1.05rem)] leading-10" data-testid="company">
{{ (entry.key + '.COMPANY') | translate }}
</div>
} @else {
<span class="absolute left-5 top-[0.6rem] -translate-x-1/2 w-2 h-2 rounded-full bg-current opacity-30"
aria-hidden="true"></span>
}
<div class="flex flex-wrap items-baseline gap-x-4 gap-y-1">
<strong class="text-[clamp(0.95rem,2.5vw,1.1rem)]" data-testid="role">{{ (entry.key + '.ROLE') | translate }}</strong>
<span class="opacity-75 text-[clamp(0.85rem,2vw,0.95rem)]">{{ (entry.key + '.TIME') | translate }}</span>
</div>
<ul class="mt-[0.4rem]">
@for (highlight of highlightKeys(entry); track highlight) {
<li class="my-1 text-[clamp(0.9rem,2vw,1rem)]">{{ highlight | translate }}</li>
}
</ul>
@if (isLastRoleAtCompany(i) && !$last) {
<mat-divider class="mt-fluid-sm!"></mat-divider>
}
</div>
}
</div>
<button mat-button type="button" class="mt-1 ml-2" data-testid="toggle-experience" (click)="toggleEarlierExperience()"
[attr.aria-expanded]="showEarlierExperience()">
<mat-icon aria-hidden="true">{{ showEarlierExperience() ? 'expand_less' : 'expand_more' }}</mat-icon>
{{ (showEarlierExperience() ? 'ABOUT.SECTION.SHOW_LESS' : 'ABOUT.SECTION.SHOW_EARLIER_XP') | translate }}
</button>
</mat-card>
<mat-card class="p-[clamp(5px,2vw,15px)]">
<h2 class="mt-1 ml-1 text-[clamp(1.2rem,4vw,1.8rem)]">{{ 'ABOUT.SECTION.PROJECTS' | translate }}</h2>
<div class="ml-1 grid gap-fluid-sm">
@for (entry of projectKeys; track entry.key) { @for (entry of projectKeys; track entry.key) {
<div class="xp-item"> <div>
<div class="head-row"> <div class="flex flex-wrap items-baseline gap-x-4 gap-y-1">
<strong>{{ (entry.key + '.TITLE') | translate }}</strong> <strong class="text-[clamp(0.95rem,2.5vw,1.1rem)]">{{ (entry.key + '.TITLE') | translate }}</strong>
</div> </div>
<div class="company-row"> <div class="mt-[0.1rem] opacity-85 text-[clamp(0.85rem,2vw,1rem)]">
{{ (entry.key + '.DESCRIPTION') | translate }} {{ (entry.key + '.DESCRIPTION') | translate }}
</div> </div>
@if (entry.externalLink) { @if (entry.externalLink) {
<div class="link-row"> <div class="mt-[0.1rem] opacity-85">
<a class="link-with-icon" href="{{entry.externalLink}}" target="_blank" rel="noopener noreferrer"> <a class="inline-flex items-center gap-[0.35rem] leading-none" href="{{entry.externalLink}}" target="_blank" rel="noopener noreferrer">
<mat-icon>open_in_new</mat-icon> <mat-icon class="text-[18px]! w-[18px]! h-[18px]!" aria-hidden="true">open_in_new</mat-icon>
{{ (entry.key + '.LINK_EXTERNAL') | translate }} {{ (entry.key + '.LINK_EXTERNAL') | translate }}
</a> </a>
</div> </div>
} }
<div class="link-row"> <div class="mt-[0.1rem] opacity-85">
<a class="link-with-icon" [routerLink]="['/projects']" [queryParams]="{ project: entry.identifier }" <a class="inline-flex items-center gap-[0.35rem] leading-none" [routerLink]="['/projects']" [queryParams]="{ project: entry.identifier }"
rel="noopener noreferrer"> rel="noopener noreferrer">
<mat-icon>link</mat-icon> <mat-icon class="text-[18px]! w-[18px]! h-[18px]!" aria-hidden="true">link</mat-icon>
{{ (entry.key + '.LINK_INTERNAL') | translate }} {{ (entry.key + '.LINK_INTERNAL') | translate }}
</a> </a>
</div> </div>
<div class="highlights-noMargin"> <div>
<ul> <ul>
<li>{{ entry.key + '.HIGHLIGHTS.P1' | translate }}</li> <li class="my-1 text-[clamp(0.9rem,2vw,1rem)]">{{ entry.key + '.HIGHLIGHTS.P1' | translate }}</li>
<li>{{ entry.key + '.HIGHLIGHTS.P2' | translate }}</li> <li class="my-1 text-[clamp(0.9rem,2vw,1rem)]">{{ entry.key + '.HIGHLIGHTS.P2' | translate }}</li>
<li>{{ entry.key + '.HIGHLIGHTS.P3' | translate }}</li> <li class="my-1 text-[clamp(0.9rem,2vw,1rem)]">{{ entry.key + '.HIGHLIGHTS.P3' | translate }}</li>
</ul> </ul>
</div> </div>
</div> </div>
@if(entry.key !== projectKeys.at(projectKeys.length-1)?.key) @if (!$last) {
{
<mat-divider></mat-divider> <mat-divider></mat-divider>
} }
} }
</div> </div>
</mat-card> </mat-card>
<mat-card class="education"> <mat-card class="p-[clamp(5px,2vw,15px)]">
<h2>{{ 'ABOUT.SECTION.EDUCATION' | translate }}</h2> <h2 class="mt-1 ml-1 text-[clamp(1.2rem,4vw,1.8rem)]">{{ 'ABOUT.SECTION.EDUCATION' | translate }}</h2>
<div class="xp-list"> <div class="ml-1 grid gap-fluid-sm">
<div class="xp-item"> <div>
@for (entry of educationKeys; track entry.key) { @for (key of visibleEducationKeys(); track key) {
<div class="head-row"> <div class="flex flex-wrap items-baseline gap-x-4 gap-y-1">
<strong>{{ (entry.key + '.WHERE') | translate }}</strong> <strong class="text-[clamp(0.95rem,2.5vw,1.1rem)]" data-testid="education-where">{{ (key + '.WHERE') | translate }}</strong>
<span class="time">{{ (entry.key + '.WHEN') | translate }}</span> <span class="opacity-75 text-[clamp(0.85rem,2vw,0.95rem)]">{{ (key + '.WHEN') | translate }}</span>
</div> </div>
<div class="company-row"> <div class="mt-[0.1rem] opacity-85 text-[clamp(0.85rem,2vw,1rem)]">
{{ (entry.key + '.WHAT') | translate }} {{ (key + '.WHAT') | translate }}
</div> </div>
@if (!$last) {
@if(entry.key !== educationKeys.at(educationKeys.length-1)?.key) <mat-divider class="my-2!"></mat-divider>
{
<mat-divider style="margin-top: .5rem; margin-bottom: .5rem"></mat-divider>
} }
} }
</div> </div>
</div> </div>
<button mat-button type="button" class="mt-1" data-testid="toggle-education" (click)="toggleEarlierEducation()"
[attr.aria-expanded]="showEarlierEducation()">
<mat-icon aria-hidden="true">{{ showEarlierEducation() ? 'expand_less' : 'expand_more' }}</mat-icon>
{{ (showEarlierEducation() ? 'ABOUT.SECTION.SHOW_LESS' : 'ABOUT.SECTION.SHOW_EARLIER_EDU') | translate }}
</button>
</mat-card> </mat-card>
</section> </section>

View File

@@ -0,0 +1,214 @@
import { ComponentFixture, TestBed } from '@angular/core/testing';
import { Component, provideZonelessChangeDetection } from '@angular/core';
import { MatCardModule } from '@angular/material/card';
import { By } from '@angular/platform-browser';
import { provideRouter } from '@angular/router';
import { provideTranslateService } from '@ngx-translate/core';
import { AboutComponent } from './about.component';
/**
* No translations are loaded, so the translate pipe echoes the key back. That is
* exactly what these tests want: they assert which key is rendered where, which
* is what the mismatched skill headings got wrong. Expected values are written
* out literally rather than read off the component, so a change to the component
* cannot silently move the assertion with it.
*/
describe('AboutComponent', () => {
let fixture: ComponentFixture<AboutComponent>;
beforeEach(async () => {
await TestBed.configureTestingModule({
imports: [AboutComponent],
providers: [
provideZonelessChangeDetection(),
provideRouter([]),
provideTranslateService({ lang: 'en', fallbackLang: 'en' }),
],
}).compileComponents();
fixture = TestBed.createComponent(AboutComponent);
fixture.detectChanges();
});
function textOf(selector: string): string[] {
return fixture.debugElement
.queryAll(By.css(selector))
.map(element => element.nativeElement.textContent.trim());
}
function click(testId: string): void {
fixture.debugElement
.query(By.css(`[data-testid="${testId}"]`))
.nativeElement.click();
fixture.detectChanges();
}
function skillGroupTexts(): { heading: string; chips: string[] }[] {
return fixture.debugElement.queryAll(By.css('mat-chip-set')).map(chipSet => {
const group = chipSet.parent!;
const heading = group.query(By.css('h3')).nativeElement.textContent.trim();
const chips = group
.queryAll(By.css('mat-chip'))
.map(chip => chip.nativeElement.textContent.trim());
return { heading, chips };
});
}
describe('skills', () => {
it('renders the skill groups in the documented order', () => {
expect(skillGroupTexts().map(group => group.heading)).toEqual([
'ABOUT.SECTION.LANGUAGES',
'ABOUT.SECTION.ARCH_CLOUD',
'ABOUT.SECTION.SIM_ALGO',
'ABOUT.SECTION.AI_ENG',
]);
});
it('lists languages under the languages heading, not under architecture', () => {
const languages = skillGroupTexts().find(group => group.heading === 'ABOUT.SECTION.LANGUAGES');
expect(languages).toBeDefined();
expect(languages!.chips).toContain('ABOUT.SKILLS.JAVA');
expect(languages!.chips).not.toContain('ABOUT.TOOLS.DOCKER');
});
it('lists infrastructure tools under the architecture heading', () => {
const architecture = skillGroupTexts().find(group => group.heading === 'ABOUT.SECTION.ARCH_CLOUD');
expect(architecture).toBeDefined();
expect(architecture!.chips).toContain('ABOUT.TOOLS.DOCKER');
expect(architecture!.chips).not.toContain('ABOUT.SKILLS.JAVA');
});
it('advertises AI-assisted engineering as its own group', () => {
const ai = skillGroupTexts().find(group => group.heading === 'ABOUT.SECTION.AI_ENG');
expect(ai).toBeDefined();
expect(ai!.chips).toContain('ABOUT.SKILLS.AI_HARNESS');
});
});
describe('experience', () => {
it('hides the pre-2010 positions until they are requested', () => {
expect(textOf('[data-testid="role"]')).toContain('ABOUT.XP.COMPANY9.ROLE');
expect(textOf('[data-testid="role"]')).not.toContain('ABOUT.XP.COMPANY0.ROLE');
});
it('reveals the earlier positions when the toggle button is clicked', () => {
click('toggle-experience');
expect(textOf('[data-testid="role"]')).toContain('ABOUT.XP.COMPANY0.ROLE');
});
it('reports the expanded state of the experience toggle to assistive technology', () => {
const toggle = fixture.debugElement.query(By.css('[data-testid="toggle-experience"]')).nativeElement;
expect(toggle.getAttribute('aria-expanded')).toBe('false');
click('toggle-experience');
expect(toggle.getAttribute('aria-expanded')).toBe('true');
});
it('draws the employer header once per run of consecutive roles', () => {
const companies = textOf('[data-testid="company"]');
// COMPANY5/4/3 are three consecutive Assyst roles and share one header.
expect(companies).toContain('ABOUT.XP.COMPANY5.COMPANY');
expect(companies).not.toContain('ABOUT.XP.COMPANY4.COMPANY');
expect(companies).not.toContain('ABOUT.XP.COMPANY3.COMPANY');
});
it('treats the two ColorDigital spells as separate blocks so the timeline stays chronological', () => {
const companies = textOf('[data-testid="company"]');
expect(companies).toContain('ABOUT.XP.COMPANY9.COMPANY');
expect(companies).toContain('ABOUT.XP.COMPANY7.COMPANY');
});
it('keeps the employer header at the seam when the earlier roles are appended', () => {
click('toggle-experience');
// COMPANY3 (Assyst) and COMPANY2 (TH Bingen) meet at the seam, so the
// first earlier role must still get its own header.
expect(textOf('[data-testid="company"]')).toContain('ABOUT.XP.COMPANY2.COMPANY');
});
});
describe('education', () => {
it('shows only the post-school entries until the toggle button is clicked', () => {
expect(textOf('[data-testid="education-where"]')).toContain('ABOUT.EDUCATION.E6.WHERE');
expect(textOf('[data-testid="education-where"]')).not.toContain('ABOUT.EDUCATION.E0.WHERE');
click('toggle-education');
expect(textOf('[data-testid="education-where"]')).toContain('ABOUT.EDUCATION.E0.WHERE');
});
});
describe('call to action', () => {
it('offers no download link, so nothing can point at a missing file', () => {
expect(fixture.debugElement.queryAll(By.css('a[download]')).length).toBe(0);
});
it('exposes the mail contact as a button rather than an empty link', () => {
const emptyLinks = fixture.debugElement
.queryAll(By.css('a'))
.filter(anchor => anchor.nativeElement.getAttribute('href') === '');
expect(emptyLinks.length).toBe(0);
expect(fixture.debugElement.query(By.css('[data-testid="contact-mail"]'))).toBeTruthy();
});
it('keeps the mail button in the same font as the links it sits next to', () => {
const mailButton = fixture.debugElement.query(By.css('[data-testid="contact-mail"]')).nativeElement;
const siblingLink = fixture.debugElement
.queryAll(By.css('a'))
.find(anchor => anchor.nativeElement.textContent.trim() === 'Codeberg')!.nativeElement;
const buttonStyle = getComputedStyle(mailButton);
const linkStyle = getComputedStyle(siblingLink);
expect(buttonStyle.fontSize).toBe(linkStyle.fontSize);
expect(buttonStyle.fontFamily).toBe(linkStyle.fontFamily);
});
});
});
/**
* Material typography (`brand-family` in styles.scss) and the Tailwind body
* stack are declared in two separate places and are easy to change apart. When
* they disagree, only visitors who happen to have the extra font installed
* locally see it, so it will not show up in review.
*/
describe('global font stack', () => {
@Component({
imports: [MatCardModule],
template: `<mat-card><mat-card-title>probe</mat-card-title></mat-card>`,
})
class FontProbeComponent {}
function normalizeStack(value: string): string {
return value
.replace(/["']/g, '')
.split(',')
.map(family => family.trim())
.filter(family => family.length > 0)
.join(', ');
}
it('resolves Material card titles to the same font stack as body copy', async () => {
await TestBed.configureTestingModule({
imports: [FontProbeComponent],
providers: [provideZonelessChangeDetection()],
}).compileComponents();
const probe = TestBed.createComponent(FontProbeComponent);
probe.detectChanges();
const title = probe.nativeElement.querySelector('.mat-mdc-card-title') as HTMLElement;
const titleStack = normalizeStack(getComputedStyle(title).fontFamily);
const bodyStack = normalizeStack(getComputedStyle(document.body).fontFamily);
expect(titleStack).toBe(bodyStack);
});
});

View File

@@ -1,20 +1,31 @@
import { Component} from '@angular/core'; import { Component, computed, signal } from '@angular/core';
import { NgOptimizedImage } from '@angular/common'; import { NgOptimizedImage } from '@angular/common';
import { MatCardModule } from '@angular/material/card'; import { MatCardModule } from '@angular/material/card';
import { MatChipsModule } from '@angular/material/chips'; import { MatChipsModule } from '@angular/material/chips';
import { MatIconModule } from '@angular/material/icon'; import { MatIconModule } from '@angular/material/icon';
import { MatButtonModule } from '@angular/material/button'; import { MatButtonModule } from '@angular/material/button';
import { MatDividerModule } from '@angular/material/divider'; import { MatDividerModule } from '@angular/material/divider';
import { TranslateModule } from '@ngx-translate/core'; import { TranslatePipe } from '@ngx-translate/core';
import {UrlConstants} from '../../constants/UrlConstants'; import {UrlConstants} from '../../constants/UrlConstants';
import {AssetsConstants} from '../../constants/AssetsConstants'; import {AssetsConstants} from '../../constants/AssetsConstants';
import {RouterLink} from '@angular/router'; import {RouterLink} from '@angular/router';
import {SharedFunctions} from '../../shared/SharedFunctions'; import {SharedFunctions} from '../../shared/SharedFunctions';
/** One role. Consecutive entries sharing a `company` render as a single employer block. */
interface ExperienceEntry {
key: string;
company: string;
logo: string;
highlightCount: number;
}
interface SkillGroup {
titleKey: string;
skillKeys: string[];
}
@Component({ @Component({
selector: 'app-about', selector: 'app-about',
standalone: true,
imports: [ imports: [
NgOptimizedImage, NgOptimizedImage,
MatCardModule, MatCardModule,
@@ -22,7 +33,7 @@ import {SharedFunctions} from '../../shared/SharedFunctions';
MatIconModule, MatIconModule,
MatButtonModule, MatButtonModule,
MatDividerModule, MatDividerModule,
TranslateModule, TranslatePipe,
RouterLink RouterLink
], ],
templateUrl: './about.component.html', templateUrl: './about.component.html',
@@ -30,46 +41,83 @@ import {SharedFunctions} from '../../shared/SharedFunctions';
}) })
export class AboutComponent { export class AboutComponent {
xpKeys = [ /** Roles older than the current decade are hidden until the reader asks for them. */
readonly showEarlierExperience = signal(false);
readonly showEarlierEducation = signal(false);
readonly recentExperience: ExperienceEntry[] = [
{
key: 'ABOUT.XP.COMPANY9',
company: 'colordigital',
logo: AssetsConstants.COLORDIGITAL_LOGO,
highlightCount: 3
},
{ {
key: 'ABOUT.XP.COMPANY8', key: 'ABOUT.XP.COMPANY8',
logo: AssetsConstants.TERAPORT_LOGO company: 'teraport',
logo: AssetsConstants.TERAPORT_LOGO,
highlightCount: 3
}, },
{ {
key: 'ABOUT.XP.COMPANY7', key: 'ABOUT.XP.COMPANY7',
logo: AssetsConstants.COLORDIGITAL_LOGO company: 'colordigital-earlier',
logo: AssetsConstants.COLORDIGITAL_LOGO,
highlightCount: 3
}, },
{ {
key: 'ABOUT.XP.COMPANY6', key: 'ABOUT.XP.COMPANY6',
logo: AssetsConstants.COLORDIGITAL_LOGO company: 'colordigital-earlier',
logo: AssetsConstants.COLORDIGITAL_LOGO,
highlightCount: 3
}, },
{ {
key: 'ABOUT.XP.COMPANY5', key: 'ABOUT.XP.COMPANY5',
logo: AssetsConstants.ASSYST_LOGO company: 'assyst',
logo: AssetsConstants.ASSYST_LOGO,
highlightCount: 3
}, },
{ {
key: 'ABOUT.XP.COMPANY4', key: 'ABOUT.XP.COMPANY4',
logo: AssetsConstants.ASSYST_LOGO company: 'assyst',
logo: AssetsConstants.ASSYST_LOGO,
highlightCount: 3
}, },
{ {
key: 'ABOUT.XP.COMPANY3', key: 'ABOUT.XP.COMPANY3',
logo: AssetsConstants.ASSYST_LOGO company: 'assyst',
}, logo: AssetsConstants.ASSYST_LOGO,
{ highlightCount: 3
key: 'ABOUT.XP.COMPANY2',
logo: AssetsConstants.TH_BINGEN_LOGO
},
{
key: 'ABOUT.XP.COMPANY1',
logo: AssetsConstants.TH_BINGEN_LOGO
},
{
key: 'ABOUT.XP.COMPANY0',
logo: AssetsConstants.CHAMAELEON_LOGO
} }
]; ];
projectKeys = [ readonly earlierExperience: ExperienceEntry[] = [
{
key: 'ABOUT.XP.COMPANY2',
company: 'th-bingen',
logo: AssetsConstants.TH_BINGEN_LOGO,
highlightCount: 3
},
{
key: 'ABOUT.XP.COMPANY1',
company: 'th-bingen',
logo: AssetsConstants.TH_BINGEN_LOGO,
highlightCount: 3
},
{
key: 'ABOUT.XP.COMPANY0',
company: 'chamaeleon',
logo: AssetsConstants.CHAMAELEON_LOGO,
highlightCount: 3
}
];
readonly projectKeys = [
{
key: 'ABOUT.PROJECT.CLAUDE_BOX',
externalLink: '',
internalLink: 'projects',
identifier: 'claude-in-a-box',
},
{ {
key: 'ABOUT.PROJECT.P2', key: 'ABOUT.PROJECT.P2',
externalLink: 'https://andreas-dahm.eu/', externalLink: 'https://andreas-dahm.eu/',
@@ -102,55 +150,114 @@ export class AboutComponent {
} }
]; ];
educationKeys = [ readonly recentEducationKeys = [
'ABOUT.EDUCATION.E6',
'ABOUT.EDUCATION.E5',
'ABOUT.EDUCATION.E4'
];
readonly earlierEducationKeys = [
'ABOUT.EDUCATION.E3',
'ABOUT.EDUCATION.E2',
'ABOUT.EDUCATION.E1',
'ABOUT.EDUCATION.E0'
];
/**
* Heading and chips travel together so the two can no longer drift apart —
* they used to be declared in separate places and had ended up mismatched.
*/
readonly skillGroups: SkillGroup[] = [
{ {
key: 'ABOUT.EDUCATION.E6' titleKey: 'ABOUT.SECTION.LANGUAGES',
skillKeys: [
'ABOUT.SKILLS.JAVA',
'ABOUT.SKILLS.SPRING',
'ABOUT.SKILLS.TYPESCRIPT',
'ABOUT.SKILLS.ANGULAR',
'ABOUT.SKILLS.CSHARP',
'ABOUT.SKILLS.PYTHON',
'ABOUT.SKILLS.VUE',
'ABOUT.SKILLS.REACT'
]
}, },
{ {
key: 'ABOUT.EDUCATION.E5' titleKey: 'ABOUT.SECTION.ARCH_CLOUD',
skillKeys: [
'ABOUT.SKILLS.ARCH_MICROSERVICES',
'ABOUT.SKILLS.ARCH_CLOUD',
'ABOUT.TOOLS.DOCKER',
'ABOUT.TOOLS.K8S',
'ABOUT.TOOLS.POSTGRES',
'ABOUT.TOOLS.MONGO',
'ABOUT.TOOLS.GITLAB',
'ABOUT.TOOLS.JENKINS'
]
}, },
{ {
key: 'ABOUT.EDUCATION.E4' titleKey: 'ABOUT.SECTION.SIM_ALGO',
skillKeys: [
'ABOUT.SKILLS.ENG_ALGO',
'ABOUT.SKILLS.ENG_SIM',
'ABOUT.SKILLS.ENG_GPU',
'ABOUT.SKILLS.ENG_PERF',
'ABOUT.SKILLS.UNITY'
]
}, },
{ {
key: 'ABOUT.EDUCATION.E3' titleKey: 'ABOUT.SECTION.AI_ENG',
}, skillKeys: [
{ 'ABOUT.SKILLS.AI_AGENTS',
key: 'ABOUT.EDUCATION.E2' 'ABOUT.SKILLS.AI_MCP',
}, 'ABOUT.SKILLS.AI_CONTEXT',
{ 'ABOUT.SKILLS.AI_HARNESS',
key: 'ABOUT.EDUCATION.E1' 'ABOUT.SKILLS.AI_GATES'
}, ]
{
key: 'ABOUT.EDUCATION.E0'
} }
]
skillsCore = [
'ABOUT.SKILLS.JAVA',
'ABOUT.SKILLS.SPRING',
'ABOUT.SKILLS.ANGULAR',
'ABOUT.SKILLS.TYPESCRIPT',
'ABOUT.SKILLS.CSHARP',
'ABOUT.SKILLS.PYTHON'
]; ];
skillsArchitecture = [ readonly visibleExperience = computed(() => {
'ABOUT.SKILLS.ARCH_MICROSERVICES', if (this.showEarlierExperience()) {
'ABOUT.SKILLS.ARCH_CLOUD', return [...this.recentExperience, ...this.earlierExperience];
'ABOUT.TOOLS.DOCKER', }
'ABOUT.TOOLS.K8S', return this.recentExperience;
'ABOUT.TOOLS.JENKINS', });
'ABOUT.TOOLS.POSTGRES'
];
skillsEngineering = [ readonly visibleEducationKeys = computed(() => {
'ABOUT.SKILLS.ENG_ALGO', if (this.showEarlierEducation()) {
'ABOUT.SKILLS.ENG_SIM', return [...this.recentEducationKeys, ...this.earlierEducationKeys];
'ABOUT.SKILLS.ENG_GPU', }
'ABOUT.SKILLS.UNITY', return this.recentEducationKeys;
'ABOUT.SKILLS.ENG_PERF' });
];
toggleEarlierExperience(): void {
this.showEarlierExperience.update(shown => !shown);
}
toggleEarlierEducation(): void {
this.showEarlierEducation.update(shown => !shown);
}
/** The employer header is drawn once per run of consecutive roles at the same company. */
isFirstRoleAtCompany(index: number): boolean {
if (index === 0) {
return true;
}
const entries = this.visibleExperience();
return entries[index - 1].company !== entries[index].company;
}
isLastRoleAtCompany(index: number): boolean {
const entries = this.visibleExperience();
if (index === entries.length - 1) {
return true;
}
return entries[index + 1].company !== entries[index].company;
}
highlightKeys(entry: ExperienceEntry): string[] {
return Array.from({ length: entry.highlightCount }, (_, i) => `${entry.key}.HIGHLIGHTS.P${i + 1}`);
}
protected readonly UrlConstants = UrlConstants; protected readonly UrlConstants = UrlConstants;
protected readonly AssetsConstants = AssetsConstants; protected readonly AssetsConstants = AssetsConstants;

View File

@@ -3,4 +3,5 @@ export interface AlgorithmCategory {
title: string; title: string;
description: string; description: string;
routerLink: string; routerLink: string;
icon: string;
} }

View File

@@ -1,15 +1,16 @@
<div class="algo-container"> <div class="grid gap-fluid-md grid-cols-[repeat(auto-fill,minmax(min(100%,450px),1fr))] max-w-app mx-4 mt-auto">
<h1>{{ 'ALGORITHM.TITLE' |translate }}</h1> <h1 class="m-0 mb-2 text-[clamp(1.4rem,4vw,2rem)]">{{ 'ALGORITHM.TITLE' | translate }}</h1>
<div class="category-cards"> </div>
@for (category of categories$ | async; track category.id) { <div class="grid gap-fluid-md grid-cols-[repeat(auto-fill,minmax(min(100%,450px),1fr))] max-w-app mx-4 mt-auto">
<mat-card [routerLink]="[category.routerLink]"> @for (category of categories; track category.id) {
<mat-card-header> <mat-card class="card-gradient-bar transition-transform duration-200 ease-in-out flex flex-col cursor-pointer hover:-translate-y-1 hover:shadow-[0_8px_24px_rgba(0,0,0,0.12)]" [routerLink]="[category.routerLink]">
<mat-card-title>{{ category.title | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content> <mat-card-content>
<p>{{ category.description | translate}}</p> <div class="flex items-center text-(--mat-sys-primary) mb-4">
<mat-icon class="text-[26px]! w-[26px]! h-[26px]!">{{ category.icon }}</mat-icon>
</div>
<h3 class="text-[1.05rem] font-semibold mb-2 m-0">{{ category.title | translate }}</h3>
<p class="m-0 opacity-75 text-sm leading-relaxed">{{ category.description | translate }}</p>
</mat-card-content> </mat-card-content>
</mat-card> </mat-card>
} }
</div>
</div> </div>

View File

@@ -1,25 +1,19 @@
import { Component, OnInit, inject } from '@angular/core'; import { Component, inject } from '@angular/core';
import { AlgorithmsService } from './service/algorithms.service'; import { AlgorithmsService } from './algorithms.service';
import { AlgorithmCategory } from './models/algorithm-category'; import { AlgorithmCategory } from './algorithm-category';
import { Observable } from 'rxjs';
import { CommonModule } from '@angular/common';
import { RouterLink } from '@angular/router'; import { RouterLink } from '@angular/router';
import { MatCardModule } from '@angular/material/card'; import { MatCardModule } from '@angular/material/card';
import { MatIconModule } from '@angular/material/icon';
import {TranslatePipe} from '@ngx-translate/core'; import {TranslatePipe} from '@ngx-translate/core';
@Component({ @Component({
selector: 'app-algorithms', selector: 'app-algorithms',
templateUrl: './algorithms.component.html', templateUrl: './algorithms.component.html',
styleUrls: ['./algorithms.component.scss'], styleUrl: './algorithms.component.scss',
standalone: true, imports: [RouterLink, MatCardModule, MatIconModule, TranslatePipe],
imports: [CommonModule, RouterLink, MatCardModule, TranslatePipe],
}) })
export class AlgorithmsComponent implements OnInit { export class AlgorithmsComponent {
private readonly algorithmsService = inject(AlgorithmsService); private readonly algorithmsService = inject(AlgorithmsService);
categories$: Observable<AlgorithmCategory[]> | undefined; readonly categories: AlgorithmCategory[] = this.algorithmsService.getCategories();
ngOnInit(): void {
this.categories$ = this.algorithmsService.getCategories();
}
} }

View File

@@ -1,7 +1,6 @@
import { Injectable } from '@angular/core'; import { Injectable } from '@angular/core';
import { AlgorithmCategory } from '../models/algorithm-category'; import { AlgorithmCategory } from './algorithm-category';
import { Observable, of } from 'rxjs'; import {RouterConstants} from '../../constants/RouterConstants';
import {RouterConstants} from '../../../constants/RouterConstants';
@Injectable({ @Injectable({
providedIn: 'root' providedIn: 'root'
@@ -13,47 +12,68 @@ export class AlgorithmsService {
id: 'pathfinding', id: 'pathfinding',
title: 'ALGORITHM.PATHFINDING.TITLE', title: 'ALGORITHM.PATHFINDING.TITLE',
description: 'ALGORITHM.PATHFINDING.DESCRIPTION', description: 'ALGORITHM.PATHFINDING.DESCRIPTION',
routerLink: RouterConstants.PATHFINDING.LINK routerLink: RouterConstants.PATHFINDING.LINK,
icon: 'route'
}, },
{ {
id: 'sorting', id: 'sorting',
title: 'ALGORITHM.SORTING.TITLE', title: 'ALGORITHM.SORTING.TITLE',
description: 'ALGORITHM.SORTING.DESCRIPTION', description: 'ALGORITHM.SORTING.DESCRIPTION',
routerLink: RouterConstants.SORTING.LINK routerLink: RouterConstants.SORTING.LINK,
icon: 'sort'
}, },
{ {
id: 'gameOfLife', id: 'gameOfLife',
title: 'ALGORITHM.GOL.TITLE', title: 'ALGORITHM.GOL.TITLE',
description: 'ALGORITHM.GOL.DESCRIPTION', description: 'ALGORITHM.GOL.DESCRIPTION',
routerLink: RouterConstants.GOL.LINK routerLink: RouterConstants.GOL.LINK,
icon: 'grid_on'
}, },
{ {
id: 'labyrinth', id: 'labyrinth',
title: 'ALGORITHM.LABYRINTH.TITLE', title: 'ALGORITHM.LABYRINTH.TITLE',
description: 'ALGORITHM.LABYRINTH.DESCRIPTION', description: 'ALGORITHM.LABYRINTH.DESCRIPTION',
routerLink: RouterConstants.LABYRINTH.LINK routerLink: RouterConstants.LABYRINTH.LINK,
icon: 'grid_view'
}, },
{ {
id: 'fractal', id: 'fractal',
title: 'ALGORITHM.FRACTAL.TITLE', title: 'ALGORITHM.FRACTAL.TITLE',
description: 'ALGORITHM.FRACTAL.DESCRIPTION', description: 'ALGORITHM.FRACTAL.DESCRIPTION',
routerLink: RouterConstants.FRACTAL.LINK routerLink: RouterConstants.FRACTAL.LINK,
icon: 'blur_on'
}, },
{ {
id: 'fractal3d', id: 'fractal3d',
title: 'ALGORITHM.FRACTAL3D.TITLE', title: 'ALGORITHM.FRACTAL3D.TITLE',
description: 'ALGORITHM.FRACTAL3D.DESCRIPTION', description: 'ALGORITHM.FRACTAL3D.DESCRIPTION',
routerLink: RouterConstants.FRACTAL3d.LINK routerLink: RouterConstants.FRACTAL3d.LINK,
icon: 'view_in_ar'
}, },
{ {
id: 'pendulum', id: 'pendulum',
title: 'ALGORITHM.PENDULUM.TITLE', title: 'ALGORITHM.PENDULUM.TITLE',
description: 'ALGORITHM.PENDULUM.DESCRIPTION', description: 'ALGORITHM.PENDULUM.DESCRIPTION',
routerLink: RouterConstants.PENDULUM.LINK routerLink: RouterConstants.PENDULUM.LINK,
icon: 'rotate_right'
},
{
id: 'cloth',
title: 'ALGORITHM.CLOTH.TITLE',
description: 'ALGORITHM.CLOTH.DESCRIPTION',
routerLink: RouterConstants.CLOTH.LINK,
icon: 'texture'
},
{
id: 'fourColor',
title: 'ALGORITHM.FOUR_COLOR.TITLE',
description: 'ALGORITHM.FOUR_COLOR.DESCRIPTION',
routerLink: RouterConstants.FOUR_COLOR.LINK,
icon: 'palette'
} }
]; ];
getCategories(): Observable<AlgorithmCategory[]> { getCategories(): AlgorithmCategory[] {
return of(this.categories); return this.categories;
} }
} }

View File

@@ -0,0 +1,48 @@
/**
* GLSL shaders for cloth rendering on WebGL.
* Replicates the visual output of the WGSL cloth shaders:
* checkerboard pattern with Lambertian lighting.
*/
export const CLOTH_VERTEX_SHADER_GLSL = `
precision highp float;
attribute vec3 position;
attribute vec2 uv;
uniform mat4 viewProjection;
varying vec2 vUV;
varying vec3 vWorldPos;
void main() {
vUV = uv;
vWorldPos = position;
gl_Position = viewProjection * vec4(position, 1.0);
}
`;
export const CLOTH_FRAGMENT_SHADER_GLSL = `
#extension GL_OES_standard_derivatives : enable
precision highp float;
varying vec2 vUV;
varying vec3 vWorldPos;
void main() {
vec3 dx = dFdx(vWorldPos);
vec3 dy = dFdy(vWorldPos);
vec3 normal = normalize(cross(dx, dy));
vec3 lightDir = normalize(vec3(1.0, 1.0, 0.5));
float diffuse = max(0.0, abs(dot(normal, lightDir)));
float ambient = 0.3;
float lightIntensity = ambient + (diffuse * 0.7);
float grid = mod(floor(vUV.x * 20.0) + floor(vUV.y * 20.0), 2.0);
vec3 baseColor = mix(vec3(0.8, 0.4, 0.15), vec3(0.9, 0.5, 0.2), grid);
vec3 finalColor = baseColor * lightIntensity;
gl_FragColor = vec4(finalColor, 1.0);
}
`;

View File

@@ -0,0 +1,32 @@
<mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header>
<mat-card-title>{{ 'CLOTH.TITLE' | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content>
<app-information [algorithmInformation]="algoInformation"/>
<div class="flex flex-col mb-4">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button mat-raised-button color="primary" (click)="toggleWind()">
{{ isWindActive ? ('CLOTH.WIND_OFF' | translate) : ('CLOTH.WIND_ON' | translate) }}
</button>
<button mat-raised-button color="primary" (click)="toggleMesh()">
{{ isOutlineActive ? ('CLOTH.OUTLINE_OFF' | translate) : ('CLOTH.OUTLINE_ON' | translate) }}
</button>
<button mat-raised-button color="accent" (click)="restartSimulation()">
{{ 'CLOTH.RESTART_SIMULATION' | translate }}
</button>
</div>
<div class="flex items-center gap-2.5">
<span>{{ 'CLOTH.ELONGATION' | translate }}: {{ elongation }}</span>
<mat-slider min="0.5" max="2.0" step="0.1">
<input matSliderThumb [(ngModel)]="elongation">
</mat-slider>
</div>
</div>
<app-babylon-canvas
[config]="renderConfig"
(sceneReady)="onSceneReady($event)"
(sceneResized)="onSceneReady($event)"
/>
</mat-card-content>
</mat-card>

View File

@@ -0,0 +1,158 @@
import {Component} from '@angular/core';
import {FormsModule} from '@angular/forms';
import {MatCard, MatCardContent, MatCardHeader, MatCardTitle} from '@angular/material/card';
import {MatSliderModule} from '@angular/material/slider';
import {TranslatePipe} from '@ngx-translate/core';
import {BabylonCanvas, RenderConfig, SceneEventData} from '../../../shared/components/render-canvas/babylon-canvas.component';
import {MatButton} from '@angular/material/button';
import {ClothConfig} from './cloth.model';
import {Information} from '../information/information';
import {AlgorithmInformation} from '../information/information.models';
import {UrlConstants} from '../../../constants/UrlConstants';
import {ClothSimulationStrategy} from './strategies/cloth-simulation.strategy';
import {ClothGpuStrategy} from './strategies/cloth-gpu.strategy';
import {ClothCpuStrategy} from './strategies/cloth-cpu.strategy';
@Component({
selector: 'app-cloth',
imports: [
MatCard,
MatCardContent,
MatCardHeader,
MatCardTitle,
TranslatePipe,
BabylonCanvas,
MatButton,
MatSliderModule,
FormsModule,
Information
],
templateUrl: './cloth.component.html',
styleUrl: './cloth.component.scss',
})
export class ClothComponent {
private currentSceneData: SceneEventData | null = null;
private simulationTime: number = 0;
private strategy: ClothSimulationStrategy | null = null;
public isWindActive: boolean = false;
public isOutlineActive: boolean = false;
public stiffness: number = 80;
public elongation: number = 1.0;
public renderConfig: RenderConfig = {
mode: '3D',
initialViewSize: 20
};
algoInformation: AlgorithmInformation = {
title: 'CLOTH.EXPLANATION.TITLE',
entries: [
{
name: 'CLOTH.EXPLANATION.CLOTH_SIMULATION_EXPLANATION_TITLE',
description: 'CLOTH.EXPLANATION.CLOTH_SIMULATION_EXPLANATION',
link: UrlConstants.CLOTH_SIMULATION_WIKI,
translateName: true
},
{
name: 'CLOTH.EXPLANATION.XPBD_EXPLANATION_TITLE',
description: 'CLOTH.EXPLANATION.XPBD_EXPLANATION',
link: UrlConstants.XPBD_WIKI,
translateName: true
},
{
name: 'CLOTH.EXPLANATION.GPU_PARALLELIZATION_EXPLANATION_TITLE',
description: 'CLOTH.EXPLANATION.GPU_PARALLELIZATION_EXPLANATION',
link: UrlConstants.GPU_COMPUTING_WIKI,
translateName: true
},
{
name: 'CLOTH.EXPLANATION.DATA_STRUCTURES_EXPLANATION_TITLE',
description: 'CLOTH.EXPLANATION.DATA_STRUCTURES_EXPLANATION',
link: UrlConstants.DATA_STRUCTURE_WIKI,
translateName: true
}
],
disclaimer: 'CLOTH.EXPLANATION.DISCLAIMER',
disclaimerBottom: '',
disclaimerListEntry: ['CLOTH.EXPLANATION.DISCLAIMER_1', 'CLOTH.EXPLANATION.DISCLAIMER_2', 'CLOTH.EXPLANATION.DISCLAIMER_3', 'CLOTH.EXPLANATION.DISCLAIMER_4']
};
public onSceneReady(event: SceneEventData): void {
this.currentSceneData = event;
this.createSimulation();
}
public toggleWind(): void {
this.isWindActive = !this.isWindActive;
}
public toggleMesh(): void {
this.isOutlineActive = !this.isOutlineActive;
const mesh = this.strategy?.getMesh();
if (!mesh?.material) {
return;
}
mesh.material.wireframe = this.isOutlineActive;
}
public restartSimulation(): void {
this.simulationTime = 0;
this.createSimulation();
}
private createSimulation(): void {
if (!this.currentSceneData) {
return;
}
const {engine, scene, gpuTier} = this.currentSceneData;
const config = this.getClothConfig();
if (this.strategy) {
this.strategy.dispose();
}
this.strategy = gpuTier === 'webgpu'
? new ClothGpuStrategy()
: new ClothCpuStrategy();
this.strategy.init(scene, engine, config);
this.startParamUpdateLoop(scene, engine);
}
private startParamUpdateLoop(scene: any, engine: any): void {
scene.onAfterRenderObservable.clear();
scene.onAfterRenderObservable.add(() => {
this.simulationTime += engine.getDeltaTime() / 1000.0;
if (this.strategy) {
this.strategy.updateParams({
stiffness: this.stiffness,
elongation: this.elongation,
isWindActive: this.isWindActive,
simulationTime: this.simulationTime,
deltaTime: engine.getDeltaTime() / 1000.0
});
}
});
}
private getClothConfig(): ClothConfig {
const gridWidth = 100;
const gridHeight = 100;
const spacing = 0.05;
const density = 1.0;
const particleArea = spacing * spacing;
const particleMass = density * particleArea;
return {
gridWidth,
gridHeight,
spacing,
density,
numVertices: gridWidth * gridHeight,
particleInvMass: 1.0 / particleMass
};
}
}

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@@ -0,0 +1,16 @@
export interface ClothConfig {
gridWidth: number;
gridHeight: number;
spacing: number;
density: number;
numVertices: number;
particleInvMass: number;
}
export interface ClothData {
positions: Float32Array;
prevPositions: Float32Array;
velocities: Float32Array;
constraints: number[][];
params: Float32Array;
}

View File

@@ -0,0 +1,215 @@
/**
* File: cloth.shader.ts
* Description: WGSL shaders for cloth simulation and rendering.
*/
// --- SHARED DATA STRUCTURES ---
export const CLOTH_SHARED_STRUCTS = `
struct Params {
dt: f32,
gravity_y: f32,
compliance: f32,
numVertices: f32,
wind_x: f32,
wind_y: f32,
wind_z: f32,
time: f32,
elongation: f32
};
`;
// ==========================================
// VERTEX SHADER
// ==========================================
export const CLOTH_VERTEX_SHADER_WGSL = `
attribute uv : vec2<f32>;
var<storage, read> positions : array<vec4<f32>>;
uniform viewProjection : mat4x4<f32>;
varying vUV : vec2<f32>;
varying vWorldPos : vec3<f32>;
@vertex
fn main(input : VertexInputs) -> FragmentInputs {
var output : FragmentInputs;
let worldPos = positions[input.vertexIndex].xyz;
output.position = uniforms.viewProjection * vec4<f32>(worldPos, 1.0);
output.vUV = input.uv;
output.vWorldPos = worldPos;
return output;
}
`;
// ==========================================
// FRAGMENT SHADER
// ==========================================
export const CLOTH_FRAGMENT_SHADER_WGSL = `
varying vUV : vec2<f32>;
varying vWorldPos : vec3<f32>;
@fragment
fn main(input: FragmentInputs) -> FragmentOutputs {
var output: FragmentOutputs;
let dx = dpdx(input.vWorldPos);
let dy = dpdy(input.vWorldPos);
let normal = normalize(cross(dx, dy));
let lightDir = normalize(vec3<f32>(1.0, 1.0, 0.5));
let diffuse = max(0.0, abs(dot(normal, lightDir)));
let ambient = 0.3;
let lightIntensity = ambient + (diffuse * 0.7);
let grid = (floor(input.vUV.x * 20.0) + floor(input.vUV.y * 20.0)) % 2.0;
let baseColor = mix(vec3<f32>(0.8, 0.4, 0.15), vec3<f32>(0.9, 0.5, 0.2), grid);
let finalColor = baseColor * lightIntensity;
output.color = vec4<f32>(finalColor, 1.0);
return output;
}
`;
// =====================================================================
// PASS 1: INTEGRATION (Apply Forces & Predict Positions)
// =====================================================================
export const CLOTH_INTEGRATE_COMPUTE_WGSL = CLOTH_SHARED_STRUCTS + `
@group(0) @binding(0) var<storage, read> p : Params;
@group(0) @binding(1) var<storage, read_write> positions : array<vec4<f32>>;
@group(0) @binding(2) var<storage, read_write> prev_positions : array<vec4<f32>>;
@group(0) @binding(3) var<storage, read_write> velocities : array<vec4<f32>>;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
let idx = global_id.x;
if (f32(idx) >= p.numVertices) { return; }
var pos = positions[idx];
var vel = velocities[idx];
let invMass = pos.w;
if (invMass > 0.0) {
vel.y = vel.y + (p.gravity_y * p.dt);
let flutter = sin(pos.x * 2.0 + p.time * 5.0) * cos(pos.y * 2.0 + p.time * 3.0);
let windForce = vec3<f32>(
p.wind_x + (flutter * p.wind_x * 0.8),
p.wind_y + (flutter * 2.0), // Leichter Auftrieb durchs Flattern
p.wind_z + (flutter * p.wind_z * 0.8)
);
vel.x = vel.x + (windForce.x * p.dt);
vel.y = vel.y + (windForce.y * p.dt);
vel.z = vel.z + (windForce.z * p.dt);
prev_positions[idx] = pos;
pos.x = pos.x + vel.x * p.dt;
pos.y = pos.y + vel.y * p.dt;
pos.z = pos.z + vel.z * p.dt;
positions[idx] = pos;
velocities[idx] = vel;
}
}
`;
// =====================================================================
// PASS 2: SOLVE CONSTRAINTS (The core of XPBD)
// =====================================================================
export const CLOTH_SOLVE_COMPUTE_WGSL = CLOTH_SHARED_STRUCTS + `
@group(0) @binding(0) var<storage, read> p : Params;
@group(0) @binding(1) var<storage, read_write> positions : array<vec4<f32>>;
@group(0) @binding(2) var<storage, read> constraints : array<vec4<f32>>; // <--- Read-only as we do not modify them here
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
let idx = global_id.x;
// Query the GPU directly for the length of the passed array
if (idx >= arrayLength(&constraints)) { return; }
let constraint = constraints[idx];
// constraint.w: 0.0 = inactive, 1.0 = horizontal/diagonal, 2.0 = vertical
if (constraint.w < 0.5) { return; }
let idA = u32(constraint.x);
let idB = u32(constraint.y);
// constraint.w encodes type: 1.0 = horizontal/diagonal, 2.0 = vertical (elongation applies)
let restLength =constraint.z * p.elongation;
var pA = positions[idA];
var pB = positions[idB];
let wA = pA.w;
let wB = pB.w;
let wSum = wA + wB;
if (wSum <= 0.0) { return; }
let dir = pA.xyz - pB.xyz;
let dist = length(dir);
if (dist < 0.0001) { return; }
let n = dir / dist;
let C = dist - restLength;
let alpha = p.compliance / (p.dt * p.dt);
let lambda = -C / (wSum + alpha);
let corrA = n * (lambda * wA);
let corrB = n * (-lambda * wB);
// This is because we are using graph coloring to be thread safe
if (wA > 0.0) {
positions[idA].x = positions[idA].x + corrA.x;
positions[idA].y = positions[idA].y + corrA.y;
positions[idA].z = positions[idA].z + corrA.z;
}
if (wB > 0.0) {
positions[idB].x = positions[idB].x + corrB.x;
positions[idB].y = positions[idB].y + corrB.y;
positions[idB].z = positions[idB].z + corrB.z;
}
}
`;
// =====================================================================
// PASS 3: VELOCITY UPDATE (Derive velocity from position changes)
// =====================================================================
export const CLOTH_VELOCITY_COMPUTE_WGSL = CLOTH_SHARED_STRUCTS + `
@group(0) @binding(0) var<storage, read> p : Params;
@group(0) @binding(1) var<storage, read_write> positions : array<vec4<f32>>;
@group(0) @binding(2) var<storage, read_write> prev_positions : array<vec4<f32>>;
@group(0) @binding(3) var<storage, read_write> velocities : array<vec4<f32>>;
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
let idx = global_id.x;
if (f32(idx) >= p.numVertices) { return; }
let pos = positions[idx];
let prev = prev_positions[idx];
let invMass = pos.w;
if (invMass > 0.0) {
var vel = velocities[idx];
// v = (p - p_prev) / dt
vel.x = (pos.x - prev.x) / p.dt;
vel.y = (pos.y - prev.y) / p.dt;
vel.z = (pos.z - prev.z) / p.dt;
// Optional: Add simple damping here
// vel = vel * 0.99;
velocities[idx] = vel;
}
}
`;

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/**
* CPU-side cloth physics mirroring the WGSL compute shaders.
* All data uses the same Float32Array vec4 layout: [x, y, z, invMass] per vertex.
*/
export interface ClothPhysicsParams {
dt: number;
gravityY: number;
compliance: number;
numVertices: number;
windX: number;
windY: number;
windZ: number;
time: number;
elongation: number;
}
/**
* Mirrors CLOTH_INTEGRATE_COMPUTE_WGSL:
* Applies gravity and wind forces, predicts new positions.
*/
export function integratePositions(
positions: Float32Array,
prevPositions: Float32Array,
velocities: Float32Array,
params: ClothPhysicsParams
): void {
for (let idx = 0; idx < params.numVertices; idx++) {
const base = idx * 4;
const invMass = positions[base + 3];
if (invMass <= 0.0) {
continue;
}
velocities[base + 1] += params.gravityY * params.dt;
const posX = positions[base + 0];
const posY = positions[base + 1];
const flutter = Math.sin(posX * 2.0 + params.time * 5.0) * Math.cos(posY * 2.0 + params.time * 3.0);
const windForceX = params.windX + (flutter * params.windX * 0.8);
const windForceY = params.windY + (flutter * 2.0);
const windForceZ = params.windZ + (flutter * params.windZ * 0.8);
velocities[base + 0] += windForceX * params.dt;
velocities[base + 1] += windForceY * params.dt;
velocities[base + 2] += windForceZ * params.dt;
prevPositions[base + 0] = positions[base + 0];
prevPositions[base + 1] = positions[base + 1];
prevPositions[base + 2] = positions[base + 2];
prevPositions[base + 3] = positions[base + 3];
positions[base + 0] += velocities[base + 0] * params.dt;
positions[base + 1] += velocities[base + 1] * params.dt;
positions[base + 2] += velocities[base + 2] * params.dt;
}
}
/**
* Mirrors CLOTH_SOLVE_COMPUTE_WGSL:
* XPBD constraint solving for one phase of constraints.
* Each constraint is stored as [idA, idB, restLength, type] (4 floats).
*/
export function solveConstraints(
positions: Float32Array,
constraints: Float32Array,
params: ClothPhysicsParams
): void {
const numConstraints = constraints.length / 4;
for (let idx = 0; idx < numConstraints; idx++) {
const cBase = idx * 4;
const constraintType = constraints[cBase + 3];
if (constraintType < 0.5) {
continue;
}
const idA = constraints[cBase + 0];
const idB = constraints[cBase + 1];
const restLength = constraints[cBase + 2] * params.elongation;
const baseA = idA * 4;
const baseB = idB * 4;
const wA = positions[baseA + 3];
const wB = positions[baseB + 3];
const wSum = wA + wB;
if (wSum <= 0.0) {
continue;
}
const dirX = positions[baseA + 0] - positions[baseB + 0];
const dirY = positions[baseA + 1] - positions[baseB + 1];
const dirZ = positions[baseA + 2] - positions[baseB + 2];
const dist = Math.sqrt(dirX * dirX + dirY * dirY + dirZ * dirZ);
if (dist < 0.0001) {
continue;
}
const nX = dirX / dist;
const nY = dirY / dist;
const nZ = dirZ / dist;
const c = dist - restLength;
const alpha = params.compliance / (params.dt * params.dt);
const lambda = -c / (wSum + alpha);
if (wA > 0.0) {
positions[baseA + 0] += nX * (lambda * wA);
positions[baseA + 1] += nY * (lambda * wA);
positions[baseA + 2] += nZ * (lambda * wA);
}
if (wB > 0.0) {
positions[baseB + 0] += nX * (-lambda * wB);
positions[baseB + 1] += nY * (-lambda * wB);
positions[baseB + 2] += nZ * (-lambda * wB);
}
}
}
/**
* Mirrors CLOTH_VELOCITY_COMPUTE_WGSL:
* Derives velocity from position changes: v = (pos - prevPos) / dt
*/
export function updateVelocities(
positions: Float32Array,
prevPositions: Float32Array,
velocities: Float32Array,
params: ClothPhysicsParams
): void {
for (let idx = 0; idx < params.numVertices; idx++) {
const base = idx * 4;
const invMass = positions[base + 3];
if (invMass <= 0.0) {
continue;
}
velocities[base + 0] = (positions[base + 0] - prevPositions[base + 0]) / params.dt;
velocities[base + 1] = (positions[base + 1] - prevPositions[base + 1]) / params.dt;
velocities[base + 2] = (positions[base + 2] - prevPositions[base + 2]) / params.dt;
}
}

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import {ArcRotateCamera, Engine, GroundMesh, MeshBuilder, Scene, ShaderMaterial, VertexBuffer, WebGPUEngine} from '@babylonjs/core';
import {ClothConfig, ClothData} from '../cloth.model';
import {CLOTH_FRAGMENT_SHADER_GLSL, CLOTH_VERTEX_SHADER_GLSL} from '../cloth-glsl.shader';
import {ClothPhysicsParams, integratePositions, solveConstraints, updateVelocities} from './cloth-cpu-physics';
import {ClothSimulationParams, ClothSimulationStrategy} from './cloth-simulation.strategy';
export class ClothCpuStrategy implements ClothSimulationStrategy {
private clothMesh: GroundMesh | null = null;
private scene: Scene | null = null;
private config: ClothConfig | null = null;
private positions!: Float32Array;
private prevPositions!: Float32Array;
private velocities!: Float32Array;
private constraintPhases!: Float32Array[];
private physicsParams: ClothPhysicsParams = {
dt: 0.016,
gravityY: -9.81,
compliance: 0.00001,
numVertices: 0,
windX: 0,
windY: 0,
windZ: 0,
time: 0,
elongation: 1.0
};
init(scene: Scene, engine: WebGPUEngine | Engine, config: ClothConfig): void {
this.scene = scene;
this.config = config;
this.physicsParams.numVertices = config.numVertices;
const clothData = this.generateClothData(config);
this.positions = clothData.positions;
this.prevPositions = clothData.prevPositions;
this.velocities = clothData.velocities;
this.constraintPhases = clothData.constraints.map(c => new Float32Array(c));
this.setupRenderMesh(scene, config);
this.startRenderLoop(scene, config);
}
updateParams(params: ClothSimulationParams): void {
const windX = params.isWindActive ? 5.0 : 0.0;
const windZ = params.isWindActive ? 15.0 : 0.0;
const softCompliance = 10.0;
const rigidCompliance = 0.00001;
const t = (params.stiffness - 1) / 99.0;
this.physicsParams.compliance = softCompliance * Math.pow(rigidCompliance / softCompliance, t);
this.physicsParams.windX = windX;
this.physicsParams.windY = 0.0;
this.physicsParams.windZ = windZ;
this.physicsParams.time = params.simulationTime;
this.physicsParams.elongation = params.elongation;
}
getMesh(): GroundMesh | null {
return this.clothMesh;
}
dispose(): void {
if (this.scene && this.clothMesh) {
this.scene.removeMesh(this.clothMesh);
}
this.clothMesh = null;
}
private generateClothData(config: ClothConfig): ClothData {
const positionsData = new Float32Array(config.numVertices * 4);
const prevPositionsData = new Float32Array(config.numVertices * 4);
const velocitiesData = new Float32Array(config.numVertices * 4);
const constraintsP0: number[] = [];
const constraintsP1: number[] = [];
const constraintsP2: number[] = [];
const constraintsP3: number[] = [];
const addHorizontalConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, config.spacing, 1.0);
};
const addVerticalConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, config.spacing, 2.0);
};
for (let y = 0; y < config.gridHeight; y++) {
for (let x = 0; x < config.gridWidth; x++) {
const idx = (y * config.gridWidth + x) * 4;
positionsData[idx + 0] = (x - config.gridWidth / 2) * config.spacing;
positionsData[idx + 1] = 5.0 - (y * config.spacing);
positionsData[idx + 2] = 0.0;
positionsData[idx + 3] = (y === 0) ? 0.0 : config.particleInvMass;
prevPositionsData[idx + 0] = positionsData[idx + 0];
prevPositionsData[idx + 1] = positionsData[idx + 1];
prevPositionsData[idx + 2] = positionsData[idx + 2];
prevPositionsData[idx + 3] = positionsData[idx + 3];
}
}
for (let y = 0; y < config.gridHeight; y++) {
for (let x = 0; x < config.gridWidth - 1; x += 2) { addHorizontalConstraint(constraintsP0, y * config.gridWidth + x, y * config.gridWidth + x + 1); }
for (let x = 1; x < config.gridWidth - 1; x += 2) { addHorizontalConstraint(constraintsP1, y * config.gridWidth + x, y * config.gridWidth + x + 1); }
}
for (let y = 0; y < config.gridHeight - 1; y += 2) {
for (let x = 0; x < config.gridWidth; x++) { addVerticalConstraint(constraintsP2, y * config.gridWidth + x, (y + 1) * config.gridWidth + x); }
}
for (let y = 1; y < config.gridHeight - 1; y += 2) {
for (let x = 0; x < config.gridWidth; x++) { addVerticalConstraint(constraintsP3, y * config.gridWidth + x, (y + 1) * config.gridWidth + x); }
}
const constraintsP4: number[] = [];
const constraintsP5: number[] = [];
const constraintsP6: number[] = [];
const constraintsP7: number[] = [];
const diagSpacing = config.spacing * Math.SQRT2;
const addDiagConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, diagSpacing, 1.0);
};
for (let y = 0; y < config.gridHeight - 1; y++) {
const arr = (y % 2 === 0) ? constraintsP4 : constraintsP5;
for (let x = 0; x < config.gridWidth - 1; x++) {
addDiagConstraint(arr, y * config.gridWidth + x, (y + 1) * config.gridWidth + (x + 1));
}
}
for (let y = 0; y < config.gridHeight - 1; y++) {
const arr = (y % 2 === 0) ? constraintsP6 : constraintsP7;
for (let x = 0; x < config.gridWidth - 1; x++) {
addDiagConstraint(arr, y * config.gridWidth + (x + 1), (y + 1) * config.gridWidth + x);
}
}
return {
positions: positionsData,
prevPositions: prevPositionsData,
velocities: velocitiesData,
constraints: [
constraintsP0, constraintsP1, constraintsP2, constraintsP3,
constraintsP4, constraintsP5, constraintsP6, constraintsP7
],
params: new Float32Array(9)
};
}
private setupRenderMesh(scene: Scene, config: ClothConfig): void {
if (this.clothMesh) {
scene.removeMesh(this.clothMesh);
}
this.clothMesh = MeshBuilder.CreateGround("cloth", {
width: 10,
height: 10,
subdivisions: config.gridWidth - 1,
updatable: true
}, scene);
const clothMaterial = new ShaderMaterial("clothMat", scene, {
vertexSource: CLOTH_VERTEX_SHADER_GLSL,
fragmentSource: CLOTH_FRAGMENT_SHADER_GLSL
}, {
attributes: ["position", "uv"],
uniforms: ["viewProjection"]
});
clothMaterial.backFaceCulling = false;
this.clothMesh.material = clothMaterial;
const camera = scene.activeCamera as ArcRotateCamera;
if (camera) {
camera.alpha = Math.PI / 4;
camera.beta = Math.PI / 2.5;
camera.radius = 15;
}
}
/**
* Extracts xyz from the vec4 positions array into a vec3 array for mesh vertex update.
*/
private extractPositionsVec3(positions: Float32Array, numVertices: number): Float32Array {
const result = new Float32Array(numVertices * 3);
for (let i = 0; i < numVertices; i++) {
result[i * 3 + 0] = positions[i * 4 + 0];
result[i * 3 + 1] = positions[i * 4 + 1];
result[i * 3 + 2] = positions[i * 4 + 2];
}
return result;
}
private startRenderLoop(scene: Scene, config: ClothConfig): void {
const substeps = 15;
scene.onBeforeRenderObservable.clear();
scene.onBeforeRenderObservable.add(() => {
if (!this.clothMesh) {
return;
}
integratePositions(this.positions, this.prevPositions, this.velocities, this.physicsParams);
for (let i = 0; i < substeps; i++) {
for (const phase of this.constraintPhases) {
solveConstraints(this.positions, phase, this.physicsParams);
}
}
updateVelocities(this.positions, this.prevPositions, this.velocities, this.physicsParams);
const posVec3 = this.extractPositionsVec3(this.positions, config.numVertices);
this.clothMesh.updateVerticesData(VertexBuffer.PositionKind, posVec3);
});
}
}

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import {ArcRotateCamera, ComputeShader, Engine, GroundMesh, MeshBuilder, Scene, ShaderLanguage, ShaderMaterial, StorageBuffer, WebGPUEngine} from '@babylonjs/core';
import {ClothConfig, ClothData} from '../cloth.model';
import {
CLOTH_FRAGMENT_SHADER_WGSL,
CLOTH_INTEGRATE_COMPUTE_WGSL,
CLOTH_SOLVE_COMPUTE_WGSL,
CLOTH_VELOCITY_COMPUTE_WGSL,
CLOTH_VERTEX_SHADER_WGSL
} from '../cloth.shader';
import {ClothSimulationParams, ClothSimulationStrategy} from './cloth-simulation.strategy';
interface GpuBuffers {
positions: StorageBuffer;
prevPositions: StorageBuffer;
velocities: StorageBuffer;
params: StorageBuffer;
constraints: StorageBuffer[];
}
interface GpuPipelines {
integrate: ComputeShader;
solvers: ComputeShader[];
velocity: ComputeShader;
}
export class ClothGpuStrategy implements ClothSimulationStrategy {
private clothMesh: GroundMesh | null = null;
private scene: Scene | null = null;
private paramsData = new Float32Array(9);
private buffers: GpuBuffers | null = null;
private pipelines: GpuPipelines | null = null;
private dispatchXConstraints: number[] = [];
private dispatchXVertices = 0;
private numVertices = 0;
init(scene: Scene, engine: WebGPUEngine | Engine, config: ClothConfig): void {
this.scene = scene;
this.numVertices = config.numVertices;
const gpuEngine = engine as WebGPUEngine;
const clothData = this.generateClothData(config);
this.buffers = this.createStorageBuffers(gpuEngine, clothData);
this.pipelines = this.setupComputePipelines(gpuEngine, this.buffers);
this.setupRenderMesh(scene, config, this.buffers.positions);
this.setupDispatchSizes(config, this.buffers);
this.startRenderLoop(scene);
}
updateParams(params: ClothSimulationParams): void {
if (!this.buffers) {
return;
}
const windX = params.isWindActive ? 5.0 : 0.0;
const windZ = params.isWindActive ? 15.0 : 0.0;
const softCompliance = 10.0;
const rigidCompliance = 0.00001;
const t = (params.stiffness - 1) / 99.0;
const compliance = softCompliance * Math.pow(rigidCompliance / softCompliance, t);
this.paramsData[0] = 0.016;
this.paramsData[1] = -9.81;
this.paramsData[2] = compliance;
this.paramsData[3] = this.numVertices;
this.paramsData[4] = windX;
this.paramsData[5] = 0.0;
this.paramsData[6] = windZ;
this.paramsData[7] = params.simulationTime;
this.paramsData[8] = params.elongation;
}
getMesh(): GroundMesh | null {
return this.clothMesh;
}
dispose(): void {
if (this.scene && this.clothMesh) {
this.scene.removeMesh(this.clothMesh);
}
this.clothMesh = null;
this.buffers = null;
this.pipelines = null;
}
private generateClothData(config: ClothConfig): ClothData {
const positionsData = new Float32Array(config.numVertices * 4);
const prevPositionsData = new Float32Array(config.numVertices * 4);
const velocitiesData = new Float32Array(config.numVertices * 4);
const constraintsP0: number[] = [];
const constraintsP1: number[] = [];
const constraintsP2: number[] = [];
const constraintsP3: number[] = [];
const addHorizontalConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, config.spacing, 1.0);
};
const addVerticalConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, config.spacing, 2.0);
};
for (let y = 0; y < config.gridHeight; y++) {
for (let x = 0; x < config.gridWidth; x++) {
const idx = (y * config.gridWidth + x) * 4;
positionsData[idx + 0] = (x - config.gridWidth / 2) * config.spacing;
positionsData[idx + 1] = 5.0 - (y * config.spacing);
positionsData[idx + 2] = 0.0;
positionsData[idx + 3] = (y === 0) ? 0.0 : config.particleInvMass;
prevPositionsData[idx + 0] = positionsData[idx + 0];
prevPositionsData[idx + 1] = positionsData[idx + 1];
prevPositionsData[idx + 2] = positionsData[idx + 2];
prevPositionsData[idx + 3] = positionsData[idx + 3];
}
}
for (let y = 0; y < config.gridHeight; y++) {
for (let x = 0; x < config.gridWidth - 1; x += 2) { addHorizontalConstraint(constraintsP0, y * config.gridWidth + x, y * config.gridWidth + x + 1); }
for (let x = 1; x < config.gridWidth - 1; x += 2) { addHorizontalConstraint(constraintsP1, y * config.gridWidth + x, y * config.gridWidth + x + 1); }
}
for (let y = 0; y < config.gridHeight - 1; y += 2) {
for (let x = 0; x < config.gridWidth; x++) { addVerticalConstraint(constraintsP2, y * config.gridWidth + x, (y + 1) * config.gridWidth + x); }
}
for (let y = 1; y < config.gridHeight - 1; y += 2) {
for (let x = 0; x < config.gridWidth; x++) { addVerticalConstraint(constraintsP3, y * config.gridWidth + x, (y + 1) * config.gridWidth + x); }
}
const constraintsP4: number[] = [];
const constraintsP5: number[] = [];
const constraintsP6: number[] = [];
const constraintsP7: number[] = [];
const diagSpacing = config.spacing * Math.SQRT2;
const addDiagConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, diagSpacing, 1.0);
};
for (let y = 0; y < config.gridHeight - 1; y++) {
const arr = (y % 2 === 0) ? constraintsP4 : constraintsP5;
for (let x = 0; x < config.gridWidth - 1; x++) {
addDiagConstraint(arr, y * config.gridWidth + x, (y + 1) * config.gridWidth + (x + 1));
}
}
for (let y = 0; y < config.gridHeight - 1; y++) {
const arr = (y % 2 === 0) ? constraintsP6 : constraintsP7;
for (let x = 0; x < config.gridWidth - 1; x++) {
addDiagConstraint(arr, y * config.gridWidth + (x + 1), (y + 1) * config.gridWidth + x);
}
}
return {
positions: positionsData,
prevPositions: prevPositionsData,
velocities: velocitiesData,
constraints: [
constraintsP0, constraintsP1, constraintsP2, constraintsP3,
constraintsP4, constraintsP5, constraintsP6, constraintsP7
],
params: new Float32Array(9)
};
}
private createStorageBuffers(engine: WebGPUEngine, data: ClothData): GpuBuffers {
const createBuffer = (arrayData: Float32Array | number[]): StorageBuffer => {
const buffer = new StorageBuffer(engine, arrayData.length * 4);
buffer.update(arrayData instanceof Float32Array ? arrayData : new Float32Array(arrayData));
return buffer;
};
return {
positions: createBuffer(data.positions),
prevPositions: createBuffer(data.prevPositions),
velocities: createBuffer(data.velocities),
params: createBuffer(data.params),
constraints: data.constraints.map(cData => createBuffer(cData))
};
}
private setupComputePipelines(engine: WebGPUEngine, buffers: GpuBuffers): GpuPipelines {
const createBasicShader = (name: string, source: string) => {
const cs = new ComputeShader(name, engine, {computeSource: source}, {
bindingsMapping: {
"p": {group: 0, binding: 0},
"positions": {group: 0, binding: 1},
"prev_positions": {group: 0, binding: 2},
"velocities": {group: 0, binding: 3}
}
});
cs.setStorageBuffer("p", buffers.params);
cs.setStorageBuffer("positions", buffers.positions);
cs.setStorageBuffer("prev_positions", buffers.prevPositions);
cs.setStorageBuffer("velocities", buffers.velocities);
return cs;
};
const createSolverShader = (name: string, constraintBuffer: StorageBuffer) => {
const cs = new ComputeShader(name, engine, {computeSource: CLOTH_SOLVE_COMPUTE_WGSL}, {
bindingsMapping: {
"p": {group: 0, binding: 0},
"positions": {group: 0, binding: 1},
"constraints": {group: 0, binding: 2}
}
});
cs.setStorageBuffer("p", buffers.params);
cs.setStorageBuffer("positions", buffers.positions);
cs.setStorageBuffer("constraints", constraintBuffer);
return cs;
};
return {
integrate: createBasicShader("integrate", CLOTH_INTEGRATE_COMPUTE_WGSL),
solvers: buffers.constraints.map((cBuffer, i) => createSolverShader(`solve${i}`, cBuffer)),
velocity: createBasicShader("velocity", CLOTH_VELOCITY_COMPUTE_WGSL)
};
}
private setupRenderMesh(scene: Scene, config: ClothConfig, positionsBuffer: StorageBuffer): void {
if (this.clothMesh) {
scene.removeMesh(this.clothMesh);
}
this.clothMesh = MeshBuilder.CreateGround("cloth", {width: 10, height: 10, subdivisions: config.gridWidth - 1}, scene);
const clothMaterial = new ShaderMaterial("clothMat", scene, {
vertexSource: CLOTH_VERTEX_SHADER_WGSL,
fragmentSource: CLOTH_FRAGMENT_SHADER_WGSL
}, {
attributes: ["position", "uv"],
uniforms: ["viewProjection"],
storageBuffers: ["positions"],
shaderLanguage: ShaderLanguage.WGSL
});
clothMaterial.backFaceCulling = false;
clothMaterial.setStorageBuffer("positions", positionsBuffer);
this.clothMesh.material = clothMaterial;
const camera = scene.activeCamera as ArcRotateCamera;
if (camera) {
camera.alpha = Math.PI / 4;
camera.beta = Math.PI / 2.5;
camera.radius = 15;
}
}
private setupDispatchSizes(config: ClothConfig, buffers: GpuBuffers): void {
const constraintsLength = buffers.constraints.map(b => (b as any)._buffer.capacity / 4 / 4);
this.dispatchXConstraints = constraintsLength.map(len => Math.ceil(len / 64));
this.dispatchXVertices = Math.ceil(config.numVertices / 64);
}
private startRenderLoop(scene: Scene): void {
const substeps = 15;
scene.onBeforeRenderObservable.clear();
scene.onBeforeRenderObservable.add(() => {
if (!this.buffers || !this.pipelines) {
return;
}
this.buffers.params.update(this.paramsData);
this.pipelines.integrate.dispatch(this.dispatchXVertices, 1, 1);
for (let i = 0; i < substeps; i++) {
for (let phase = 0; phase < this.pipelines.solvers.length; phase++) {
this.pipelines.solvers[phase].dispatch(this.dispatchXConstraints[phase], 1, 1);
}
}
this.pipelines.velocity.dispatch(this.dispatchXVertices, 1, 1);
});
}
}

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import {Engine, GroundMesh, Scene, WebGPUEngine} from '@babylonjs/core';
import {ClothConfig} from '../cloth.model';
export interface ClothSimulationParams {
stiffness: number;
elongation: number;
isWindActive: boolean;
simulationTime: number;
deltaTime: number;
}
export interface ClothSimulationStrategy {
init(scene: Scene, engine: WebGPUEngine | Engine, config: ClothConfig): void;
updateParams(params: ClothSimulationParams): void;
getMesh(): GroundMesh | null;
dispose(): void;
}

View File

@@ -1,11 +1,11 @@
<mat-card class="algo-container"> <mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header> <mat-card-header>
<mat-card-title>{{ 'GOL.TITLE' | translate }}</mat-card-title> <mat-card-title>{{ 'GOL.TITLE' | translate }}</mat-card-title>
</mat-card-header> </mat-card-header>
<mat-card-content> <mat-card-content>
<app-information [algorithmInformation]="algoInformation"/> <app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container"> <div class="flex flex-col mb-4">
<div class="controls-panel"> <div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button mat-raised-button (click)="generate(Scenario.SIMPLE)"> <button mat-raised-button (click)="generate(Scenario.SIMPLE)">
<mat-icon>arrow_right</mat-icon> {{ 'GOL.SIMPLE_SCENE' | translate }} <mat-icon>arrow_right</mat-icon> {{ 'GOL.SIMPLE_SCENE' | translate }}
</button> </button>
@@ -22,7 +22,7 @@
<mat-icon>check_box_outline_blank</mat-icon> {{ 'GOL.EMPTY_SCENE' | translate }} <mat-icon>check_box_outline_blank</mat-icon> {{ 'GOL.EMPTY_SCENE' | translate }}
</button> </button>
</div> </div>
<div class="controls-panel"> <div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
@if (gameStarted()) @if (gameStarted())
{ {
<button mat-raised-button (click)="pauseGame()"> <button mat-raised-button (click)="pauseGame()">
@@ -35,8 +35,8 @@
} }
<p>{{ 'SORTING.EXECUTION_TIME' | translate }}: {{ executionTime }} ms</p> <p>{{ 'SORTING.EXECUTION_TIME' | translate }}: {{ executionTime }} ms</p>
</div> </div>
<div class="input-container"> <div class="flex gap-3 items-center flex-wrap">
<mat-form-field appearance="outline" class="input-field"> <mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'ALGORITHM.GRID_HEIGHT' | translate }}</mat-label> <mat-label>{{ 'ALGORITHM.GRID_HEIGHT' | translate }}</mat-label>
<input <input
matInput matInput
@@ -47,7 +47,7 @@
(ngModelChange)="pauseGame(); genericGridComponent.gridRows = gridRows; genericGridComponent.applyGridSize()" (ngModelChange)="pauseGame(); genericGridComponent.gridRows = gridRows; genericGridComponent.applyGridSize()"
/> />
</mat-form-field> </mat-form-field>
<mat-form-field appearance="outline" class="input-field"> <mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'ALGORITHM.GRID_WIDTH' | translate }}</mat-label> <mat-label>{{ 'ALGORITHM.GRID_WIDTH' | translate }}</mat-label>
<input <input
matInput matInput
@@ -58,7 +58,7 @@
(ngModelChange)="pauseGame(); genericGridComponent.gridCols = gridCols; genericGridComponent.applyGridSize()" (ngModelChange)="pauseGame(); genericGridComponent.gridCols = gridCols; genericGridComponent.applyGridSize()"
/> />
</mat-form-field> </mat-form-field>
<mat-form-field appearance="outline" class="input-field"> <mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'GOL.SPEED' | translate }}</mat-label> <mat-label>{{ 'GOL.SPEED' | translate }}</mat-label>
<input <input
matInput matInput
@@ -72,9 +72,9 @@
</mat-form-field> </mat-form-field>
</div> </div>
<div class="legend"> <div class="flex flex-wrap gap-4 items-center text-[0.9em]">
<span><span class="legend-color alive"></span> {{ 'GOL.ALIVE' | translate }}</span> <span><span class="legend-swatch bg-black"></span> {{ 'GOL.ALIVE' | translate }}</span>
<span><span class="legend-color empty"></span> {{ 'GOL.DEAD' | translate }}</span> <span><span class="legend-swatch bg-gray-300"></span> {{ 'GOL.DEAD' | translate }}</span>
</div> </div>
</div> </div>
<app-generic-grid <app-generic-grid

View File

@@ -178,10 +178,9 @@ export class ConwayGolComponent implements AfterViewInit {
async startGame(): Promise<void> { async startGame(): Promise<void> {
this.gameStarted.set(true); this.gameStarted.set(true);
let lifeIsDead = false;
while (this.gameStarted()){ while (this.gameStarted()){
const startTime = performance.now(); const startTime = performance.now();
lifeIsDead = true; let lifeIsDead = true;
for (let row = 0; row < this.gridRows; row++) { for (let row = 0; row < this.gridRows; row++) {
for (let col = 0; col < this.gridCols; col++) { for (let col = 0; col < this.gridCols; col++) {
lifeIsDead = this.checkLifeRules(row, col, this.writeGrid) && lifeIsDead; lifeIsDead = this.checkLifeRules(row, col, this.writeGrid) && lifeIsDead;

View File

@@ -0,0 +1,72 @@
<mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header>
<mat-card-title>{{ 'FOUR_COLOR.TITLE' | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content>
<app-information [algorithmInformation]="algoInformation"/>
<div class="flex flex-col mb-4">
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button mat-flat-button color="primary" (click)="generateNewMap()">{{ 'FOUR_COLOR.GENERATE' | translate }}</button>
<button mat-flat-button color="accent" (click)="autoSolve()">{{ 'FOUR_COLOR.SOLVE' | translate }}</button>
<button mat-stroked-button (click)="resetColors()">{{ 'FOUR_COLOR.CLEAR' | translate }}</button>
</div>
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<div class="flex gap-3 items-center flex-wrap">
<mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'ALGORITHM.GRID_HEIGHT' | translate }}</mat-label>
<input
matInput
type="number"
[min]="MIN_GRID_SIZE"
[max]="MAX_GRID_SIZE"
[(ngModel)]="gridRows"
(ngModelChange)="applyGridSize()"
/>
</mat-form-field>
<mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'ALGORITHM.GRID_WIDTH' | translate }}</mat-label>
<input
matInput
type="number"
[min]="MIN_GRID_SIZE"
[max]="MAX_GRID_SIZE"
[(ngModel)]="gridCols"
(ngModelChange)="applyGridSize()"
/>
</mat-form-field>
</div>
</div>
<div class="flex flex-wrap gap-4 items-center text-[0.9em]">
<span><span class="legend-swatch bg-[#FF5252]"></span> {{ 'FOUR_COLOR.COLOR_1' | translate }}</span>
<span><span class="legend-swatch bg-[#448AFF]"></span> {{ 'FOUR_COLOR.COLOR_2' | translate }}</span>
<span><span class="legend-swatch bg-[#4CAF50]"></span> {{ 'FOUR_COLOR.COLOR_3' | translate }}</span>
<span><span class="legend-swatch bg-[#FFEB3B]"></span> {{ 'FOUR_COLOR.COLOR_4' | translate }}</span>
</div>
<div class="mt-5 flex gap-2.5 py-2.5 px-4 rounded-sm border-l-[5px] font-medium min-w-[300px] items-center"
[ngClass]="{
'border-l-gray-500 bg-app-bg': solutionStatus === 'INCOMPLETE',
'border-l-green-500 bg-green-50 text-green-800': solutionStatus === 'SOLVED',
'border-l-orange-500 bg-orange-50 text-orange-700': solutionStatus === 'CONFLICTS',
'border-l-red-500 bg-red-50 text-red-800': solutionStatus === 'INVALID'
}">
<span class="uppercase text-[0.8em] opacity-70">{{ 'FOUR_COLOR.STATUS.LABEL' | translate }}:</span>
<span>{{ 'FOUR_COLOR.STATUS.' + solutionStatus | translate }}</span>
</div>
</div>
<div class="flex justify-center items-center w-full max-w-[1000px] mx-auto">
<canvas #fourColorCanvas
class="cursor-pointer max-w-full h-auto [image-rendering:pixelated]"
(mousedown)="onMouseDown($event)"
(mousemove)="onMouseMove($event)"
(touchstart)="onTouchStart($event)"
(touchmove)="onTouchMove($event)"
></canvas>
</div>
</mat-card-content>
</mat-card>

View File

@@ -0,0 +1,374 @@
import {AfterViewInit, Component, ElementRef, inject, ViewChild} from '@angular/core';
import {CommonModule} from '@angular/common';
import {FormsModule} from '@angular/forms';
import {MatButtonModule} from '@angular/material/button';
import {MatCardModule} from '@angular/material/card';
import {MatFormFieldModule} from '@angular/material/form-field';
import {MatInputModule} from '@angular/material/input';
import {TranslatePipe, TranslateService} from '@ngx-translate/core';
import {MatSnackBar} from '@angular/material/snack-bar';
import {DEFAULT_GRID_COLS, DEFAULT_GRID_ROWS, MAX_GRID_PX, MAX_GRID_SIZE, MIN_GRID_SIZE, FourColorNode, Region} from './four-color.models';
import {AlgorithmInformation} from '../information/information.models';
import {Information} from '../information/information';
import {GridPos} from '../../../shared/components/generic-grid/generic-grid';
import {SharedFunctions} from '../../../shared/SharedFunctions';
import {UrlConstants} from '../../../constants/UrlConstants';
@Component({
selector: 'app-four-color',
standalone: true,
imports: [
CommonModule,
FormsModule,
MatButtonModule,
MatCardModule,
MatFormFieldModule,
MatInputModule,
TranslatePipe,
Information
],
templateUrl: './four-color.component.html',
styleUrl: './four-color.component.scss'
})
export class FourColorComponent implements AfterViewInit {
private readonly translate = inject(TranslateService);
private readonly snackBar = inject(MatSnackBar);
readonly MIN_GRID_SIZE = MIN_GRID_SIZE;
readonly MAX_GRID_SIZE = MAX_GRID_SIZE;
algoInformation: AlgorithmInformation = {
title: 'FOUR_COLOR.EXPLANATION.TITLE',
entries: [
{
name: 'FOUR_COLOR.TITLE',
translateName: true,
description: 'FOUR_COLOR.EXPLANATION.EXPLANATION',
link: UrlConstants.FOUR_COLOR_THEOREM
}
],
disclaimer: 'FOUR_COLOR.EXPLANATION.DISCLAIMER',
disclaimerBottom: 'FOUR_COLOR.EXPLANATION.DISCLAIMER_BOTTOM',
disclaimerListEntry: [
'FOUR_COLOR.EXPLANATION.DISCLAIMER_1',
'FOUR_COLOR.EXPLANATION.DISCLAIMER_2',
'FOUR_COLOR.EXPLANATION.DISCLAIMER_3',
'FOUR_COLOR.EXPLANATION.DISCLAIMER_4'
]
};
gridRows = DEFAULT_GRID_ROWS;
gridCols = DEFAULT_GRID_COLS;
grid: FourColorNode[][] = [];
regions: Region[] = [];
executionTime = 0;
solutionStatus: 'INCOMPLETE' | 'SOLVED' | 'CONFLICTS' | 'INVALID' = 'INCOMPLETE';
@ViewChild('fourColorCanvas') canvasRef!: ElementRef<HTMLCanvasElement>;
private ctx!: CanvasRenderingContext2D;
private nodeSize = 0;
ngAfterViewInit(): void {
this.ctx = this.canvasRef.nativeElement.getContext('2d')!;
this.initializeGrid();
}
applyGridSize(): void {
if (this.gridRows < MIN_GRID_SIZE) this.gridRows = MIN_GRID_SIZE;
if (this.gridRows > MAX_GRID_SIZE) this.gridRows = MAX_GRID_SIZE;
if (this.gridCols < MIN_GRID_SIZE) this.gridCols = MIN_GRID_SIZE;
if (this.gridCols > MAX_GRID_SIZE) this.gridCols = MAX_GRID_SIZE;
this.initializeGrid();
}
initializeGrid(): void {
this.grid = [];
this.solutionStatus = 'INCOMPLETE';
for (let r = 0; r < this.gridRows; r++) {
const row: FourColorNode[] = [];
for (let c = 0; c < this.gridCols; c++) {
row.push({
row: r,
col: c,
regionId: -1,
color: 0,
});
}
this.grid.push(row);
}
this.generateRegions();
this.resizeCanvas();
this.drawGrid();
}
private resizeCanvas(): void {
const canvas = this.canvasRef.nativeElement;
const maxDim = Math.max(this.gridRows, this.gridCols);
this.nodeSize = Math.floor(MAX_GRID_PX / maxDim);
canvas.width = this.gridCols * this.nodeSize;
canvas.height = this.gridRows * this.nodeSize;
}
generateRegions(): void {
const numRegions = Math.floor((this.gridRows * this.gridCols) / 30);
this.regions = [];
const seeds = this.determineSeeds(numRegions);
this.regionGrowth(seeds);
this.determineAdjacency();
}
private determineAdjacency() {
for (let row = 0; row < this.gridRows; row++) {
for (let col = 0; col < this.gridCols; col++) {
const currentRegionId = this.grid[row][col].regionId;
const neighbors = this.getNeighbors(row, col);
for (const neighbor of neighbors) {
const neighborRegionId = this.grid[neighbor.row][neighbor.col].regionId;
if (neighborRegionId !== -1 && neighborRegionId !== currentRegionId) {
this.regions[currentRegionId].neighbors.add(neighborRegionId);
this.regions[neighborRegionId].neighbors.add(currentRegionId);
}
}
}
}
}
private regionGrowth(seeds: GridPos[]) {
const queue: GridPos[] = [...seeds];
while (queue.length > 0) {
const {row, col} = queue.shift()!;
const regionId = this.grid[row][col].regionId;
const neighbors = this.getNeighbors(row, col);
for (const neighbor of neighbors) {
if (this.grid[neighbor.row][neighbor.col].regionId === -1) {
this.grid[neighbor.row][neighbor.col].regionId = regionId;
queue.push(neighbor);
}
}
}
}
private determineSeeds(numRegions: number) {
const seeds: GridPos[] = [];
for (let i = 0; i < numRegions; i++) {
let r = SharedFunctions.randomIntFromInterval(0, this.gridRows - 1);
let c = SharedFunctions.randomIntFromInterval(0, this.gridCols - 1);
while (this.grid[r][c].regionId !== -1) {
r = SharedFunctions.randomIntFromInterval(0, this.gridRows - 1);
c = SharedFunctions.randomIntFromInterval(0, this.gridCols - 1);
}
this.grid[r][c].regionId = i;
seeds.push({row: r, col: c});
this.regions.push({id: i, color: 0, neighbors: new Set<number>()});
}
return seeds;
}
private getNeighbors(row: number, col: number): GridPos[] {
const res: GridPos[] = [];
if (row > 0) res.push({row: row - 1, col});
if (row < this.gridRows - 1) res.push({row: row + 1, col});
if (col > 0) res.push({row, col: col - 1});
if (col < this.gridCols - 1) res.push({row, col: col + 1});
return res;
}
drawGrid(): void {
if (!this.ctx) return;
this.ctx.clearRect(0, 0, this.canvasRef.nativeElement.width, this.canvasRef.nativeElement.height);
// 1. Draw Cell Backgrounds
for (let r = 0; r < this.gridRows; r++) {
for (let c = 0; c < this.gridCols; c++) {
const node = this.grid[r][c];
this.ctx.fillStyle = this.getNodeColor(node);
this.ctx.fillRect(c * this.nodeSize, r * this.nodeSize, this.nodeSize, this.nodeSize);
}
}
// 2. Draw Region Borders
this.ctx.strokeStyle = '#000';
this.ctx.lineWidth = 2;
this.ctx.beginPath();
for (let r = 0; r < this.gridRows; r++) {
for (let c = 0; c < this.gridCols; c++) {
const currentRegion = this.grid[r][c].regionId;
// Right border
if (c < this.gridCols - 1 && this.grid[r][c+1].regionId !== currentRegion) {
this.ctx.moveTo((c + 1) * this.nodeSize, r * this.nodeSize);
this.ctx.lineTo((c + 1) * this.nodeSize, (r + 1) * this.nodeSize);
}
// Bottom border
if (r < this.gridRows - 1 && this.grid[r+1][c].regionId !== currentRegion) {
this.ctx.moveTo(c * this.nodeSize, (r + 1) * this.nodeSize);
this.ctx.lineTo((c + 1) * this.nodeSize, (r + 1) * this.nodeSize);
}
}
}
this.ctx.stroke();
// 3. Draw Outer Border
this.ctx.strokeStyle = '#000';
this.ctx.lineWidth = 2;
this.ctx.strokeRect(0, 0, this.gridCols * this.nodeSize, this.gridRows * this.nodeSize);
}
private getNodeColor(node: FourColorNode): string {
switch (node.color) {
case 1: return '#FF5252'; // Red
case 2: return '#448AFF'; // Blue
case 3: return '#4CAF50'; // Green
case 4: return '#FFEB3B'; // Yellow
default: return 'white';
}
}
onMouseDown(event: MouseEvent): void {
const pos = this.getGridPos(event);
if (pos) this.handleInteraction(pos);
}
onMouseMove(event: MouseEvent): void {
if (event.buttons !== 1){
return;
}
this.getGridPos(event);
}
onTouchStart(event: TouchEvent): void {
event.preventDefault();
const touch = event.touches[0];
const pos = this.getGridPos(touch);
if (pos) this.handleInteraction(pos);
}
onTouchMove(event: TouchEvent): void {
event.preventDefault();
}
private getGridPos(event: MouseEvent | Touch): GridPos | null {
const rect = this.canvasRef.nativeElement.getBoundingClientRect();
const x = event.clientX - rect.left;
const y = event.clientY - rect.top;
const col = Math.floor(x / (rect.width / this.gridCols));
const row = Math.floor(y / (rect.height / this.gridRows));
if (row >= 0 && row < this.gridRows && col >= 0 && col < this.gridCols) {
return {row, col};
}
return null;
}
private handleInteraction(pos: GridPos): void {
const node = this.grid[pos.row][pos.col];
if (node.regionId === -1){
return;
}
const region = this.regions[node.regionId];
region.color = (region.color % 4) + 1;
this.updateRegionColors(region);
this.checkSolution();
this.drawGrid();
}
private updateRegionColors(region: Region): void {
for (let row = 0; row < this.gridRows; row++) {
for (let col = 0; col < this.gridCols; col++) {
if (this.grid[row][col].regionId === region.id) {
this.grid[row][col].color = region.color;
}
}
}
}
resetColors(): void {
for (const region of this.regions) {
region.color = 0;
this.updateRegionColors(region);
}
this.solutionStatus = 'INCOMPLETE';
this.drawGrid();
}
autoSolve(): void {
const startTime = performance.now();
this.resetColors();
const success = this.backtrackSolve(0);
const endTime = performance.now();
this.executionTime = endTime - startTime;
if (success) {
this.checkSolution();
this.drawGrid();
} else {
const message = this.translate.instant('FOUR_COLOR.ALERT.NO_SOLUTION');
this.snackBar.open(message, 'ALERT');
}
}
private backtrackSolve(regionIndex: number): boolean {
if (regionIndex === this.regions.length) return true;
const region = this.regions[regionIndex];
const availableColors = [1, 2, 3, 4];
for (const color of availableColors) {
if (this.isColorValid(region, color)) {
region.color = color;
this.updateRegionColors(region);
if (this.backtrackSolve(regionIndex + 1)) {
return true;
}
region.color = 0;
//this.updateRegionColors(region);
}
}
return false;
}
private isColorValid(region: Region, color: number): boolean {
for (const neighborId of region.neighbors) {
if (this.regions[neighborId].color === color){
return false;
}
}
return true;
}
checkSolution(): void {
let allColored = true;
let hasConflicts = false;
for (const region of this.regions) {
if (region.color === 0) {
allColored = false;
}
if (region.color > 0 && !this.isColorValid(region, region.color)) {
hasConflicts = true;
}
}
if (hasConflicts) {
this.solutionStatus = allColored ? 'INVALID' : 'CONFLICTS';
} else {
this.solutionStatus = allColored ? 'SOLVED' : 'INCOMPLETE';
}
}
generateNewMap(): void {
this.initializeGrid();
}
}

View File

@@ -0,0 +1,18 @@
export interface FourColorNode {
row: number;
col: number;
regionId: number;
color: number;
}
export interface Region {
id: number;
color: number;
neighbors: Set<number>;
}
export const DEFAULT_GRID_ROWS = 25;
export const DEFAULT_GRID_COLS = 25;
export const MIN_GRID_SIZE = 20;
export const MAX_GRID_SIZE = 38;
export const MAX_GRID_PX = 600;

View File

@@ -1,12 +1,12 @@
<mat-card class="algo-container"> <mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header> <mat-card-header>
<mat-card-title>{{ 'FRACTAL.TITLE' | translate }}</mat-card-title> <mat-card-title>{{ 'FRACTAL.TITLE' | translate }}</mat-card-title>
</mat-card-header> </mat-card-header>
<mat-card-content> <mat-card-content>
<app-information [algorithmInformation]="algoInformation"/> <app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container"> <div class="flex flex-col mb-4">
<div class="controls-panel"> <div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<mat-form-field appearance="fill"> <mat-form-field class="w-[200px]" appearance="fill">
<mat-label>{{ 'FRACTAL.ALGORITHM' | translate }}</mat-label> <mat-label>{{ 'FRACTAL.ALGORITHM' | translate }}</mat-label>
<mat-select [value]="'Mandelbrot'" (selectionChange)="onAlgorithmChange($event.value)"> <mat-select [value]="'Mandelbrot'" (selectionChange)="onAlgorithmChange($event.value)">
<mat-option value="Mandelbrot">Mandelbrot</mat-option> <mat-option value="Mandelbrot">Mandelbrot</mat-option>
@@ -15,7 +15,7 @@
<mat-option value="Newton">Newton</mat-option> <mat-option value="Newton">Newton</mat-option>
</mat-select> </mat-select>
</mat-form-field> </mat-form-field>
<mat-form-field appearance="fill"> <mat-form-field class="w-[200px]" appearance="fill">
<mat-label>{{ 'FRACTAL.COLOR_SCHEME' | translate }}</mat-label> <mat-label>{{ 'FRACTAL.COLOR_SCHEME' | translate }}</mat-label>
<mat-select [value]="'Blue-Gold'" (selectionChange)="onColorChanged($event.value)"> <mat-select [value]="'Blue-Gold'" (selectionChange)="onColorChanged($event.value)">
<mat-option value="Blue-Gold">Blue-Gold</mat-option> <mat-option value="Blue-Gold">Blue-Gold</mat-option>
@@ -29,7 +29,7 @@
<mat-icon>undo</mat-icon> {{ 'FRACTAL.RESET' | translate }} <mat-icon>undo</mat-icon> {{ 'FRACTAL.RESET' | translate }}
</button> </button>
</div> </div>
<div class="zoom-controls" style="display: flex; align-items: center; gap: 10px;"> <div style="display: flex; align-items: center; gap: 10px;">
<mat-icon>zoom_out</mat-icon> <mat-icon>zoom_out</mat-icon>
<ngx-slider [(value)]="sliderValue" [options]="options" (valueChange)="onSliderChange($event)" ></ngx-slider> <ngx-slider [(value)]="sliderValue" [options]="options" (valueChange)="onSliderChange($event)" ></ngx-slider>
<mat-icon>zoom_in</mat-icon> <mat-icon>zoom_in</mat-icon>

View File

@@ -8,7 +8,7 @@ import {MatSelect} from '@angular/material/select';
import {AlgorithmInformation} from '../information/information.models'; import {AlgorithmInformation} from '../information/information.models';
import {UrlConstants} from '../../../constants/UrlConstants'; import {UrlConstants} from '../../../constants/UrlConstants';
import {FormsModule} from '@angular/forms'; import {FormsModule} from '@angular/forms';
import {BabylonCanvas, RenderCallback, RenderConfig, SceneEventData} from '../../../shared/rendering/canvas/babylon-canvas.component'; import {BabylonCanvas, RenderCallback, RenderConfig, SceneEventData} from '../../../shared/components/render-canvas/babylon-canvas.component';
import {FRACTAL2D_FRAGMENT, FRACTAL2D_VERTEX} from './fractal.shader'; import {FRACTAL2D_FRAGMENT, FRACTAL2D_VERTEX} from './fractal.shader';
import {PointerEventTypes, PointerInfo, ShaderMaterial, Vector2} from '@babylonjs/core'; import {PointerEventTypes, PointerInfo, ShaderMaterial, Vector2} from '@babylonjs/core';
import {MatButton} from '@angular/material/button'; import {MatButton} from '@angular/material/button';

View File

@@ -1,11 +1,11 @@
<mat-card class="algo-container"> <mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header> <mat-card-header>
<mat-card-title>{{ 'FRACTAL3D.TITLE' | translate }}</mat-card-title> <mat-card-title>{{ 'FRACTAL3D.TITLE' | translate }}</mat-card-title>
</mat-card-header> </mat-card-header>
<mat-card-content> <mat-card-content>
<app-information [algorithmInformation]="algoInformation"/> <app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container"> <div class="flex flex-col mb-4">
<div class="controls-panel"> <div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button matButton="filled" (click)="onFractalTypeChange(0)">{{ 'FRACTAL3D.MANDELBULB' | translate }}</button> <button matButton="filled" (click)="onFractalTypeChange(0)">{{ 'FRACTAL3D.MANDELBULB' | translate }}</button>
<button matButton="filled" (click)="onFractalTypeChange(1)">{{ 'FRACTAL3D.MANDELBOX' | translate }}</button> <button matButton="filled" (click)="onFractalTypeChange(1)">{{ 'FRACTAL3D.MANDELBOX' | translate }}</button>
<button matButton="filled" (click)="onFractalTypeChange(2)">{{ 'FRACTAL3D.JULIA' | translate }}</button> <button matButton="filled" (click)="onFractalTypeChange(2)">{{ 'FRACTAL3D.JULIA' | translate }}</button>

View File

@@ -7,7 +7,7 @@ import {TranslatePipe} from '@ngx-translate/core';
import {AlgorithmInformation} from '../information/information.models'; import {AlgorithmInformation} from '../information/information.models';
import {UrlConstants} from '../../../constants/UrlConstants'; import {UrlConstants} from '../../../constants/UrlConstants';
import {MatButton} from '@angular/material/button'; import {MatButton} from '@angular/material/button';
import {BabylonCanvas, RenderCallback, RenderConfig} from '../../../shared/rendering/canvas/babylon-canvas.component'; import {BabylonCanvas, RenderCallback, RenderConfig} from '../../../shared/components/render-canvas/babylon-canvas.component';
@Component({ @Component({
selector: 'app-fractal3d', selector: 'app-fractal3d',

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@@ -1,11 +1,18 @@
<div class="algo-info"> <div class="mb-4 py-3 px-4 border border-[#ddd] rounded-lg">
<h3>{{ algorithmInformation.title | translate }}</h3> <h3 class="m-0 mb-2">{{ algorithmInformation.title | translate }}</h3>
@if(algorithmInformation.entries && algorithmInformation.entries.length > 0){ @if(algorithmInformation.entries && algorithmInformation.entries.length > 0){
@for (algo of algorithmInformation.entries; track algo) @for (algo of algorithmInformation.entries; track algo)
{ {
<p> <p class="my-2">
<strong>{{ algo.name }}</strong> {{ algo.description | translate }} <strong>
@if(algo.translateName){
{{ algo.name | translate}}
} @else {
{{ algo.name }}
}
</strong>
{{ algo.description | translate }}
<a href="{{algo.link}}" target="_blank" rel="noopener noreferrer">Wikipedia</a> <a href="{{algo.link}}" target="_blank" rel="noopener noreferrer">Wikipedia</a>
</p> </p>
} }
@@ -13,7 +20,7 @@
@if (algorithmInformation.disclaimer !== '') @if (algorithmInformation.disclaimer !== '')
{ {
<p> <p class="my-2">
<strong>{{ 'ALGORITHM.NOTE' | translate}}</strong> {{ algorithmInformation.disclaimer | translate}} <strong>{{ 'ALGORITHM.NOTE' | translate}}</strong> {{ algorithmInformation.disclaimer | translate}}
</p> </p>
@if (algorithmInformation.disclaimerListEntry && algorithmInformation.disclaimerListEntry.length > 0) @if (algorithmInformation.disclaimerListEntry && algorithmInformation.disclaimerListEntry.length > 0)

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@@ -10,5 +10,5 @@ export interface AlgorithmEntry {
name: string; name: string;
description: string; description: string;
link: string; link: string;
translateName?: boolean;
} }

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@@ -1,27 +1,27 @@
<mat-card class="algo-container"> <mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header> <mat-card-header>
<mat-card-title>{{ 'LABYRINTH.TITLE' | translate }}</mat-card-title> <mat-card-title>{{ 'LABYRINTH.TITLE' | translate }}</mat-card-title>
</mat-card-header> </mat-card-header>
<mat-card-content> <mat-card-content>
<app-information [algorithmInformation]="algoInformation"/> <app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container"> <div class="flex flex-col mb-4">
<div class="controls-panel"> <div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button matButton="filled" [disabled]="isAnimationRunning()" (click)="visualize('dijkstra')">{{ 'PATHFINDING.DIJKSTRA' | translate }}</button> <button matButton="filled" [disabled]="isAnimationRunning()" (click)="visualize('dijkstra')">{{ 'PATHFINDING.DIJKSTRA' | translate }}</button>
<button matButton="filled" [disabled]="isAnimationRunning()" (click)="visualize('astar')">{{ 'PATHFINDING.ASTAR' | translate }}</button> <button matButton="filled" [disabled]="isAnimationRunning()" (click)="visualize('astar')">{{ 'PATHFINDING.ASTAR' | translate }}</button>
</div> </div>
<div class="controls-panel"> <div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button matButton="filled" [disabled]="isAnimationRunning()" (click)="createRandom(true)">{{ 'LABYRINTH.PRIM' | translate }}</button> <button matButton="filled" [disabled]="isAnimationRunning()" (click)="createRandom(true)">{{ 'LABYRINTH.PRIM' | translate }}</button>
<button matButton="filled" [disabled]="isAnimationRunning()" (click)="createRandom(false)">{{ 'LABYRINTH.KRUSKAL' | translate }}</button> <button matButton="filled" [disabled]="isAnimationRunning()" (click)="createRandom(false)">{{ 'LABYRINTH.KRUSKAL' | translate }}</button>
</div> </div>
<div class="legend"> <div class="flex flex-wrap gap-4 items-center text-[0.9em]">
<span><span class="legend-color start"></span> {{ 'PATHFINDING.START_NODE' | translate }}</span> <span><span class="legend-swatch bg-green-600"></span> {{ 'PATHFINDING.START_NODE' | translate }}</span>
<span><span class="legend-color end"></span> {{ 'PATHFINDING.END_NODE' | translate }}</span> <span><span class="legend-swatch bg-red-600"></span> {{ 'PATHFINDING.END_NODE' | translate }}</span>
<span><span class="legend-color wall"></span> {{ 'PATHFINDING.WALL' | translate }}</span> <span><span class="legend-swatch bg-black"></span> {{ 'PATHFINDING.WALL' | translate }}</span>
<span><span class="legend-color visited"></span> {{ 'PATHFINDING.VISITED' | translate }}</span> <span><span class="legend-swatch bg-sky-300"></span> {{ 'PATHFINDING.VISITED' | translate }}</span>
<span><span class="legend-color path"></span> {{ 'PATHFINDING.PATH' | translate }}</span> <span><span class="legend-swatch bg-[gold]"></span> {{ 'PATHFINDING.PATH' | translate }}</span>
</div> </div>
<div class="controls-panel"> <div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<p>{{ 'PATHFINDING.PATH_LENGTH' | translate }}: {{ pathLength }}</p> <p>{{ 'PATHFINDING.PATH_LENGTH' | translate }}: {{ pathLength }}</p>
<p>{{ 'PATHFINDING.EXECUTION_TIME' | translate }}: {{ executionTime | number:'1.2-2' }} ms</p> <p>{{ 'PATHFINDING.EXECUTION_TIME' | translate }}: {{ executionTime | number:'1.2-2' }} ms</p>
</div> </div>

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@@ -1,80 +1,80 @@
<mat-card class="algo-container"> <mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header> <mat-card-header>
<mat-card-title>{{ 'PATHFINDING.TITLE' | translate }}</mat-card-title> <mat-card-title>{{ 'PATHFINDING.TITLE' | translate }}</mat-card-title>
</mat-card-header> </mat-card-header>
<mat-card-content> <mat-card-content>
<app-information [algorithmInformation]="algoInformation"/> <app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container"> <div class="flex flex-col mb-4">
<div class="controls-panel"> <div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button matButton="filled" (click)="visualize('dijkstra')">{{ 'PATHFINDING.DIJKSTRA' | translate }}</button> <button matButton="filled" (click)="visualize('dijkstra')">{{ 'PATHFINDING.DIJKSTRA' | translate }}</button>
<button matButton="filled" (click)="visualize('astar')">{{ 'PATHFINDING.ASTAR' | translate }}</button> <button matButton="filled" (click)="visualize('astar')">{{ 'PATHFINDING.ASTAR' | translate }}</button>
</div> </div>
<div class="controls-panel"> <div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<button matButton="filled" (click)="createCase({withWalls: true, scenario: 'normal'})">{{ 'PATHFINDING.NORMAL_CASE' | translate }}</button> <button matButton="filled" (click)="createCase({withWalls: true, scenario: 'normal'})">{{ 'PATHFINDING.NORMAL_CASE' | translate }}</button>
<button matButton="filled" (click)="createCase({withWalls: true, scenario: 'random'})">{{ 'PATHFINDING.RANDOM_CASE' | translate }}</button> <button matButton="filled" (click)="createCase({withWalls: true, scenario: 'random'})">{{ 'PATHFINDING.RANDOM_CASE' | translate }}</button>
<button matButton="filled" (click)="createCase({withWalls: true, scenario: 'edge'})">{{ 'PATHFINDING.EDGE_CASE' | translate }}</button> <button matButton="filled" (click)="createCase({withWalls: true, scenario: 'edge'})">{{ 'PATHFINDING.EDGE_CASE' | translate }}</button>
<button matButton="filled" (click)="createCase({withWalls: false, scenario: 'normal'})">{{ 'PATHFINDING.CLEAR_BOARD' | translate }}</button> <button matButton="filled" (click)="createCase({withWalls: false, scenario: 'normal'})">{{ 'PATHFINDING.CLEAR_BOARD' | translate }}</button>
</div> </div>
<div class="controls-panel"> <div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<mat-button-toggle-group [(ngModel)]="selectedNodeType" aria-label="Node Type Selection"> <mat-button-toggle-group class="rounded-sm overflow-hidden" [(ngModel)]="selectedNodeType" aria-label="Node Type Selection">
<mat-button-toggle [value]="NodeType.Start">{{ 'PATHFINDING.START_NODE' | translate }}</mat-button-toggle> <mat-button-toggle [value]="NodeType.Start">{{ 'PATHFINDING.START_NODE' | translate }}</mat-button-toggle>
<mat-button-toggle [value]="NodeType.End">{{ 'PATHFINDING.END_NODE' | translate }}</mat-button-toggle> <mat-button-toggle [value]="NodeType.End">{{ 'PATHFINDING.END_NODE' | translate }}</mat-button-toggle>
<mat-button-toggle [value]="NodeType.Wall">{{ 'PATHFINDING.WALL' | translate }}</mat-button-toggle> <mat-button-toggle [value]="NodeType.Wall">{{ 'PATHFINDING.WALL' | translate }}</mat-button-toggle>
<mat-button-toggle [value]="NodeType.None">{{ 'PATHFINDING.CLEAR_NODE' | translate }}</mat-button-toggle> <mat-button-toggle [value]="NodeType.None">{{ 'PATHFINDING.CLEAR_NODE' | translate }}</mat-button-toggle>
</mat-button-toggle-group> </mat-button-toggle-group>
</div> </div>
<div class="controls-panel"> <div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<div class="input-container"> <div class="flex gap-3 items-center flex-wrap">
<mat-form-field appearance="outline" class="input-field"> <mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'ALGORITHM.GRID_HEIGHT' | translate }}</mat-label> <mat-label>{{ 'ALGORITHM.GRID_HEIGHT' | translate }}</mat-label>
<input <input
matInput matInput
type="number" type="number"
[min]="MIN_GRID_SIZE" [min]="MIN_GRID_SIZE"
[max]="MAX_GRID_SIZE" [max]="MAX_GRID_SIZE"
[(ngModel)]="gridRows" [(ngModel)]="gridRows"
(ngModelChange)="genericGridComponent.gridRows = gridRows; genericGridComponent.applyGridSize()" (ngModelChange)="genericGridComponent.gridRows = gridRows; genericGridComponent.applyGridSize()"
/> </mat-form-field> /> </mat-form-field>
<mat-form-field appearance="outline" class="input-field"> <mat-form-field appearance="outline" class="w-[150px]">
<mat-label>{{ 'ALGORITHM.GRID_WIDTH' | translate }}</mat-label> <mat-label>{{ 'ALGORITHM.GRID_WIDTH' | translate }}</mat-label>
<input <input
matInput matInput
type="number" type="number"
[min]="MIN_GRID_SIZE" [min]="MIN_GRID_SIZE"
[max]="MAX_GRID_SIZE" [max]="MAX_GRID_SIZE"
[(ngModel)]="gridCols" [(ngModel)]="gridCols"
(ngModelChange)="genericGridComponent.gridCols = gridCols; genericGridComponent.applyGridSize()" (ngModelChange)="genericGridComponent.gridCols = gridCols; genericGridComponent.applyGridSize()"
/> </mat-form-field> /> </mat-form-field>
</div>
</div>
<div class="flex flex-wrap gap-4 items-center text-[0.9em]">
<span><span class="legend-swatch bg-green-600"></span> {{ 'PATHFINDING.START_NODE' | translate }}</span>
<span><span class="legend-swatch bg-red-600"></span> {{ 'PATHFINDING.END_NODE' | translate }}</span>
<span><span class="legend-swatch bg-black"></span> {{ 'PATHFINDING.WALL' | translate }}</span>
<span><span class="legend-swatch bg-sky-300"></span> {{ 'PATHFINDING.VISITED' | translate }}</span>
<span><span class="legend-swatch bg-[gold]"></span> {{ 'PATHFINDING.PATH' | translate }}</span>
</div>
<div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<p>{{ 'PATHFINDING.PATH_LENGTH' | translate }}: {{ pathLength }}</p>
<p>{{ 'PATHFINDING.EXECUTION_TIME' | translate }}: {{ executionTime | number:'1.2-2' }} ms</p>
</div> </div>
</div> </div>
<div class="legend"> <app-generic-grid
<span><span class="legend-color start"></span> {{ 'PATHFINDING.START_NODE' | translate }}</span> [gridRows]="gridRows"
<span><span class="legend-color end"></span> {{ 'PATHFINDING.END_NODE' | translate }}</span> [gridCols]="gridCols"
<span><span class="legend-color wall"></span> {{ 'PATHFINDING.WALL' | translate }}</span> [minGridSize]="MIN_GRID_SIZE"
<span><span class="legend-color visited"></span> {{ 'PATHFINDING.VISITED' | translate }}</span> [maxGridSize]="MAX_GRID_SIZE"
<span><span class="legend-color path"></span> {{ 'PATHFINDING.PATH' | translate }}</span> [maxGridPx]="MAX_GRID_PX"
</div> [createNodeFn]="createPathfindingNode"
<div class="controls-panel"> [getNodeColorFn]="getPathfindingNodeColor"
<p>{{ 'PATHFINDING.PATH_LENGTH' | translate }}: {{ pathLength }}</p> [applySelectionFn]="applyPathfindingSelection"
<p>{{ 'PATHFINDING.EXECUTION_TIME' | translate }}: {{ executionTime | number:'1.2-2' }} ms</p> [backgroundColor]="'lightgray'"
</div> (gridChange)="grid = $event"
</div> ></app-generic-grid>
</mat-card-content>
<app-generic-grid </mat-card>
[gridRows]="gridRows"
[gridCols]="gridCols"
[minGridSize]="MIN_GRID_SIZE"
[maxGridSize]="MAX_GRID_SIZE"
[maxGridPx]="MAX_GRID_PX"
[createNodeFn]="createPathfindingNode"
[getNodeColorFn]="getPathfindingNodeColor"
[applySelectionFn]="applyPathfindingSelection"
[backgroundColor]="'lightgray'"
(gridChange)="grid = $event"
></app-generic-grid>
</mat-card-content>
</mat-card>

View File

@@ -6,8 +6,9 @@ import {MatButtonModule} from '@angular/material/button';
import {MatButtonToggleModule} from '@angular/material/button-toggle'; import {MatButtonToggleModule} from '@angular/material/button-toggle';
import {MatFormFieldModule} from '@angular/material/form-field'; import {MatFormFieldModule} from '@angular/material/form-field';
import {MatInputModule} from '@angular/material/input'; import {MatInputModule} from '@angular/material/input';
import {MatSnackBar} from '@angular/material/snack-bar';
import {TranslateModule, TranslateService} from '@ngx-translate/core'; import {TranslatePipe, TranslateService} from '@ngx-translate/core';
import {DEFAULT_GRID_COLS, DEFAULT_GRID_ROWS, MAX_GRID_PX, MAX_GRID_SIZE, MAX_RANDOM_WALLS_FACTORS, MIN_GRID_SIZE, Node} from './pathfinding.models'; import {DEFAULT_GRID_COLS, DEFAULT_GRID_ROWS, MAX_GRID_PX, MAX_GRID_SIZE, MAX_RANDOM_WALLS_FACTORS, MIN_GRID_SIZE, Node} from './pathfinding.models';
import {PathfindingService} from './service/pathfinding.service'; import {PathfindingService} from './service/pathfinding.service';
@@ -27,7 +28,6 @@ enum NodeType {
@Component({ @Component({
selector: 'app-pathfinding', selector: 'app-pathfinding',
standalone: true,
imports: [ imports: [
CommonModule, CommonModule,
FormsModule, FormsModule,
@@ -35,7 +35,7 @@ enum NodeType {
MatButtonToggleModule, MatButtonToggleModule,
MatFormFieldModule, MatFormFieldModule,
MatInputModule, MatInputModule,
TranslateModule, TranslatePipe,
MatCard, MatCard,
MatCardHeader, MatCardHeader,
MatCardTitle, MatCardTitle,
@@ -48,6 +48,7 @@ enum NodeType {
export class PathfindingComponent implements AfterViewInit { export class PathfindingComponent implements AfterViewInit {
private readonly pathfindingService = inject(PathfindingService); private readonly pathfindingService = inject(PathfindingService);
private readonly translate = inject(TranslateService); private readonly translate = inject(TranslateService);
private readonly snackBar = inject(MatSnackBar);
readonly NodeType = NodeType; readonly NodeType = NodeType;
readonly MIN_GRID_SIZE = MIN_GRID_SIZE; readonly MIN_GRID_SIZE = MIN_GRID_SIZE;
@@ -483,7 +484,8 @@ export class PathfindingComponent implements AfterViewInit {
return true; return true;
} }
alert(this.translate.instant('PATHFINDING.ALERT.START_END_NODES')); const message = this.translate.instant('PATHFINDING.ALERT.START_END_NODES');
this.snackBar.open(message, 'OK', { duration: 5000, horizontalPosition: 'center', verticalPosition: 'top' });
return false; return false;
} }

View File

@@ -0,0 +1,121 @@
import { PathfindingService } from './pathfinding.service';
import { Node } from '../pathfinding.models';
function createNode(row: number, col: number): Node {
return {
row,
col,
isStart: false,
isEnd: false,
isWall: false,
isVisited: false,
isPath: false,
nodeData: Infinity,
linkedNode: null,
fScore: Infinity,
hScore: Infinity,
};
}
function createGrid(rows: number, cols: number): Node[][] {
const grid: Node[][] = [];
for (let row = 0; row < rows; row++) {
const currentRow: Node[] = [];
for (let col = 0; col < cols; col++) {
currentRow.push(createNode(row, col));
}
grid.push(currentRow);
}
return grid;
}
describe('PathfindingService', () => {
let service: PathfindingService;
beforeEach(() => {
service = new PathfindingService();
});
it('should be created', () => {
expect(service).toBeTruthy();
});
describe('getUnvisitedNeighbors', () => {
it('returns the four orthogonal neighbors for an inner node', () => {
const grid = createGrid(3, 3);
const neighbors = service.getUnvisitedNeighbors(grid[1][1], grid);
expect(neighbors.length).toBe(4);
});
it('excludes walls and already visited nodes', () => {
const grid = createGrid(3, 3);
grid[0][1].isWall = true;
grid[1][0].isVisited = true;
const neighbors = service.getUnvisitedNeighbors(grid[1][1], grid);
expect(neighbors.length).toBe(2);
});
it('returns only in-bounds neighbors for a corner node', () => {
const grid = createGrid(3, 3);
const neighbors = service.getUnvisitedNeighbors(grid[0][0], grid);
expect(neighbors.length).toBe(2);
});
});
describe('getNodesInShortestPath', () => {
it('reconstructs the path by following linkedNode references', () => {
const grid = createGrid(1, 3);
grid[0][1].linkedNode = grid[0][0];
grid[0][2].linkedNode = grid[0][1];
const path = service.getNodesInShortestPath(grid[0][2]);
expect(path).toEqual([grid[0][0], grid[0][1], grid[0][2]]);
});
});
describe('dijkstra', () => {
it('finds the shortest path on an open grid', () => {
const grid = createGrid(5, 5);
const start = grid[0][0];
const end = grid[4][4];
const { visitedNodesInOrder, nodesInShortestPathOrder } = service.dijkstra(grid, start, end);
expect(visitedNodesInOrder).toContain(end);
// Manhattan distance 8 => 9 nodes including both endpoints.
expect(nodesInShortestPathOrder.length).toBe(9);
expect(nodesInShortestPathOrder[0]).toBe(start);
expect(nodesInShortestPathOrder[nodesInShortestPathOrder.length - 1]).toBe(end);
});
it('returns an empty path when the end node is walled off', () => {
const grid = createGrid(3, 3);
const start = grid[0][0];
const end = grid[2][2];
grid[1][2].isWall = true;
grid[2][1].isWall = true;
const { nodesInShortestPathOrder } = service.dijkstra(grid, start, end);
expect(nodesInShortestPathOrder).toEqual([]);
});
});
describe('aStar', () => {
it('reaches the end and returns a connected path on an open grid', () => {
const grid = createGrid(5, 5);
const start = grid[0][0];
const end = grid[4][4];
const { visitedNodesInOrder, nodesInShortestPathOrder } = service.aStar(grid, start, end);
expect(visitedNodesInOrder).toContain(end);
expect(nodesInShortestPathOrder.length).toBeGreaterThan(0);
expect(nodesInShortestPathOrder[0]).toBe(start);
expect(nodesInShortestPathOrder[nodesInShortestPathOrder.length - 1]).toBe(end);
});
});
});

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@@ -0,0 +1,134 @@
/**
* GLSL shaders for pendulum rendering on WebGL.
* Replicates the visual output of the WGSL pendulum compute+fragment shaders.
* Uses a feedback texture (ping-pong) for trail persistence.
*
* Coordinate note: WGSL pixel buffer has Y=0 at top (screen space).
* GLSL UVs have Y=0 at bottom. We flip Y via (1.0 - uv.y) to match.
*/
export const PENDULUM_VERTEX_SHADER_GLSL = `
precision highp float;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUV;
void main() {
vUV = uv;
gl_Position = vec4(position, 1.0);
}
`;
/**
* Shader for the feedback pass: renders pendulum state to a render target texture.
* The R channel stores trail1 intensity, G stores trail2 intensity.
*/
export const PENDULUM_FEEDBACK_FRAGMENT_GLSL = `
precision highp float;
uniform vec2 resolution;
uniform float theta1;
uniform float theta2;
uniform float l1;
uniform float l2;
uniform float trailDecay;
uniform sampler2D previousFrame;
varying vec2 vUV;
void main() {
// Flip Y to match WGSL screen-space (Y=0 at top)
vec2 uv = vec2(vUV.x, 1.0 - vUV.y);
float aspect = resolution.x / resolution.y;
vec2 uvCorrected = vec2(uv.x * aspect, uv.y);
vec4 prev = texture2D(previousFrame, vUV);
float trail1 = prev.r * trailDecay;
float trail2 = prev.g * trailDecay;
vec2 origin = vec2(0.5 * aspect, 0.3);
float displayScale = 0.15;
vec2 p1 = origin + vec2(sin(theta1), cos(theta1)) * l1 * displayScale;
vec2 p2 = p1 + vec2(sin(theta2), cos(theta2)) * l2 * displayScale;
float dMass1 = length(uvCorrected - p1);
float dMass2 = length(uvCorrected - p2);
if (dMass1 < 0.02) {
trail1 = 1.0;
}
if (dMass2 < 0.02) {
trail2 = 1.0;
}
gl_FragColor = vec4(trail1, trail2, 0.0, 1.0);
}
`;
/**
* Display shader: reads trail data from feedback texture and renders final colors.
*/
export const PENDULUM_DISPLAY_FRAGMENT_GLSL = `
precision highp float;
uniform vec2 resolution;
uniform float theta1;
uniform float theta2;
uniform float l1;
uniform float l2;
uniform sampler2D trailTexture;
varying vec2 vUV;
float sdSegment(vec2 p, vec2 a, vec2 b) {
vec2 pa = p - a;
vec2 ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length(pa - ba * h);
}
void main() {
// Flip Y to match WGSL screen-space (Y=0 at top)
vec2 uv = vec2(vUV.x, 1.0 - vUV.y);
float aspect = resolution.x / resolution.y;
vec2 uvCorrected = vec2(uv.x * aspect, uv.y);
vec4 trailData = texture2D(trailTexture, vUV);
float trail1 = trailData.r;
float trail2 = trailData.g;
vec2 origin = vec2(0.5 * aspect, 0.3);
float displayScale = 0.15;
vec2 p1 = origin + vec2(sin(theta1), cos(theta1)) * l1 * displayScale;
vec2 p2 = p1 + vec2(sin(theta2), cos(theta2)) * l2 * displayScale;
float dLine1 = sdSegment(uvCorrected, origin, p1);
float dLine2 = sdSegment(uvCorrected, p1, p2);
float dMass1 = length(uvCorrected - p1);
float dMass2 = length(uvCorrected - p2);
vec3 bgColor = vec3(0.1, 0.1, 0.15);
vec3 mass1Color = vec3(1.0, 0.0, 0.0);
vec3 mass2Color = vec3(0.0, 1.0, 0.0);
vec3 line1Color = vec3(1.0, 1.0, 0.0);
vec3 line2Color = vec3(1.0, 0.0, 1.0);
vec3 finalColor = bgColor;
finalColor = mix(finalColor, mass1Color, clamp(trail1, 0.0, 1.0));
finalColor = mix(finalColor, mass2Color, clamp(trail2, 0.0, 1.0));
if (dMass1 >= 0.02 && dMass2 >= 0.02) {
if (dLine1 < 0.003) {
finalColor = line1Color;
} else if (dLine2 < 0.003) {
finalColor = line2Color;
}
}
gl_FragColor = vec4(finalColor, 1.0);
}
`;

View File

@@ -1,33 +1,45 @@
<mat-card class="algo-container"> <mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header> <mat-card-header>
<mat-card-title>{{ 'PENDULUM.TITLE' | translate }}</mat-card-title> <mat-card-title>{{ 'PENDULUM.TITLE' | translate }}</mat-card-title>
</mat-card-header> </mat-card-header>
<mat-card-content> <mat-card-content>
<app-information [algorithmInformation]="algoInformation"/> <app-information [algorithmInformation]="algoInformation"/>
<div class="controls-container"> <div class="flex flex-col mb-4">
<div class="slider-control-container"> <div class="grid grid-cols-2 tablet:grid-cols-1 tablet:gap-4 mb-6">
<p style="white-space: nowrap">{{ 'PENDULUM.TRAIL_DECAY_TIME' | translate }}</p> <div class="flex items-center gap-4 mr-4">
<ngx-slider [(value)]="simParams.trailDecay" [options]="trailDecayOptions" ></ngx-slider> <p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.TRAIL_DECAY_TIME' | translate }}</p>
<p style="white-space: nowrap">{{ 'PENDULUM.ATTRACTION' | translate }}</p> <ngx-slider class="grow" [(value)]="simParams.trailDecay" [options]="trailDecayOptions" ></ngx-slider>
<ngx-slider [(value)]="simParams.g" [options]="gravityOptions" ></ngx-slider> </div>
<div class="flex items-center gap-4 mr-4">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.ATTRACTION' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.g" [options]="gravityOptions" ></ngx-slider>
</div>
<div class="flex items-center gap-4 mr-4">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.L1_LENGTH' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.l1" [options]="lengthOptions" ></ngx-slider>
</div>
<div class="flex items-center gap-4 mr-4">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.L2_LENGTH' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.l2" [options]="lengthOptions" ></ngx-slider>
</div>
<div class="flex items-center gap-4 mr-4">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.M1_MASS' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.m1" [options]="massOptions" ></ngx-slider>
</div>
<div class="flex items-center gap-4 mr-4">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.M2_MASS' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.m2" [options]="massOptions" ></ngx-slider>
</div>
<div class="flex items-center gap-4 mr-4 col-span-full">
<p class="w-[100px] shrink-0 m-0 text-sm">{{ 'PENDULUM.DAMPING' | translate }}</p>
<ngx-slider class="grow" [(value)]="simParams.damping" [options]="dampingOptions" ></ngx-slider>
</div>
</div> </div>
<div class="slider-control-container">
<p style="white-space: nowrap">{{ 'PENDULUM.L1_LENGTH' | translate }}</p> <div class="flex flex-wrap gap-3 mb-4">
<ngx-slider [(value)]="simParams.l1" [options]="lengthOptions" ></ngx-slider>
<p style="white-space: nowrap">{{ 'PENDULUM.L2_LENGTH' | translate }}</p>
<ngx-slider [(value)]="simParams.l2" [options]="lengthOptions" ></ngx-slider>
</div>
<div class="slider-control-container">
<p style="white-space: nowrap">{{ 'PENDULUM.M1_MASS' | translate }}</p>
<ngx-slider [(value)]="simParams.m1" [options]="massOptions" ></ngx-slider>
<p style="white-space: nowrap">{{ 'PENDULUM.M2_MASS' | translate }}</p>
<ngx-slider [(value)]="simParams.m2" [options]="massOptions" ></ngx-slider>
</div>
<div class="slider-control-container">
<p style="white-space: nowrap">{{ 'PENDULUM.DAMPING' | translate }}</p>
<ngx-slider [(value)]="simParams.damping" [options]="dampingOptions" ></ngx-slider>
</div>
<div class="slider-control-container">
<button mat-raised-button color="primary" (click)="pushPendulum(true)"> <button mat-raised-button color="primary" (click)="pushPendulum(true)">
{{ 'PENDULUM.POKE_M1' | translate }} {{ 'PENDULUM.POKE_M1' | translate }}
</button> </button>
@@ -38,11 +50,12 @@
{{ 'PENDULUM.RESET' | translate }} {{ 'PENDULUM.RESET' | translate }}
</button> </button>
</div> </div>
<div class="legend" style="margin-top: 10px">
<span><span class="legend-color L1"></span> L1</span> <div class="flex flex-wrap gap-4 items-center text-[0.9em] mt-2.5">
<span><span class="legend-color L2"></span> L2</span> <span><span class="legend-swatch bg-yellow-400"></span> L1</span>
<span><span class="legend-color M1"></span> M1</span> <span><span class="legend-swatch bg-fuchsia-500"></span> L2</span>
<span><span class="legend-color M2"></span> M2</span> <span><span class="legend-swatch bg-red-600"></span> M1</span>
<span><span class="legend-swatch bg-green-600"></span> M2</span>
</div> </div>
</div> </div>
<app-babylon-canvas <app-babylon-canvas

View File

@@ -1,8 +1,7 @@
import {Component} from '@angular/core'; import {Component} from '@angular/core';
import {BabylonCanvas, RenderConfig, SceneEventData} from '../../../shared/rendering/canvas/babylon-canvas.component'; import {BabylonCanvas, RenderConfig, SceneEventData} from '../../../shared/components/render-canvas/babylon-canvas.component';
import {MatCard, MatCardContent, MatCardHeader, MatCardTitle} from '@angular/material/card'; import {MatCard, MatCardContent, MatCardHeader, MatCardTitle} from '@angular/material/card';
import {ComputeShader, ShaderLanguage, StorageBuffer} from '@babylonjs/core';
import {PENDULUM_FRAGMENT_SHADER_WGSL, PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL, PENDULUM_RENDER_COMPUTE_SHADER_WGSL, PENDULUM_VERTEX_SHADER_WGSL} from './pendulum.shader';
import {FormsModule} from '@angular/forms'; import {FormsModule} from '@angular/forms';
import {NgxSliderModule, Options} from '@angular-slider/ngx-slider'; import {NgxSliderModule, Options} from '@angular-slider/ngx-slider';
import {DEFAULT_DAMPING, DEFAULT_G, DEFAULT_L1_LENGTH, DEFAULT_M1_MASS, DEFAULT_L2_LENGTH, DEFAULT_M2_MASS, DEFAULT_TRAIL_DECAY, MAX_DAMPING, MAX_G, MAX_LENGTH, MAX_MASS, MAX_TRAIL_DECAY, MIN_DAMPING, MIN_G, MIN_LENGTH, MIN_MASS, MIN_TRAIL_DECAY, IMPULSE_M2, IMPULSE_M1} from './pendulum.model'; import {DEFAULT_DAMPING, DEFAULT_G, DEFAULT_L1_LENGTH, DEFAULT_M1_MASS, DEFAULT_L2_LENGTH, DEFAULT_M2_MASS, DEFAULT_TRAIL_DECAY, MAX_DAMPING, MAX_G, MAX_LENGTH, MAX_MASS, MAX_TRAIL_DECAY, MIN_DAMPING, MIN_G, MIN_LENGTH, MIN_MASS, MIN_TRAIL_DECAY, IMPULSE_M2, IMPULSE_M1} from './pendulum.model';
@@ -11,6 +10,9 @@ import {MatButton} from '@angular/material/button';
import {Information} from '../information/information'; import {Information} from '../information/information';
import {AlgorithmInformation} from '../information/information.models'; import {AlgorithmInformation} from '../information/information.models';
import {UrlConstants} from '../../../constants/UrlConstants'; import {UrlConstants} from '../../../constants/UrlConstants';
import {PendulumSimulationStrategy} from './strategies/pendulum-simulation.strategy';
import {PendulumGpuStrategy} from './strategies/pendulum-gpu.strategy';
import {PendulumCpuStrategy} from './strategies/pendulum-cpu.strategy';
@Component({ @Component({
selector: 'app-pendulum', selector: 'app-pendulum',
@@ -31,7 +33,6 @@ import {UrlConstants} from '../../../constants/UrlConstants';
}) })
class PendulumComponent { class PendulumComponent {
// --- CONFIGURATION ---
algoInformation: AlgorithmInformation = { algoInformation: AlgorithmInformation = {
title: 'PENDULUM.EXPLANATION.TITLE', title: 'PENDULUM.EXPLANATION.TITLE',
entries: [ entries: [
@@ -46,15 +47,9 @@ class PendulumComponent {
disclaimerListEntry: ['PENDULUM.EXPLANATION.DISCLAIMER_1', 'PENDULUM.EXPLANATION.DISCLAIMER_2', 'PENDULUM.EXPLANATION.DISCLAIMER_3', 'PENDULUM.EXPLANATION.DISCLAIMER_4'] disclaimerListEntry: ['PENDULUM.EXPLANATION.DISCLAIMER_1', 'PENDULUM.EXPLANATION.DISCLAIMER_2', 'PENDULUM.EXPLANATION.DISCLAIMER_3', 'PENDULUM.EXPLANATION.DISCLAIMER_4']
}; };
renderConfig: RenderConfig = { renderConfig: RenderConfig = {
mode: '2D', mode: '2D',
initialViewSize: 2, initialViewSize: 2
shaderLanguage: ShaderLanguage.WGSL,
vertexShader: PENDULUM_VERTEX_SHADER_WGSL,
fragmentShader: PENDULUM_FRAGMENT_SHADER_WGSL,
uniformNames: [],
uniformBufferNames: []
}; };
trailDecayOptions: Options = { trailDecayOptions: Options = {
@@ -107,7 +102,6 @@ class PendulumComponent {
hidePointerLabels: false hidePointerLabels: false
}; };
// Central management of physics parameters
readonly simParams = { readonly simParams = {
time: 0, time: 0,
dt: 0.015, dt: 0.015,
@@ -123,6 +117,7 @@ class PendulumComponent {
}; };
private currentSceneData: SceneEventData | null = null; private currentSceneData: SceneEventData | null = null;
private strategy: PendulumSimulationStrategy | null = null;
onSceneReady(event: SceneEventData) { onSceneReady(event: SceneEventData) {
this.currentSceneData = event; this.currentSceneData = event;
@@ -130,83 +125,34 @@ class PendulumComponent {
} }
private createSimulation() { private createSimulation() {
if (!this.currentSceneData){ if (!this.currentSceneData) {
return; return;
} }
const {engine, scene} = this.currentSceneData;
engine.resize();
const width = engine.getRenderWidth(); const {engine, scene, gpuTier} = this.currentSceneData;
const height = engine.getRenderHeight();
const totalPixels = width * height;
// --- 1. BUFFERS --- if (this.strategy) {
const pixelBuffer = new StorageBuffer(engine, totalPixels * 4); this.strategy.dispose();
const stateBuffer = new StorageBuffer(engine, 4 * 4);
stateBuffer.update(new Float32Array([Math.PI / 4, Math.PI / 2, 0, 0])); // Initial angles
const paramsBuffer = new StorageBuffer(engine, 14 * 4);
const paramsData = new Float32Array(14);
// --- 2. SHADERS ---
const csPhysics = new ComputeShader("physics", engine,
{computeSource: PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL},
{bindingsMapping: {"state": {group: 0, binding: 0}, "p": {group: 0, binding: 1}}}
);
csPhysics.setStorageBuffer("state", stateBuffer);
csPhysics.setStorageBuffer("p", paramsBuffer);
const csRender = new ComputeShader("render", engine,
{computeSource: PENDULUM_RENDER_COMPUTE_SHADER_WGSL},
{bindingsMapping: {"pixelBuffer": {group: 0, binding: 0}, "p": {group: 0, binding: 1}, "state": {group: 0, binding: 2}}}
);
csRender.setStorageBuffer("pixelBuffer", pixelBuffer);
csRender.setStorageBuffer("p", paramsBuffer);
csRender.setStorageBuffer("state", stateBuffer);
// --- 3. MATERIAL ---
const plane = scene.getMeshByName("plane");
if (plane?.material) {
const mat = plane.material as any;
mat.setStorageBuffer("pixelBuffer", pixelBuffer);
mat.setStorageBuffer("p", paramsBuffer);
} }
//remove old observables if available this.strategy = gpuTier === 'webgpu'
scene.onBeforeRenderObservable.clear(); ? new PendulumGpuStrategy()
// --- 4. RENDER LOOP --- : new PendulumCpuStrategy();
scene.onBeforeRenderObservable.add(() => {
this.strategy.init(scene, engine);
this.startParamUpdateLoop(scene);
}
private startParamUpdateLoop(scene: any): void {
scene.onAfterRenderObservable.clear();
scene.onAfterRenderObservable.add(() => {
this.simParams.time += this.simParams.dt; this.simParams.time += this.simParams.dt;
const currentWidth = engine.getRenderWidth(); if (this.strategy) {
const currentHeight = engine.getRenderHeight(); this.strategy.updateParams({...this.simParams});
}
// Fill parameter array (must match the exact order of the WGSL struct!)
paramsData[0] = currentWidth;
paramsData[1] = currentHeight;
paramsData[2] = this.simParams.time;
paramsData[3] = this.simParams.dt;
paramsData[4] = this.simParams.g;
paramsData[5] = this.simParams.m1;
paramsData[6] = this.simParams.m2;
paramsData[7] = this.simParams.l1;
paramsData[8] = this.simParams.l2;
paramsData[9] = this.simParams.damping;
paramsData[10] = this.simParams.trailDecay;
paramsData[11] = this.simParams.impulseM1;
paramsData[12] = this.simParams.impulseM2;
paramsData[13] = 0; // Pad
this.resetImpulses(); this.resetImpulses();
paramsBuffer.update(paramsData);
// Trigger simulation and rendering
csPhysics.dispatch(1, 1, 1);
const dispatchCount = Math.ceil((currentWidth * currentHeight) / 64);
csRender.dispatch(dispatchCount, 1, 1);
}); });
} }
@@ -221,8 +167,7 @@ class PendulumComponent {
} }
pushPendulum(m1: boolean) { pushPendulum(m1: boolean) {
if (m1) if (m1) {
{
this.simParams.impulseM1 = IMPULSE_M1; this.simParams.impulseM1 = IMPULSE_M1;
return; return;
} }
@@ -235,6 +180,4 @@ class PendulumComponent {
} }
} }
export default PendulumComponent;
export default PendulumComponent

View File

@@ -0,0 +1,50 @@
/**
* CPU-side double pendulum physics mirroring PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL.
* Equations from: https://en.wikipedia.org/wiki/Double_pendulum
*/
export interface PendulumState {
theta1: number;
theta2: number;
v1: number;
v2: number;
}
export interface PendulumPhysicsParams {
dt: number;
g: number;
m1: number;
m2: number;
l1: number;
l2: number;
damping: number;
impulseM1: number;
impulseM2: number;
}
export function stepPendulumPhysics(state: PendulumState, params: PendulumPhysicsParams): void {
const t1 = state.theta1;
const t2 = state.theta2;
const v1 = state.v1;
const v2 = state.v2;
const deltaT = t1 - t2;
const num1 = -params.g * (2.0 * params.m1 + params.m2) * Math.sin(t1)
- params.m2 * params.g * Math.sin(t1 - 2.0 * t2)
- 2.0 * Math.sin(deltaT) * params.m2 * (v2 * v2 * params.l2 + v1 * v1 * params.l1 * Math.cos(deltaT));
const den1 = params.l1 * (2.0 * params.m1 + params.m2 - params.m2 * Math.cos(2.0 * deltaT));
const a1 = num1 / den1;
const num2 = 2.0 * Math.sin(deltaT) * (v1 * v1 * params.l1 * (params.m1 + params.m2) + params.g * (params.m1 + params.m2) * Math.cos(t1) + v2 * v2 * params.l2 * params.m2 * Math.cos(deltaT));
const den2 = params.l2 * (2.0 * params.m1 + params.m2 - params.m2 * Math.cos(2.0 * deltaT));
const a2 = num2 / den2;
const newV1 = (v1 + a1 * params.dt) * params.damping + params.impulseM1;
const newV2 = (v2 + a2 * params.dt) * params.damping + params.impulseM2;
state.v1 = newV1;
state.v2 = newV2;
state.theta1 = t1 + newV1 * params.dt;
state.theta2 = t2 + newV2 * params.dt;
}

View File

@@ -0,0 +1,134 @@
import {Constants, Engine, MeshBuilder, RenderTargetTexture, Scene, ShaderMaterial, Texture, Vector2, WebGPUEngine} from '@babylonjs/core';
import {PENDULUM_DISPLAY_FRAGMENT_GLSL, PENDULUM_FEEDBACK_FRAGMENT_GLSL, PENDULUM_VERTEX_SHADER_GLSL} from '../pendulum-glsl.shader';
import {PendulumState, stepPendulumPhysics} from './pendulum-cpu-physics';
import {PendulumSimParams, PendulumSimulationStrategy} from './pendulum-simulation.strategy';
export class PendulumCpuStrategy implements PendulumSimulationStrategy {
private scene: Scene | null = null;
private state: PendulumState = {theta1: Math.PI / 4, theta2: Math.PI / 2, v1: 0, v2: 0};
private params: PendulumSimParams | null = null;
private feedbackMaterial: ShaderMaterial | null = null;
private displayMaterial: ShaderMaterial | null = null;
private rttA: RenderTargetTexture | null = null;
private rttB: RenderTargetTexture | null = null;
private pingPong = false;
init(scene: Scene, engine: WebGPUEngine | Engine): void {
this.scene = scene;
const existingPlane = scene.getMeshByName("plane");
if (existingPlane) {
scene.removeMesh(existingPlane);
}
const width = engine.getRenderWidth();
const height = engine.getRenderHeight();
this.rttA = new RenderTargetTexture("rttA", {width, height}, scene, false, true, Constants.TEXTURETYPE_FLOAT);
this.rttB = new RenderTargetTexture("rttB", {width, height}, scene, false, true, Constants.TEXTURETYPE_FLOAT);
this.rttA.wrapU = Texture.CLAMP_ADDRESSMODE;
this.rttA.wrapV = Texture.CLAMP_ADDRESSMODE;
this.rttB.wrapU = Texture.CLAMP_ADDRESSMODE;
this.rttB.wrapV = Texture.CLAMP_ADDRESSMODE;
// Size 2 maps positions to -1..1 which fills clip space (vertex shader bypasses camera)
const feedbackPlane = MeshBuilder.CreatePlane("feedbackPlane", {size: 2}, scene);
feedbackPlane.alwaysSelectAsActiveMesh = true;
// Use layer mask to exclude from main scene rendering (only rendered via RTT)
feedbackPlane.layerMask = 0x10000000;
this.feedbackMaterial = new ShaderMaterial("feedbackMat", scene, {
vertexSource: PENDULUM_VERTEX_SHADER_GLSL,
fragmentSource: PENDULUM_FEEDBACK_FRAGMENT_GLSL
}, {
attributes: ["position", "uv"],
uniforms: ["resolution", "theta1", "theta2", "l1", "l2", "trailDecay"],
samplers: ["previousFrame"]
});
this.feedbackMaterial.backFaceCulling = false;
feedbackPlane.material = this.feedbackMaterial;
this.rttA.renderList!.push(feedbackPlane);
this.rttB.renderList!.push(feedbackPlane);
// Size 2 maps positions to -1..1 which fills clip space (vertex shader bypasses camera)
const displayPlane = MeshBuilder.CreatePlane("displayPlane", {size: 2}, scene);
displayPlane.alwaysSelectAsActiveMesh = true;
this.displayMaterial = new ShaderMaterial("displayMat", scene, {
vertexSource: PENDULUM_VERTEX_SHADER_GLSL,
fragmentSource: PENDULUM_DISPLAY_FRAGMENT_GLSL
}, {
attributes: ["position", "uv"],
uniforms: ["resolution", "theta1", "theta2", "l1", "l2"],
samplers: ["trailTexture"]
});
this.displayMaterial.backFaceCulling = false;
this.displayMaterial.disableDepthWrite = true;
displayPlane.material = this.displayMaterial;
// RTTs are rendered manually via writeTarget.render() -- do NOT add to customRenderTargets
this.startRenderLoop(scene, width, height);
}
updateParams(params: PendulumSimParams): void {
this.params = params;
}
dispose(): void {
if (this.scene) {
this.scene.onBeforeRenderObservable.clear();
}
this.rttA?.dispose();
this.rttB?.dispose();
this.feedbackMaterial?.dispose();
this.displayMaterial?.dispose();
this.scene = null;
}
private startRenderLoop(scene: Scene, width: number, height: number): void {
const resolution = new Vector2(width, height);
scene.onBeforeRenderObservable.clear();
scene.onBeforeRenderObservable.add(() => {
if (!this.params || !this.feedbackMaterial || !this.displayMaterial || !this.rttA || !this.rttB) {
return;
}
stepPendulumPhysics(this.state, {
dt: this.params.dt,
g: this.params.g,
m1: this.params.m1,
m2: this.params.m2,
l1: this.params.l1,
l2: this.params.l2,
damping: this.params.damping,
impulseM1: this.params.impulseM1,
impulseM2: this.params.impulseM2
});
const readTarget = this.pingPong ? this.rttA : this.rttB;
const writeTarget = this.pingPong ? this.rttB : this.rttA;
this.feedbackMaterial.setTexture("previousFrame", readTarget);
this.feedbackMaterial.setVector2("resolution", resolution);
this.feedbackMaterial.setFloat("theta1", this.state.theta1);
this.feedbackMaterial.setFloat("theta2", this.state.theta2);
this.feedbackMaterial.setFloat("l1", this.params.l1);
this.feedbackMaterial.setFloat("l2", this.params.l2);
this.feedbackMaterial.setFloat("trailDecay", this.params.trailDecay);
writeTarget.render();
this.displayMaterial.setTexture("trailTexture", writeTarget);
this.displayMaterial.setVector2("resolution", resolution);
this.displayMaterial.setFloat("theta1", this.state.theta1);
this.displayMaterial.setFloat("theta2", this.state.theta2);
this.displayMaterial.setFloat("l1", this.params.l1);
this.displayMaterial.setFloat("l2", this.params.l2);
this.pingPong = !this.pingPong;
});
}
}

View File

@@ -0,0 +1,112 @@
import {Camera, ComputeShader, Engine, MeshBuilder, Scene, ShaderLanguage, ShaderMaterial, StorageBuffer, WebGPUEngine} from '@babylonjs/core';
import {PENDULUM_FRAGMENT_SHADER_WGSL, PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL, PENDULUM_RENDER_COMPUTE_SHADER_WGSL, PENDULUM_VERTEX_SHADER_WGSL} from '../pendulum.shader';
import {PendulumSimParams, PendulumSimulationStrategy} from './pendulum-simulation.strategy';
export class PendulumGpuStrategy implements PendulumSimulationStrategy {
private scene: Scene | null = null;
private paramsData = new Float32Array(14);
private paramsBuffer: StorageBuffer | null = null;
init(scene: Scene, engine: WebGPUEngine | Engine): void {
this.scene = scene;
const gpuEngine = engine as WebGPUEngine;
gpuEngine.resize();
const width = gpuEngine.getRenderWidth();
const height = gpuEngine.getRenderHeight();
const totalPixels = width * height;
const pixelBuffer = new StorageBuffer(gpuEngine, totalPixels * 4);
const stateBuffer = new StorageBuffer(gpuEngine, 4 * 4);
stateBuffer.update(new Float32Array([Math.PI / 4, Math.PI / 2, 0, 0]));
this.paramsBuffer = new StorageBuffer(gpuEngine, 14 * 4);
const csPhysics = new ComputeShader("physics", gpuEngine,
{computeSource: PENDULUM_PHYSIC_COMPUTE_SHADER_WGSL},
{bindingsMapping: {"state": {group: 0, binding: 0}, "p": {group: 0, binding: 1}}}
);
csPhysics.setStorageBuffer("state", stateBuffer);
csPhysics.setStorageBuffer("p", this.paramsBuffer);
const csRender = new ComputeShader("render", gpuEngine,
{computeSource: PENDULUM_RENDER_COMPUTE_SHADER_WGSL},
{bindingsMapping: {"pixelBuffer": {group: 0, binding: 0}, "p": {group: 0, binding: 1}, "state": {group: 0, binding: 2}}}
);
csRender.setStorageBuffer("pixelBuffer", pixelBuffer);
csRender.setStorageBuffer("p", this.paramsBuffer);
csRender.setStorageBuffer("state", stateBuffer);
// Create WGSL display plane and material
const displayMaterial = new ShaderMaterial("pendulumWgslMat", scene, {
vertexSource: PENDULUM_VERTEX_SHADER_WGSL,
fragmentSource: PENDULUM_FRAGMENT_SHADER_WGSL
}, {
attributes: ["position"],
uniforms: [],
storageBuffers: ["pixelBuffer", "p"],
shaderLanguage: ShaderLanguage.WGSL
});
displayMaterial.setStorageBuffer("pixelBuffer", pixelBuffer);
displayMaterial.setStorageBuffer("p", this.paramsBuffer);
displayMaterial.backFaceCulling = false;
displayMaterial.disableDepthWrite = true;
const plane = MeshBuilder.CreatePlane("pendulumPlane", {size: 100}, scene);
const camera = scene.activeCamera as Camera;
if (camera) {
plane.lookAt(camera.position);
}
plane.alwaysSelectAsActiveMesh = true;
plane.material = displayMaterial;
scene.onBeforeRenderObservable.clear();
scene.onBeforeRenderObservable.add(() => {
if (!this.paramsBuffer) {
return;
}
const currentWidth = gpuEngine.getRenderWidth();
const currentHeight = gpuEngine.getRenderHeight();
this.paramsData[0] = currentWidth;
this.paramsData[1] = currentHeight;
this.paramsBuffer.update(this.paramsData);
csPhysics.dispatch(1, 1, 1);
const dispatchCount = Math.ceil((currentWidth * currentHeight) / 64);
csRender.dispatch(dispatchCount, 1, 1);
});
}
updateParams(params: PendulumSimParams): void {
// paramsData[0] (width) and paramsData[1] (height) are set in the render loop
this.paramsData[2] = params.time;
this.paramsData[3] = params.dt;
this.paramsData[4] = params.g;
this.paramsData[5] = params.m1;
this.paramsData[6] = params.m2;
this.paramsData[7] = params.l1;
this.paramsData[8] = params.l2;
this.paramsData[9] = params.damping;
this.paramsData[10] = params.trailDecay;
this.paramsData[11] = params.impulseM1;
this.paramsData[12] = params.impulseM2;
this.paramsData[13] = 0;
}
dispose(): void {
if (this.scene) {
this.scene.onBeforeRenderObservable.clear();
const plane = this.scene.getMeshByName("pendulumPlane");
if (plane) {
this.scene.removeMesh(plane);
plane.dispose();
}
}
this.paramsBuffer = null;
this.scene = null;
}
}

View File

@@ -0,0 +1,21 @@
import {Engine, Scene, WebGPUEngine} from '@babylonjs/core';
export interface PendulumSimParams {
time: number;
dt: number;
g: number;
m1: number;
m2: number;
l1: number;
l2: number;
damping: number;
trailDecay: number;
impulseM1: number;
impulseM2: number;
}
export interface PendulumSimulationStrategy {
init(scene: Scene, engine: WebGPUEngine | Engine): void;
updateParams(params: PendulumSimParams): void;
dispose(): void;
}

View File

@@ -0,0 +1,80 @@
import { Injectable } from '@angular/core';
@Injectable({
providedIn: 'root'
})
export class SortingAudioService {
private audioContext: AudioContext | null = null;
private ensureContext(): AudioContext {
this.audioContext ??= new AudioContext();
if (this.audioContext.state === 'suspended') {
this.audioContext.resume();
}
return this.audioContext;
}
// Call this on the user gesture (button click) so the AudioContext can be created/resumed.
initOnUserGesture(): void {
this.ensureContext();
}
playTone(value: number, maxValue: number, animationSpeedMs: number): void {
const ctx = this.ensureContext();
const frequency = this.valueToFrequency(value, maxValue);
// Keep tone duration slightly shorter than the animation frame to avoid overlap
const duration = Math.min(0.1, (animationSpeedMs * 0.75) / 1000);
const oscillator = ctx.createOscillator();
const gainNode = ctx.createGain();
oscillator.connect(gainNode);
gainNode.connect(ctx.destination);
oscillator.type = 'sawtooth';
oscillator.frequency.setValueAtTime(frequency, ctx.currentTime);
gainNode.gain.setValueAtTime(0.15, ctx.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, ctx.currentTime + duration);
oscillator.start(ctx.currentTime);
oscillator.stop(ctx.currentTime + duration);
}
playSortedSweep(sortedValues: number[], maxValue: number): void {
const ctx = this.ensureContext();
// Play a quick ascending sweep through all sorted bar values
const step = Math.ceil(sortedValues.length / 40);
sortedValues.forEach((value, i) => {
if (i % step !== 0) {
return;
}
const delayMs = (i / step) * 18;
setTimeout(() => {
const frequency = this.valueToFrequency(value, maxValue);
const oscillator = ctx.createOscillator();
const gainNode = ctx.createGain();
oscillator.connect(gainNode);
gainNode.connect(ctx.destination);
oscillator.type = 'sine';
oscillator.frequency.setValueAtTime(frequency, ctx.currentTime);
gainNode.gain.setValueAtTime(0.15, ctx.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.001, ctx.currentTime + 0.06);
oscillator.start(ctx.currentTime);
oscillator.stop(ctx.currentTime + 0.06);
}, delayMs);
});
}
// Maps a bar value linearly to the frequency range 1801100 Hz (roughly 3 octaves)
private valueToFrequency(value: number, maxValue: number): number {
const minFreq = 400;
const maxFreq = 800;
return minFreq + (value / maxValue) * (maxFreq - minFreq);
}
}

View File

@@ -0,0 +1,57 @@
import { SortingService } from './sorting.service';
import { SortData, SortSnapshot } from '../sorting.models';
function toSortData(values: number[]): SortData[] {
return values.map((value) => ({ value, state: 'unsorted' }));
}
function finalValues(snapshots: SortSnapshot[]): number[] {
const lastSnapshot = snapshots[snapshots.length - 1];
return lastSnapshot.array.map((item) => item.value);
}
function isAscending(values: number[]): boolean {
for (let i = 1; i < values.length; i++) {
if (values[i - 1] > values[i]) {
return false;
}
}
return true;
}
describe('SortingService', () => {
let service: SortingService;
const unsorted = [5, 2, 9, 1, 5, 6, 3, 8, 7, 4];
const expectedSorted = [...unsorted].sort((a, b) => a - b);
beforeEach(() => {
service = new SortingService();
});
it('should be created', () => {
expect(service).toBeTruthy();
});
for (const algorithm of [
'bubbleSort',
'cocktailSort',
'quickSort',
'heapSort',
'timSort',
] as const) {
it(`${algorithm} should produce a fully sorted final snapshot`, () => {
const snapshots = service[algorithm](toSortData(unsorted));
const result = finalValues(snapshots);
expect(result).toEqual(expectedSorted);
expect(isAscending(result)).toBeTrue();
});
it(`${algorithm} should not mutate the input array`, () => {
const input = toSortData(unsorted);
service[algorithm](input);
expect(input.map((item) => item.value)).toEqual(unsorted);
});
}
});

View File

@@ -56,7 +56,7 @@ export class SortingService {
let start = -1; let start = -1;
let end = array.length-1; let end = array.length-1;
let changed = false; let changed: boolean;
do { do {
changed = false; changed = false;
start += 1; start += 1;
@@ -224,6 +224,103 @@ export class SortingService {
} }
} }
// --- TIM SORT ---
timSort(array: SortData[]): SortSnapshot[] {
const snapshots: SortSnapshot[] = [];
const arr = array.map(item => ({ ...item }));
const n = arr.length;
const RUN = 32;
snapshots.push(this.createSnapshot(arr));
// Step 1: Sort small runs with insertion sort
for (let i = 0; i < n; i += RUN) {
const end = Math.min(i + RUN - 1, n - 1);
this.insertionSortRange(arr, i, end, snapshots);
}
// Step 2: Merge the sorted runs
for (let size = RUN; size < n; size *= 2) {
for (let left = 0; left < n; left += 2 * size) {
const mid = Math.min(left + size - 1, n - 1);
const right = Math.min(left + 2 * size - 1, n - 1);
if (mid < right) {
this.mergeRanges(arr, left, mid, right, snapshots);
}
}
}
arr.forEach(item => item.state = 'sorted');
snapshots.push(this.createSnapshot(arr));
return snapshots;
}
private insertionSortRange(arr: SortData[], left: number, right: number, snapshots: SortSnapshot[]): void {
for (let i = left + 1; i <= right; i++) {
const tempValue = arr[i].value;
arr[i].state = 'comparing';
snapshots.push(this.createSnapshot(arr));
let j = i - 1;
while (j >= left && arr[j].value > tempValue) {
arr[j].state = 'comparing';
arr[j + 1].value = arr[j].value;
arr[j].state = 'unsorted';
snapshots.push(this.createSnapshot(arr));
j--;
}
arr[j + 1].value = tempValue;
arr[i].state = 'unsorted';
snapshots.push(this.createSnapshot(arr));
}
}
private mergeRanges(arr: SortData[], left: number, mid: number, right: number, snapshots: SortSnapshot[]): void {
const leftPart = arr.slice(left, mid + 1).map(item => ({ ...item }));
const rightPart = arr.slice(mid + 1, right + 1).map(item => ({ ...item }));
let i = 0;
let j = 0;
let k = left;
while (i < leftPart.length && j < rightPart.length) {
// Highlight the write target and the right-side source (arr[mid+1+j] is still
// untouched in the array since k never overtakes it during a merge)
const rightSourceIdx = mid + 1 + j;
arr[k].state = 'comparing';
arr[rightSourceIdx].state = 'comparing';
snapshots.push(this.createSnapshot(arr));
arr[rightSourceIdx].state = 'unsorted';
if (leftPart[i].value <= rightPart[j].value) {
arr[k].value = leftPart[i].value;
i++;
} else {
arr[k].value = rightPart[j].value;
j++;
}
arr[k].state = 'unsorted';
k++;
snapshots.push(this.createSnapshot(arr));
}
while (i < leftPart.length) {
arr[k].value = leftPart[i].value;
i++;
k++;
}
while (j < rightPart.length) {
arr[k].value = rightPart[j].value;
j++;
k++;
}
}
private swap(arr: SortData[], i: number, j: number) { private swap(arr: SortData[], i: number, j: number) {
const temp = arr[i].value; const temp = arr[i].value;
arr[i].value = arr[j].value; arr[i].value = arr[j].value;

View File

@@ -1,11 +1,11 @@
<mat-card class="algo-container sorting-card"> <mat-card class="w-full max-w-[1920px] p-[clamp(10px,3vw,20px)]">
<mat-card-header> <mat-card-header>
<mat-card-title>{{ 'SORTING.TITLE' | translate }}</mat-card-title> <mat-card-title>{{ 'SORTING.TITLE' | translate }}</mat-card-title>
</mat-card-header> </mat-card-header>
<mat-card-content> <mat-card-content>
<app-information [algorithmInformation]="algoInformation"/> <app-information [algorithmInformation]="algoInformation"/>
<div class="controls-panel"> <div class="flex gap-[clamp(5px,2vw,10px)] mb-[clamp(10px,3vw,20px)] items-center flex-wrap mt-2.5 text-[0.9em]">
<mat-form-field appearance="fill"> <mat-form-field class="w-[clamp(150px,20vw,200px)]" appearance="fill">
<mat-label>{{ 'SORTING.ALGORITHM' | translate }}</mat-label> <mat-label>{{ 'SORTING.ALGORITHM' | translate }}</mat-label>
<mat-select [(ngModel)]="selectedAlgorithm"> <mat-select [(ngModel)]="selectedAlgorithm">
@for (algo of algoInformation.entries; track algo.name) { @for (algo of algoInformation.entries; track algo.name) {
@@ -14,7 +14,7 @@
</mat-select> </mat-select>
</mat-form-field> </mat-form-field>
<mat-form-field appearance="outline"> <mat-form-field class="w-[clamp(150px,20vw,200px)]" appearance="outline">
<mat-label>{{ 'SORTING.ARRAY_SIZE' | translate }}</mat-label> <mat-label>{{ 'SORTING.ARRAY_SIZE' | translate }}</mat-label>
<input <input
matInput matInput
@@ -27,7 +27,7 @@
/> />
</mat-form-field> </mat-form-field>
</div> </div>
<div class="controls-panel"> <div class="flex gap-[clamp(5px,2vw,10px)] mb-[clamp(10px,3vw,20px)] items-center flex-wrap">
<button mat-raised-button color="primary" (click)="startSorting()"> <button mat-raised-button color="primary" (click)="startSorting()">
<mat-icon>play_arrow</mat-icon> {{ 'SORTING.START' | translate }} <mat-icon>play_arrow</mat-icon> {{ 'SORTING.START' | translate }}
</button> </button>
@@ -37,19 +37,25 @@
<button mat-raised-button (click)="generateNewArray()"> <button mat-raised-button (click)="generateNewArray()">
<mat-icon>add_box</mat-icon> {{ 'SORTING.GENERATE_NEW_ARRAY' | translate }} <mat-icon>add_box</mat-icon> {{ 'SORTING.GENERATE_NEW_ARRAY' | translate }}
</button> </button>
<button mat-raised-button (click)="toggleSound()">
<mat-icon>{{ isSoundEnabled ? 'volume_up' : 'volume_off' }}</mat-icon>
{{ isSoundEnabled ? ('SORTING.SOUND_OFF' | translate) : ('SORTING.SOUND_ON' | translate) }}
</button>
</div> </div>
<div class="controls-panel"> <div class="flex gap-4 mb-4 items-center flex-wrap mt-2.5 text-[0.9em]">
<p>{{ 'SORTING.EXECUTION_TIME' | translate }}: {{ executionTime }} ms</p> <p>{{ 'SORTING.EXECUTION_TIME' | translate }}: {{ executionTime }} ms</p>
</div> </div>
<div class="visualization-area"> <div class="flex items-end h-[clamp(200px,40vh,400px)] border-b border-app-fg mb-[clamp(10px,3vw,20px)] gap-px bg-card-bg">
@for (item of sortArray; track $index) { @for (item of sortArray; track $index) {
<div <div
class="bar" class="grow w-2.5 min-w-px transition-all duration-50"
[style.height.px]="item.value * 3" [style.height.px]="item.value * 3"
[class.unsorted]="item.state === 'unsorted'" [ngClass]="{
[class.comparing]="item.state === 'comparing'" 'bg-[#424242]': item.state === 'unsorted',
[class.sorted]="item.state === 'sorted'" 'bg-[#ffeb3b]': item.state === 'comparing',
'bg-[#4caf50]': item.state === 'sorted'
}"
></div> ></div>
} }
</div> </div>

View File

@@ -5,8 +5,9 @@ import {MatFormFieldModule} from "@angular/material/form-field";
import {MatSelectModule} from "@angular/material/select"; import {MatSelectModule} from "@angular/material/select";
import {MatButtonModule} from "@angular/material/button"; import {MatButtonModule} from "@angular/material/button";
import {MatIconModule} from "@angular/material/icon"; import {MatIconModule} from "@angular/material/icon";
import {TranslateModule} from "@ngx-translate/core"; import {TranslatePipe} from "@ngx-translate/core";
import { SortingService } from './service/sorting.service'; import { SortingService } from './service/sorting.service';
import { SortingAudioService } from './service/sorting-audio.service';
import {SortData, SortSnapshot} from './sorting.models'; import {SortData, SortSnapshot} from './sorting.models';
import { FormsModule } from '@angular/forms'; import { FormsModule } from '@angular/forms';
import {MatInput} from '@angular/material/input'; import {MatInput} from '@angular/material/input';
@@ -15,14 +16,14 @@ import {AlgorithmInformation} from '../information/information.models';
import {Information} from '../information/information'; import {Information} from '../information/information';
@Component({ @Component({
selector: 'app-sorting', selector: 'app-sorting',
standalone: true, imports: [CommonModule, MatCardModule, MatFormFieldModule, MatSelectModule, MatButtonModule, MatIconModule, TranslatePipe, FormsModule, MatInput, Information],
imports: [CommonModule, MatCardModule, MatFormFieldModule, MatSelectModule, MatButtonModule, MatIconModule, TranslateModule, FormsModule, MatInput, Information],
templateUrl: './sorting.component.html', templateUrl: './sorting.component.html',
styleUrls: ['./sorting.component.scss'] styleUrl: './sorting.component.scss'
}) })
export class SortingComponent implements OnInit { export class SortingComponent implements OnInit {
private readonly sortingService: SortingService = inject(SortingService); private readonly sortingService: SortingService = inject(SortingService);
private readonly audioService: SortingAudioService = inject(SortingAudioService);
private readonly cdr: ChangeDetectorRef = inject(ChangeDetectorRef); private readonly cdr: ChangeDetectorRef = inject(ChangeDetectorRef);
readonly MAX_ARRAY_SIZE: number = 200; readonly MAX_ARRAY_SIZE: number = 200;
@@ -50,6 +51,11 @@ export class SortingComponent implements OnInit {
name: 'Heap Sort', name: 'Heap Sort',
description: 'SORTING.EXPLANATION.HEAP_SORT_EXPLANATION', description: 'SORTING.EXPLANATION.HEAP_SORT_EXPLANATION',
link: UrlConstants.HEAP_SORT_WIKI link: UrlConstants.HEAP_SORT_WIKI
},
{
name: 'Tim Sort',
description: 'SORTING.EXPLANATION.TIMSORT_EXPLANATION',
link: UrlConstants.TIM_SORT_WIKI
} }
], ],
disclaimer: 'SORTING.EXPLANATION.DISCLAIMER', disclaimer: 'SORTING.EXPLANATION.DISCLAIMER',
@@ -66,9 +72,10 @@ export class SortingComponent implements OnInit {
unsortedArrayCopy: SortData[] = []; unsortedArrayCopy: SortData[] = [];
arraySize = 50; arraySize = 50;
maxArrayValue = 100; maxArrayValue = 100;
animationSpeed = 50; // Milliseconds per step animationSpeed = 100; // Milliseconds per step
selectedAlgorithm: string = this.algoInformation.entries[0].name; selectedAlgorithm: string = this.algoInformation.entries[0].name;
executionTime = 0; executionTime = 0;
isSoundEnabled = false;
ngOnInit(): void { ngOnInit(): void {
this.generateNewArray(); this.generateNewArray();
@@ -113,8 +120,14 @@ export class SortingComponent implements OnInit {
} }
} }
toggleSound(): void {
this.isSoundEnabled = !this.isSoundEnabled;
}
async startSorting(): Promise<void> { async startSorting(): Promise<void> {
this.resetSorting(); this.resetSorting();
// Init the AudioContext on this user gesture so the browser allows sound
this.audioService.initOnUserGesture();
const startTime = performance.now(); const startTime = performance.now();
let snapshots: SortSnapshot[] = []; let snapshots: SortSnapshot[] = [];
@@ -131,6 +144,9 @@ export class SortingComponent implements OnInit {
case 'Cocktail Sort': case 'Cocktail Sort':
snapshots = this.sortingService.cocktailSort(this.sortArray); snapshots = this.sortingService.cocktailSort(this.sortArray);
break; break;
case 'Tim Sort':
snapshots = this.sortingService.timSort(this.sortArray);
break;
} }
const endTime = performance.now(); const endTime = performance.now();
@@ -149,11 +165,22 @@ export class SortingComponent implements OnInit {
} }
} }
if (this.isSoundEnabled) {
// Play a tone for each comparing bar (max 2 at once to avoid noise)
snapshot.array
.filter(item => item.state === 'comparing')
.slice(0, 2)
.forEach(item => this.audioService.playTone(item.value, this.maxArrayValue, this.animationSpeed));
}
this.cdr.detectChanges(); this.cdr.detectChanges();
if (index === snapshots.length - 1) { if (index === snapshots.length - 1) {
this.sortArray.forEach(item => item.state = 'sorted'); this.sortArray.forEach(item => item.state = 'sorted');
this.cdr.detectChanges(); this.cdr.detectChanges();
if (this.isSoundEnabled) {
this.audioService.playSortedSweep(this.sortArray.map(item => item.value), this.maxArrayValue);
}
} }
}, index * this.animationSpeed); }, index * this.animationSpeed);

View File

@@ -1,20 +1,20 @@
<section class="imprint"> <section class="grid gap-fluid-md max-w-app mx-4 mt-auto">
<mat-card class="imprint-card"> <mat-card class="p-fluid-md">
<h2 class="imprint-title">{{ 'IMPRINT.TITLE' | translate }}</h2> <h2 class="m-0 mb-4 text-[clamp(1rem,3vw,1.2rem)] font-semibold">{{ 'IMPRINT.TITLE' | translate }}</h2>
<div class="imprint-section"> <div class="grid gap-1 mb-4">
<p class="imprint-label">{{ 'IMPRINT.PARAGRAPH' | translate }}</p> <p class="text-xs tracking-[0.04em] uppercase opacity-70 m-0">{{ 'IMPRINT.PARAGRAPH' | translate }}</p>
<p> <p>
Andreas Dahm<br /> Andreas Dahm<br />
Bgm.-Germeier-Str. 2<br /> Hauptstraße 37A<br />
85586 Poing<br /> 85614 Kirchseeon<br />
{{ 'IMPRINT.COUNTRY' | translate }} {{ 'IMPRINT.COUNTRY' | translate }}
</p> </p>
</div> </div>
<div class="imprint-section"> <div class="grid gap-1 mb-4">
<p class="imprint-label">{{ 'IMPRINT.CONTACT' | translate }}</p> <p class="text-xs tracking-[0.04em] uppercase opacity-70 m-0">{{ 'IMPRINT.CONTACT' | translate }}</p>
<p> <p>
E-Mail: E-Mail:
<a href="mailto:andreas&#46;dahm&#64;gmail&#46;com"> <a href="mailto:andreas&#46;dahm&#64;gmail&#46;com">

View File

@@ -0,0 +1,10 @@
<section class="grid gap-fluid-md max-w-app mx-4 mt-auto">
<mat-card class="p-fluid-md text-center">
<h1 class="m-0 mb-2 text-[clamp(3rem,12vw,6rem)] font-bold opacity-80">404</h1>
<h2 class="m-0 mb-4 text-[clamp(1rem,3vw,1.2rem)] font-semibold">{{ 'NOT_FOUND.TITLE' | translate }}</h2>
<p class="opacity-80 mb-6">{{ 'NOT_FOUND.MESSAGE' | translate }}</p>
<a mat-flat-button color="primary" [routerLink]="RouterConstants.ABOUT.LINK">
{{ 'NOT_FOUND.BACK_HOME' | translate }}
</a>
</mat-card>
</section>

View File

@@ -0,0 +1,15 @@
import { Component } from '@angular/core';
import { RouterLink } from '@angular/router';
import { MatCard } from '@angular/material/card';
import { MatButton } from '@angular/material/button';
import { TranslatePipe } from '@ngx-translate/core';
import { RouterConstants } from '../../constants/RouterConstants';
@Component({
selector: 'app-not-found',
imports: [RouterLink, MatCard, MatButton, TranslatePipe],
templateUrl: './not-found.component.html',
})
export class NotFoundComponent {
protected readonly RouterConstants = RouterConstants;
}

View File

@@ -1,63 +1,90 @@
<h2 mat-dialog-title>{{ project.title | translate }}</h2> <h2 mat-dialog-title>{{ project.title | translate }}</h2>
<mat-dialog-content #dialogContent> <mat-dialog-content #dialogContent>
<p>{{ project.introduction | translate }}</p> <div class="flex flex-col gap-6">
<div>
<p class="text-lg leading-relaxed opacity-90 mb-4">{{ project.introduction | translate }}</p>
<ul> <div class="mb-6">
@for(bullet of project.bulletPoints; track bullet) { <ul class="pl-5">
<li>{{ bullet | translate }}</li> @for(bullet of project.bulletPoints; track bullet) {
} <li class="mb-2">{{ bullet | translate }}</li>
</ul> }
</ul>
</div>
@if (project.images.length > 0) <div class="grid grid-cols-[repeat(auto-fit,minmax(300px,1fr))] sm-dialog:grid-cols-1 gap-4 mb-4">
{ <div class="p-5 rounded-xl bg-black/3 border border-black/5 dark:bg-white/5 dark:border-white/10">
<swiper-container <div class="flex items-center gap-3 mb-3 text-link">
class="my-swiper" <mat-icon class="text-[24px]! w-6! h-6!">settings_suggest</mat-icon>
[attr.slides-per-view]="1.2" <h3 class="m-0 text-sm uppercase tracking-wider font-semibold">{{ 'PROJECTS.SECTION.TECHNICAL' | translate }}</h3>
[attr.space-between]="12" </div>
[attr.navigation]="true" <ul class="m-0 pl-5 text-[0.95rem] leading-relaxed opacity-85">
[attr.pagination]="true" @for(challenge of project.challenges; track challenge) {
[attr.keyboard]="true" <li class="mb-1">{{ challenge | translate }}</li>
style="width: 100%;" }
> </ul>
@for (img of project.images; track img) { </div>
<swiper-slide>
<img <div class="p-5 rounded-xl bg-black/3 border border-black/5 dark:bg-white/5 dark:border-white/10">
class="slide-img" <div class="flex items-center gap-3 mb-3 text-link">
[src]="img.url" <mat-icon class="text-[24px]! w-6! h-6!">psychology</mat-icon>
[alt]="project.title | translate" <h3 class="m-0 text-sm uppercase tracking-wider font-semibold">{{ 'PROJECTS.SECTION.LEARNINGS' | translate }}</h3>
/> </div>
<ul class="m-0 pl-5 text-[0.95rem] leading-relaxed opacity-85">
@for(learning of project.learnings; track learning) {
<li class="mb-1">{{ learning | translate }}</li>
}
</ul>
</div>
</div>
</div>
@if (project.images.length > 0)
{
<div class="my-4 rounded-xl overflow-hidden bg-black">
<swiper-container class="my-swiper rounded-xl" [attr.slides-per-view]="1" [attr.space-between]="12" [attr.navigation]="true"
[attr.pagination]="true" [attr.keyboard]="true" style="width: 100%;">
@for (img of project.images; track img) {
<swiper-slide class="rounded-xl overflow-hidden flex flex-col bg-[#222]">
<img class="w-full h-auto max-h-[clamp(300px,60vh,512px)]! object-contain block shrink-0" [src]="img.url" [alt]="project.title | translate" />
@if (img.source) { @if (img.source) {
<div class="slide-source"> <div class="text-xs text-[#aaa] bg-[#2a2a2a] p-2 text-right border-t border-[#444]">
{{ img.source }} {{ img.source }}
</div> </div>
} }
</swiper-slide> </swiper-slide>
} }
</swiper-container> </swiper-container>
} </div>
<mat-chip-set aria-label="Technologies">
@for(tech of project.technologies; track tech) {
<mat-chip>{{tech}}</mat-chip>
}
</mat-chip-set>
<div class="link-section">
@for(link of project.links; track link)
{
<a mat-button href="{{link.url}}" target="_blank" rel="noopener noreferrer">
<mat-icon>open_in_new</mat-icon>
{{ link.name | translate }}
</a>
} }
@if(project.assets) <div class="flex flex-col gap-4 pt-4 border-t border-black/10 dark:border-white/10">
{ <div class="flex flex-wrap">
<a mat-button href="{{project.assets}}" rel="noopener noreferrer"> <mat-chip-set aria-label="Technologies">
<mat-icon>download</mat-icon> @for(tech of project.technologies; track tech) {
{{ 'PROJECTS.DOWNLOAD' | translate}} <mat-chip>{{tech}}</mat-chip>
</a> }
} </mat-chip-set>
</div>
<div class="flex flex-wrap gap-fluid-sm mt-6">
@for(link of project.links; track link)
{
<a mat-button href="{{link.url}}" target="_blank" rel="noopener noreferrer">
<mat-icon>open_in_new</mat-icon>
{{ link.name | translate }}
</a>
}
@if(project.assets)
{
<a mat-button href="{{project.assets}}" rel="noopener noreferrer">
<mat-icon>download</mat-icon>
{{ 'PROJECTS.DOWNLOAD' | translate}}
</a>
}
</div>
</div>
</div> </div>
</mat-dialog-content> </mat-dialog-content>

View File

@@ -15,8 +15,7 @@ import {MatButton} from '@angular/material/button';
@Component({ @Component({
selector: 'app-project-dialog', selector: 'app-project-dialog',
templateUrl: './project-dialog.component.html', templateUrl: './project-dialog.component.html',
styleUrls: ['./project-dialog.component.scss'], styleUrl: './project-dialog.component.scss',
standalone: true,
imports: [ imports: [
MatDialogTitle, MatDialogTitle,
MatDialogContent, MatDialogContent,

View File

@@ -1,52 +1,52 @@
<div class="project-grid"> <div class="grid gap-fluid-md grid-cols-[repeat(auto-fill,minmax(min(100%,450px),1fr))] max-w-app mx-4 mt-auto">
@if (featuredProject(); as project) { @if (featuredProject(); as project) {
<mat-card class="project-card featured"> <mat-card class="card-gradient-bar transition-transform duration-200 ease-in-out flex flex-col h-full col-span-full hover:translate-y-[-5px] hover:shadow-[0_4px_20px_rgba(0,0,0,0.15)]">
<mat-card-header> <mat-card-header class="pb-4">
<mat-card-title>{{ project.title | translate }}</mat-card-title> <mat-card-title>{{ project.title | translate }}</mat-card-title>
<mat-card-subtitle>{{ project.shortDescription | translate }}</mat-card-subtitle> <mat-card-subtitle>{{ project.shortDescription | translate }}</mat-card-subtitle>
</mat-card-header> </mat-card-header>
@if(project.images.length > 0) { @if(project.images.length > 0) {
<img mat-card-image [src]="project.images[0].url" [alt]="project.title | translate"> <img mat-card-image class="w-full h-[clamp(150px,25vw,250px)] object-cover" [src]="project.images[0].url" [alt]="project.title | translate">
} @else { } @else {
<div class="icon-container"> <div class="flex justify-center items-center h-[clamp(150px,20vw,200px)] bg-[#f0f0f0]">
<mat-icon class="fallback-icon">{{ project.icon }}</mat-icon> <mat-icon class="text-[clamp(3rem,8vw,4rem)] w-[clamp(3rem,8vw,4rem)] h-[clamp(3rem,8vw,4rem)] text-[#666]">{{ project.icon }}</mat-icon>
</div> </div>
} }
<mat-card-content> <mat-card-content class="grow pt-4 pb-4">
<p>{{ project.introduction | translate }}</p> <p>{{ project.introduction | translate }}</p>
<mat-chip-set aria-label="Technologies"> <mat-chip-set class="pt-fluid-sm" aria-label="Technologies">
@for(tech of project.technologies; track tech) { @for(tech of project.technologies; track tech) {
<mat-chip>{{tech}}</mat-chip> <mat-chip>{{tech}}</mat-chip>
} }
</mat-chip-set> </mat-chip-set>
</mat-card-content> </mat-card-content>
<mat-card-actions> <mat-card-actions class="mt-auto">
<button mat-button (click)="openProjectDialog(project)">{{ 'PROJECTS.READ_MORE' | translate }}</button> <button mat-button (click)="openProjectDialog(project)">{{ 'PROJECTS.READ_MORE' | translate }}</button>
</mat-card-actions> </mat-card-actions>
</mat-card> </mat-card>
} }
@for (project of otherProjects(); track project) { @for (project of otherProjects(); track project) {
<mat-card class="project-card"> <mat-card class="card-gradient-bar transition-transform duration-200 ease-in-out flex flex-col h-full hover:translate-y-[-5px] hover:shadow-[0_4px_20px_rgba(0,0,0,0.15)]">
<mat-card-header> <mat-card-header class="pb-4">
<mat-card-title>{{ project.title | translate }}</mat-card-title> <mat-card-title>{{ project.title | translate }}</mat-card-title>
</mat-card-header> </mat-card-header>
@if(project.images.length > 0) { @if(project.images.length > 0) {
<img mat-card-image [src]="project.images[0].url" [alt]="project.title | translate"> <img mat-card-image class="w-full h-[clamp(150px,25vw,250px)] object-cover" [src]="project.images[0].url" [alt]="project.title | translate">
} @else { } @else {
<div class="icon-container"> <div class="flex justify-center items-center h-[clamp(150px,20vw,200px)] bg-[#f0f0f0]">
<mat-icon class="fallback-icon">{{ project.icon }}</mat-icon> <mat-icon class="text-[clamp(3rem,8vw,4rem)] w-[clamp(3rem,8vw,4rem)] h-[clamp(3rem,8vw,4rem)] text-[#666]">{{ project.icon }}</mat-icon>
</div> </div>
} }
<mat-card-content> <mat-card-content class="grow pt-4 pb-4">
<p>{{ project.shortDescription | translate }}</p> <p>{{ project.shortDescription | translate }}</p>
<mat-chip-set aria-label="Technologies"> <mat-chip-set class="pt-fluid-sm" aria-label="Technologies">
@for(tech of project.technologies; track tech) { @for(tech of project.technologies; track tech) {
<mat-chip>{{tech}}</mat-chip> <mat-chip>{{tech}}</mat-chip>
} }
</mat-chip-set> </mat-chip-set>
</mat-card-content> </mat-card-content>
<mat-card-actions> <mat-card-actions class="mt-auto">
<button mat-button (click)="openProjectDialog(project)">{{ 'PROJECTS.READ_MORE' | translate }}</button> <button mat-button (click)="openProjectDialog(project)">{{ 'PROJECTS.READ_MORE' | translate }}</button>
</mat-card-actions> </mat-card-actions>
</mat-card> </mat-card>

View File

@@ -26,13 +26,14 @@ export interface Projects {
url: string url: string
}[], }[],
bulletPoints: string[], bulletPoints: string[],
challenges: string[],
learnings: string[],
isFeatured: boolean, isFeatured: boolean,
technologies: string[] technologies: string[]
} }
@Component({ @Component({
selector: 'app-projects', selector: 'app-projects',
standalone: true,
imports: [ imports: [
MatCardModule, MatCardModule,
MatChipsModule, MatChipsModule,
@@ -52,12 +53,39 @@ export class ProjectsComponent implements OnInit, OnDestroy {
private queryParamSub: Subscription | undefined; private queryParamSub: Subscription | undefined;
allProjects: Projects[] = [ allProjects: Projects[] = [
{
identifier: "claude-in-a-box",
title: 'PROJECTS.CLAUDE_BOX.TITLE',
shortDescription: 'PROJECTS.CLAUDE_BOX.SHORT_DESCRIPTION',
introduction: 'PROJECTS.CLAUDE_BOX.INTRODUCTION',
images: AssetsConstants.CLAUDE_BOX_IMAGES.map(url => ({ url, source: '' })),
icon: 'smart_toy',
assets: '',
links: [],
bulletPoints: [
'PROJECTS.CLAUDE_BOX.BULLET_1',
'PROJECTS.CLAUDE_BOX.BULLET_2',
'PROJECTS.CLAUDE_BOX.BULLET_3',
'PROJECTS.CLAUDE_BOX.BULLET_4',
],
challenges: [
'PROJECTS.CLAUDE_BOX.CHALLENGE_1',
'PROJECTS.CLAUDE_BOX.CHALLENGE_2',
'PROJECTS.CLAUDE_BOX.CHALLENGE_3',
],
learnings: [
'PROJECTS.CLAUDE_BOX.LEARNING_1',
'PROJECTS.CLAUDE_BOX.LEARNING_2',
],
isFeatured: false,
technologies: ['Claude Code', 'MCP', 'Docker', 'Bash', 'Node.js']
},
{ {
identifier: "playground", identifier: "playground",
title: 'PROJECTS.PLAYGROUND.TITLE', title: 'PROJECTS.PLAYGROUND.TITLE',
shortDescription: 'PROJECTS.PLAYGROUND.SHORT_DESCRIPTION', shortDescription: 'PROJECTS.PLAYGROUND.SHORT_DESCRIPTION',
introduction: 'PROJECTS.PLAYGROUND.INTRODUCTION', introduction: 'PROJECTS.PLAYGROUND.INTRODUCTION',
images: [], images: AssetsConstants.PLAYGROUND_IMAGES.map(url => ({ url, source: '' })),
icon: 'web', icon: 'web',
assets: '', assets: '',
links: [{ name: 'PROJECTS.LINK_TO_PROJECT', url: 'https://andreas-dahm.eu' }], links: [{ name: 'PROJECTS.LINK_TO_PROJECT', url: 'https://andreas-dahm.eu' }],
@@ -67,6 +95,14 @@ export class ProjectsComponent implements OnInit, OnDestroy {
'PROJECTS.PLAYGROUND.BULLET_3', 'PROJECTS.PLAYGROUND.BULLET_3',
'PROJECTS.PLAYGROUND.BULLET_4', 'PROJECTS.PLAYGROUND.BULLET_4',
], ],
challenges: [
'PROJECTS.PLAYGROUND.CHALLENGE_1',
'PROJECTS.PLAYGROUND.CHALLENGE_2',
],
learnings: [
'PROJECTS.PLAYGROUND.LEARNING_1',
'PROJECTS.PLAYGROUND.LEARNING_2',
],
isFeatured: false, isFeatured: false,
technologies: ['Angular', 'TypeScript', 'SCSS', 'HTML', 'GitHub Actions', 'Docker'] technologies: ['Angular', 'TypeScript', 'SCSS', 'HTML', 'GitHub Actions', 'Docker']
}, },
@@ -85,6 +121,15 @@ export class ProjectsComponent implements OnInit, OnDestroy {
'PROJECTS.EL_MUCHO.BULLET_3', 'PROJECTS.EL_MUCHO.BULLET_3',
'PROJECTS.EL_MUCHO.BULLET_4', 'PROJECTS.EL_MUCHO.BULLET_4',
], ],
challenges: [
'PROJECTS.EL_MUCHO.CHALLENGE_1',
'PROJECTS.EL_MUCHO.CHALLENGE_2',
'PROJECTS.EL_MUCHO.CHALLENGE_3',
],
learnings: [
'PROJECTS.EL_MUCHO.LEARNING_1',
'PROJECTS.EL_MUCHO.LEARNING_2',
],
isFeatured: true, isFeatured: true,
technologies: ['Unity', 'C#', 'Steamworks', 'Git'] technologies: ['Unity', 'C#', 'Steamworks', 'Git']
}, },
@@ -103,6 +148,14 @@ export class ProjectsComponent implements OnInit, OnDestroy {
'PROJECTS.GAME_JAMS.BULLET_3', 'PROJECTS.GAME_JAMS.BULLET_3',
'PROJECTS.GAME_JAMS.BULLET_4', 'PROJECTS.GAME_JAMS.BULLET_4',
], ],
challenges: [
'PROJECTS.GAME_JAMS.CHALLENGE_1',
'PROJECTS.GAME_JAMS.CHALLENGE_2',
],
learnings: [
'PROJECTS.GAME_JAMS.LEARNING_1',
'PROJECTS.GAME_JAMS.LEARNING_2',
],
isFeatured: false, isFeatured: false,
technologies: ['Unity', 'C#', 'Git'] technologies: ['Unity', 'C#', 'Git']
}, },
@@ -121,8 +174,16 @@ export class ProjectsComponent implements OnInit, OnDestroy {
'PROJECTS.DIPLOMA.BULLET_3', 'PROJECTS.DIPLOMA.BULLET_3',
'PROJECTS.DIPLOMA.BULLET_4', 'PROJECTS.DIPLOMA.BULLET_4',
], ],
challenges: [
'PROJECTS.DIPLOMA.CHALLENGE_1',
'PROJECTS.DIPLOMA.CHALLENGE_2',
],
learnings: [
'PROJECTS.DIPLOMA.LEARNING_1',
'PROJECTS.DIPLOMA.LEARNING_2',
],
isFeatured: false, isFeatured: false,
technologies: ['C++', 'OpenGL', 'Qt', '3D-Scanner'] technologies: ['Java', 'Performance', 'Algorithm', 'Simulation']
}, },
{ {
identifier: "tribble-the-homeserver", identifier: "tribble-the-homeserver",
@@ -133,7 +194,7 @@ export class ProjectsComponent implements OnInit, OnDestroy {
{ url: AssetsConstants.TRIBBLE_IMAGES[0], source: 'https://upload.wikimedia.org/wikipedia/commons/0/03/Hostinger_Logo.png' }, { url: AssetsConstants.TRIBBLE_IMAGES[0], source: 'https://upload.wikimedia.org/wikipedia/commons/0/03/Hostinger_Logo.png' },
{ url: AssetsConstants.TRIBBLE_IMAGES[1], source: 'https://dashboardicons.com/icons/docker-engine' }, { url: AssetsConstants.TRIBBLE_IMAGES[1], source: 'https://dashboardicons.com/icons/docker-engine' },
{ url: AssetsConstants.TRIBBLE_IMAGES[2], source: 'https://dashboardicons.com/icons/gitea' }, { url: AssetsConstants.TRIBBLE_IMAGES[2], source: 'https://dashboardicons.com/icons/gitea' },
{ url: AssetsConstants.TRIBBLE_IMAGES[3], source: 'https://commons.wikimedia.org/wiki/File:Traefik.logo.png' } { url: AssetsConstants.TRIBBLE_IMAGES[3], source: 'https://dashboardicons.com/icons/traefik' }
], ],
icon: 'dns', icon: 'dns',
assets: '', assets: '',
@@ -153,6 +214,14 @@ export class ProjectsComponent implements OnInit, OnDestroy {
'PROJECTS.TRIBBLE.BULLET_3', 'PROJECTS.TRIBBLE.BULLET_3',
'PROJECTS.TRIBBLE.BULLET_4', 'PROJECTS.TRIBBLE.BULLET_4',
], ],
challenges: [
'PROJECTS.TRIBBLE.CHALLENGE_1',
'PROJECTS.TRIBBLE.CHALLENGE_2',
],
learnings: [
'PROJECTS.TRIBBLE.LEARNING_1',
'PROJECTS.TRIBBLE.LEARNING_2',
],
isFeatured: false, isFeatured: false,
technologies: ['Ubuntu Server', 'Docker', 'Traefik', 'Gitea', 'Jellyfin', 'AdGuard Home', 'Paperless-ngx', 'Tailscale'] technologies: ['Ubuntu Server', 'Docker', 'Traefik', 'Gitea', 'Jellyfin', 'AdGuard Home', 'Paperless-ngx', 'Tailscale']
} }

View File

@@ -0,0 +1,122 @@
<mat-card class="w-full max-w-[1920px] p-5">
<mat-card-header>
<mat-card-title>{{ 'STOPWATCH.TITLE' | translate }}</mat-card-title>
</mat-card-header>
<mat-card-content>
<div class="flex flex-col items-center gap-6 mt-4">
<div
class="font-mono tabular-nums tracking-wider text-[clamp(2.5rem,8vw,5rem)] font-semibold leading-none rounded-2xl px-6 py-3 ring-2 ring-transparent transition-all duration-300 ease-out"
[class]="flashing()
? 'scale-110 text-(--mat-sys-primary)! ring-(--mat-sys-primary)! shadow-[0_0_40px_var(--mat-sys-primary)]'
: ''"
>
{{ display() }}
</div>
<div class="flex flex-wrap gap-3 justify-center">
<button mat-flat-button color="primary" (click)="start()" [disabled]="state() === 'running'">
<mat-icon>play_arrow</mat-icon>
{{ 'STOPWATCH.START' | translate }}
</button>
<button mat-flat-button color="accent" (click)="pause()" [disabled]="state() !== 'running'">
<mat-icon>pause</mat-icon>
{{ 'STOPWATCH.PAUSE' | translate }}
</button>
<button mat-stroked-button (click)="stop()" [disabled]="state() === 'idle' && elapsedMs() === 0">
<mat-icon>stop</mat-icon>
{{ 'STOPWATCH.STOP' | translate }}
</button>
<button mat-stroked-button (click)="reset()" [disabled]="elapsedMs() === 0 && state() === 'idle'">
<mat-icon>restart_alt</mat-icon>
{{ 'STOPWATCH.RESET' | translate }}
</button>
</div>
<div class="flex flex-col gap-3 items-center w-full max-w-[520px]">
<mat-checkbox [checked]="intervalEnabled()" (change)="intervalEnabled.set($event.checked)">
{{ 'STOPWATCH.INTERVAL_ENABLED' | translate }}
</mat-checkbox>
<p class="m-0 font-medium text-sm">{{ 'STOPWATCH.FIRST_INTERVAL' | translate }}</p>
<div class="flex flex-wrap gap-3 items-center justify-center">
<mat-form-field appearance="outline" class="w-[160px]">
<mat-label>{{ 'STOPWATCH.INTERVAL_MINUTES' | translate }}</mat-label>
<input
matInput
type="number"
min="0"
step="1"
[disabled]="!intervalEnabled()"
[ngModel]="firstIntervalMinutes()"
(ngModelChange)="updateIntervalValue(firstIntervalMinutes, $event)"
/>
</mat-form-field>
<mat-form-field appearance="outline" class="w-[160px]">
<mat-label>{{ 'STOPWATCH.INTERVAL_SECONDS' | translate }}</mat-label>
<input
matInput
type="number"
min="0"
max="59"
step="1"
[disabled]="!intervalEnabled()"
[ngModel]="firstIntervalSeconds()"
(ngModelChange)="updateIntervalValue(firstIntervalSeconds, $event)"
/>
</mat-form-field>
</div>
<mat-checkbox
[checked]="secondIntervalEnabled()"
[disabled]="!intervalEnabled()"
(change)="secondIntervalEnabled.set($event.checked)"
>
{{ 'STOPWATCH.SECOND_INTERVAL_ENABLED' | translate }}
</mat-checkbox>
@if (secondIntervalEnabled()) {
<div class="flex flex-wrap gap-3 items-center justify-center">
<mat-form-field appearance="outline" class="w-[160px]">
<mat-label>{{ 'STOPWATCH.INTERVAL_MINUTES' | translate }}</mat-label>
<input
matInput
type="number"
min="0"
step="1"
[disabled]="!intervalEnabled()"
[ngModel]="secondIntervalMinutes()"
(ngModelChange)="updateIntervalValue(secondIntervalMinutes, $event)"
/>
</mat-form-field>
<mat-form-field appearance="outline" class="w-[160px]">
<mat-label>{{ 'STOPWATCH.INTERVAL_SECONDS' | translate }}</mat-label>
<input
matInput
type="number"
min="0"
max="59"
step="1"
[disabled]="!intervalEnabled()"
[ngModel]="secondIntervalSeconds()"
(ngModelChange)="updateIntervalValue(secondIntervalSeconds, $event)"
/>
</mat-form-field>
</div>
}
<p class="m-0 opacity-70 text-sm text-center">
{{ 'STOPWATCH.INTERVAL_HINT' | translate }}
</p>
@if (intervalEnabled() && schedulePreview()) {
<p class="m-0 opacity-70 text-sm text-center">
{{ 'STOPWATCH.INTERVAL_SCHEDULE' | translate }} {{ schedulePreview() }} …
</p>
}
</div>
</div>
</mat-card-content>
</mat-card>

View File

@@ -0,0 +1,39 @@
import {collectBeepTimes, countBeeps, slotOfBeep} from './stopwatch.component';
const MINUTE = 60_000;
describe('stopwatch interval scheduling', () => {
const firstMs = 1 * MINUTE;
const secondMs = 2 * MINUTE;
it('counts no beeps without a configured first interval', () => {
expect(countBeeps(10 * MINUTE, 0, secondMs)).toBe(0);
});
it('falls back to a single repeating interval when the second one is off', () => {
expect(countBeeps(0.9 * MINUTE, firstMs, 0)).toBe(0);
expect(countBeeps(1 * MINUTE, firstMs, 0)).toBe(1);
expect(countBeeps(3 * MINUTE, firstMs, 0)).toBe(3);
});
it('alternates both intervals so beeps fall on 1, 3, 4, 6, 7 minutes', () => {
const expectedBeepCountPerMinute = [0, 1, 1, 2, 3, 3, 4, 5, 5, 6];
expectedBeepCountPerMinute.forEach((expected, minute) => {
expect(countBeeps(minute * MINUTE, firstMs, secondMs)).toBe(expected);
});
});
it('reports the alternating beep times', () => {
const times = collectBeepTimes(firstMs, secondMs, 5);
expect(times).toEqual([1 * MINUTE, 3 * MINUTE, 4 * MINUTE, 6 * MINUTE, 7 * MINUTE]);
});
it('assigns odd beeps to the first interval and even ones to the second', () => {
expect(slotOfBeep(1, secondMs)).toBe('first');
expect(slotOfBeep(2, secondMs)).toBe('second');
expect(slotOfBeep(3, secondMs)).toBe('first');
expect(slotOfBeep(2, 0)).toBe('first');
});
});

View File

@@ -0,0 +1,323 @@
import {Component, computed, effect, inject, OnDestroy, signal, WritableSignal} from '@angular/core';
import {FormsModule} from '@angular/forms';
import {MatButtonModule} from '@angular/material/button';
import {MatCardModule} from '@angular/material/card';
import {MatFormFieldModule} from '@angular/material/form-field';
import {MatIconModule} from '@angular/material/icon';
import {MatInputModule} from '@angular/material/input';
import {MatCheckboxModule} from '@angular/material/checkbox';
import {Title} from '@angular/platform-browser';
import {TranslatePipe} from '@ngx-translate/core';
type StopwatchState = 'idle' | 'running' | 'paused';
/** Which of the two configured intervals a beep belongs to. */
type IntervalSlot = 'first' | 'second';
const FIRST_INTERVAL_FREQUENCY_HZ = 880;
const SECOND_INTERVAL_FREQUENCY_HZ = 587;
@Component({
selector: 'app-stopwatch',
standalone: true,
imports: [
FormsModule,
MatButtonModule,
MatCardModule,
MatFormFieldModule,
MatIconModule,
MatInputModule,
MatCheckboxModule,
TranslatePipe
],
templateUrl: './stopwatch.component.html'
})
export class StopwatchComponent implements OnDestroy {
readonly state = signal<StopwatchState>('idle');
readonly elapsedMs = signal(0);
readonly intervalEnabled = signal(false);
readonly firstIntervalMinutes = signal(1);
readonly firstIntervalSeconds = signal(0);
readonly secondIntervalEnabled = signal(false);
readonly secondIntervalMinutes = signal(2);
readonly secondIntervalSeconds = signal(0);
readonly flashing = signal(false);
readonly display = computed(() => formatElapsed(this.elapsedMs()));
readonly firstIntervalMs = computed(
() => toMilliseconds(this.firstIntervalMinutes(), this.firstIntervalSeconds())
);
readonly secondIntervalMs = computed(() => {
if (!this.secondIntervalEnabled()) {
return 0;
}
return toMilliseconds(this.secondIntervalMinutes(), this.secondIntervalSeconds());
});
/** Absolute times of the upcoming beeps, used as a preview of the alternating schedule. */
readonly schedulePreview = computed(() => {
const beepTimes = collectBeepTimes(this.firstIntervalMs(), this.secondIntervalMs(), 4);
return beepTimes.map(formatElapsedShort).join(' · ');
});
private intervalId: number | null = null;
private startTimestamp = 0;
private accumulatedMs = 0;
private previousElapsedMs = 0;
private audioContext: AudioContext | null = null;
private flashTimeoutId: number | null = null;
private readonly titleService = inject(Title);
private readonly originalTitle = this.titleService.getTitle();
constructor() {
effect(() => {
const state = this.state();
const elapsed = this.elapsedMs();
this.updateDocumentTitle(state, elapsed);
});
}
start(): void {
if (this.state() === 'running') {
return;
}
this.ensureAudioContext();
this.resumeAudioContext();
this.startTimestamp = performance.now();
this.previousElapsedMs = this.accumulatedMs;
this.state.set('running');
this.startTicking();
}
pause(): void {
if (this.state() !== 'running') {
return;
}
this.accumulatedMs = this.elapsedMs();
this.cancelTick();
this.state.set('paused');
}
stop(): void {
this.cancelTick();
this.accumulatedMs = 0;
this.previousElapsedMs = 0;
this.elapsedMs.set(0);
this.state.set('idle');
}
reset(): void {
this.stop();
}
/** Number inputs can emit empty strings or negative values, so sanitize before storing. */
updateIntervalValue(target: WritableSignal<number>, value: unknown): void {
target.set(toNonNegativeInteger(value));
}
ngOnDestroy(): void {
this.cancelTick();
if (this.flashTimeoutId !== null) {
clearTimeout(this.flashTimeoutId);
this.flashTimeoutId = null;
}
if (this.audioContext) {
this.audioContext.close().catch(() => undefined);
this.audioContext = null;
}
this.titleService.setTitle(this.originalTitle);
}
private startTicking(): void {
this.cancelTick();
this.tick();
// setInterval keeps firing in background tabs (throttled to ~1s) so beeps still play when unfocused.
this.intervalId = window.setInterval(this.tick, 50);
}
private tick = (): void => {
if (this.state() !== 'running') {
return;
}
const now = performance.now();
const newElapsed = this.accumulatedMs + (now - this.startTimestamp);
this.checkIntervalCrossing(this.previousElapsedMs, newElapsed);
this.previousElapsedMs = newElapsed;
this.elapsedMs.set(newElapsed);
};
private cancelTick(): void {
if (this.intervalId !== null) {
clearInterval(this.intervalId);
this.intervalId = null;
}
}
private updateDocumentTitle(state: StopwatchState, elapsed: number): void {
if (state === 'idle') {
this.titleService.setTitle(this.originalTitle);
return;
}
const prefix = state === 'running' ? '▶' : '⏸';
this.titleService.setTitle(`${prefix} ${formatElapsedShort(elapsed)} · ${this.originalTitle}`);
}
private checkIntervalCrossing(prevMs: number, currMs: number): void {
if (!this.intervalEnabled()) {
return;
}
const firstMs = this.firstIntervalMs();
const secondMs = this.secondIntervalMs();
const previousBeeps = countBeeps(prevMs, firstMs, secondMs);
const currentBeeps = countBeeps(currMs, firstMs, secondMs);
if (currentBeeps <= previousBeeps) {
return;
}
const slot = slotOfBeep(currentBeeps, secondMs);
this.beep(slot === 'first' ? FIRST_INTERVAL_FREQUENCY_HZ : SECOND_INTERVAL_FREQUENCY_HZ);
this.triggerFlash();
}
private triggerFlash(): void {
if (this.flashTimeoutId !== null) {
clearTimeout(this.flashTimeoutId);
}
this.flashing.set(true);
this.flashTimeoutId = window.setTimeout(() => {
this.flashing.set(false);
this.flashTimeoutId = null;
}, 450);
}
private ensureAudioContext(): void {
if (this.audioContext) {
return;
}
const Ctor = window.AudioContext ?? (window as unknown as { webkitAudioContext?: typeof AudioContext }).webkitAudioContext;
if (Ctor) {
this.audioContext = new Ctor();
}
}
private resumeAudioContext(): void {
// Browsers suspend AudioContext until a user gesture; resume on start so beeps can play in background tabs.
if (this.audioContext && this.audioContext.state === 'suspended') {
this.audioContext.resume().catch(() => undefined);
}
}
private beep(frequencyHz: number): void {
if (!this.audioContext) {
return;
}
const ctx = this.audioContext;
const oscillator = ctx.createOscillator();
const gain = ctx.createGain();
oscillator.type = 'sine';
oscillator.frequency.value = frequencyHz;
const now = ctx.currentTime;
const duration = 0.18;
gain.gain.setValueAtTime(0, now);
gain.gain.linearRampToValueAtTime(0.25, now + 0.01);
gain.gain.linearRampToValueAtTime(0, now + duration);
oscillator.connect(gain);
gain.connect(ctx.destination);
oscillator.start(now);
oscillator.stop(now + duration);
}
}
function toMilliseconds(minutes: number, seconds: number): number {
return minutes * 60_000 + seconds * 1_000;
}
function toNonNegativeInteger(value: unknown): number {
const parsed = Math.floor(Number(value));
if (!Number.isFinite(parsed) || parsed < 0) {
return 0;
}
return parsed;
}
/**
* The two intervals alternate: the first beep lands after `firstMs`, the next one
* `secondMs` later, then `firstMs` again. With first = 1min and second = 2min the
* beeps therefore fall on 1, 3, 4, 6, 7 ... minutes.
*/
export function countBeeps(elapsedMs: number, firstMs: number, secondMs: number): number {
if (firstMs <= 0) {
return 0;
}
if (secondMs <= 0) {
return Math.floor(elapsedMs / firstMs);
}
const cycleMs = firstMs + secondMs;
const completedCycles = Math.floor(elapsedMs / cycleMs);
const remainderMs = elapsedMs % cycleMs;
const firstBeepOfCycleReached = remainderMs >= firstMs ? 1 : 0;
return completedCycles * 2 + firstBeepOfCycleReached;
}
/** Beeps alternate, so odd beep numbers end the first interval and even ones the second. */
export function slotOfBeep(beepNumber: number, secondMs: number): IntervalSlot {
if (secondMs <= 0) {
return 'first';
}
return beepNumber % 2 === 1 ? 'first' : 'second';
}
export function collectBeepTimes(firstMs: number, secondMs: number, count: number): number[] {
if (firstMs <= 0) {
return [];
}
const times: number[] = [];
let current = 0;
for (let beepNumber = 1; beepNumber <= count; beepNumber++) {
const isFirstSlot = slotOfBeep(beepNumber, secondMs) === 'first';
current += isFirstSlot ? firstMs : secondMs;
times.push(current);
}
return times;
}
function formatElapsed(totalMs: number): string {
const ms = Math.floor(totalMs % 1000);
const totalSeconds = Math.floor(totalMs / 1000);
const seconds = totalSeconds % 60;
const totalMinutes = Math.floor(totalSeconds / 60);
const minutes = totalMinutes % 60;
const hours = Math.floor(totalMinutes / 60);
return `${pad(hours, 2)}:${pad(minutes, 2)}:${pad(seconds, 2)}.${pad(ms, 3)}`;
}
function formatElapsedShort(totalMs: number): string {
const totalSeconds = Math.floor(totalMs / 1000);
const seconds = totalSeconds % 60;
const totalMinutes = Math.floor(totalSeconds / 60);
const minutes = totalMinutes % 60;
const hours = Math.floor(totalMinutes / 60);
if (hours > 0) {
return `${pad(hours, 2)}:${pad(minutes, 2)}:${pad(seconds, 2)}`;
}
return `${pad(minutes, 2)}:${pad(seconds, 2)}`;
}
function pad(value: number, length: number): string {
return value.toString().padStart(length, '0');
}

View File

@@ -0,0 +1,57 @@
import { GpuCapabilityService } from './gpu-capability.service';
describe('GpuCapabilityService', () => {
let service: GpuCapabilityService;
const originalGpu = (navigator as unknown as { gpu: unknown }).gpu;
function setGpu(value: unknown): void {
Object.defineProperty(navigator, 'gpu', { value, configurable: true });
}
beforeEach(() => {
service = new GpuCapabilityService();
});
afterEach(() => {
setGpu(originalGpu);
});
it('reports "webgpu" when an adapter is available', async () => {
setGpu({ requestAdapter: () => Promise.resolve({}) });
const tier = await service.detect();
expect(tier).toBe('webgpu');
expect(service.tier()).toBe('webgpu');
});
it('falls back to "webgl" when WebGPU is missing but a WebGL2 context exists', async () => {
setGpu(undefined);
const fakeCanvas = { getContext: () => ({}) } as unknown as HTMLCanvasElement;
spyOn(document, 'createElement').and.returnValue(fakeCanvas);
const tier = await service.detect();
expect(tier).toBe('webgl');
});
it('reports "none" when neither WebGPU nor WebGL is available', async () => {
setGpu(undefined);
const fakeCanvas = { getContext: () => null } as unknown as HTMLCanvasElement;
spyOn(document, 'createElement').and.returnValue(fakeCanvas);
const tier = await service.detect();
expect(tier).toBe('none');
});
it('caches the detected tier and probes only once', async () => {
setGpu({ requestAdapter: () => Promise.resolve({}) });
const first = await service.detect();
setGpu(undefined);
const second = await service.detect();
expect(second).toBe(first);
});
});

View File

@@ -0,0 +1,59 @@
import {Injectable, signal} from '@angular/core';
export type GpuTier = 'webgpu' | 'webgl' | 'none';
@Injectable({providedIn: 'root'})
export class GpuCapabilityService {
private cachedTier: GpuTier | null = null;
readonly tier = signal<GpuTier | null>(null);
async detect(): Promise<GpuTier> {
if (this.cachedTier) {
return this.cachedTier;
}
const result = await this.probe();
this.cachedTier = result;
this.tier.set(result);
return result;
}
private async probe(): Promise<GpuTier> {
if (await this.isWebGpuAvailable()) {
return 'webgpu';
}
if (this.isWebGlAvailable()) {
return 'webgl';
}
return 'none';
}
private async isWebGpuAvailable(): Promise<boolean> {
if (typeof navigator === 'undefined' || !navigator.gpu) {
return false;
}
try {
const adapter = await navigator.gpu.requestAdapter();
return adapter !== null;
} catch {
return false;
}
}
private isWebGlAvailable(): boolean {
if (typeof document === 'undefined') {
return false;
}
try {
const canvas = document.createElement('canvas');
const context = canvas.getContext('webgl2');
return context !== null;
} catch {
return false;
}
}
}

View File

@@ -0,0 +1,57 @@
import { TestBed } from '@angular/core/testing';
import { TranslateService } from '@ngx-translate/core';
import { LanguageService } from './language.service';
import { LocalStoreConstants } from '../constants/LocalStoreConstants';
describe('LanguageService', () => {
let translateSpy: jasmine.SpyObj<TranslateService>;
function createService(): LanguageService {
translateSpy = jasmine.createSpyObj<TranslateService>('TranslateService', ['use']);
TestBed.configureTestingModule({
providers: [{ provide: TranslateService, useValue: translateSpy }],
});
return TestBed.inject(LanguageService);
}
const documentLanguage = document.documentElement.lang;
beforeEach(() => {
localStorage.clear();
});
afterEach(() => {
localStorage.clear();
document.documentElement.lang = documentLanguage;
});
it('uses the stored language as the initial value', () => {
localStorage.setItem(LocalStoreConstants.LANGUAGE_KEY, 'de');
const service = createService();
expect(service.lang()).toBe('de');
expect(translateSpy.use).toHaveBeenCalledWith('de');
});
it('use() updates the signal, the translate service and localStorage', () => {
localStorage.setItem(LocalStoreConstants.LANGUAGE_KEY, 'en');
const service = createService();
service.use('de');
expect(service.lang()).toBe('de');
expect(translateSpy.use).toHaveBeenCalledWith('de');
expect(localStorage.getItem(LocalStoreConstants.LANGUAGE_KEY)).toBe('de');
});
it('marks the document with the active language so screen readers switch voice', () => {
localStorage.setItem(LocalStoreConstants.LANGUAGE_KEY, 'en');
const service = createService();
expect(document.documentElement.lang).toBe('en');
service.use('de');
expect(document.documentElement.lang).toBe('de');
});
});

View File

@@ -1,4 +1,5 @@
import { Injectable, inject, signal } from '@angular/core'; import { Injectable, inject, signal } from '@angular/core';
import { DOCUMENT } from '@angular/common';
import { TranslateService } from '@ngx-translate/core'; import { TranslateService } from '@ngx-translate/core';
import {LocalStoreConstants} from '../constants/LocalStoreConstants'; import {LocalStoreConstants} from '../constants/LocalStoreConstants';
@@ -7,27 +8,39 @@ type Lang = 'de' | 'en';
@Injectable({ providedIn: 'root' }) @Injectable({ providedIn: 'root' })
export class LanguageService { export class LanguageService {
private readonly translate = inject(TranslateService); private readonly translate = inject(TranslateService);
private readonly document = inject(DOCUMENT);
readonly lang = signal<Lang>(this.getInitial()); readonly lang = signal<Lang>(this.getInitial());
constructor() { constructor() {
this.translate.addLangs(['de', 'en']); // translate service lang and fallback are already configured via provideTranslateService in app.config
this.translate.setFallbackLang('en'); // just ensure the stored preference is active on startup
this.lang.set(this.getInitial()); this.translate.use(this.lang());
this.use(this.lang()); this.markDocumentLanguage(this.lang());
} }
use(l: Lang) { use(l: Lang) {
this.lang.set(l); this.lang.set(l);
this.translate.use(l); this.translate.use(l);
this.markDocumentLanguage(l);
try { localStorage.setItem(LocalStoreConstants.LANGUAGE_KEY, l); } catch (e) { void e; } try { localStorage.setItem(LocalStoreConstants.LANGUAGE_KEY, l); } catch (e) { void e; }
} }
/**
* index.html ships a static lang="en". Without this the document keeps
* claiming English after a switch, so a screen reader reads the German
* content with an English voice.
*/
private markDocumentLanguage(l: Lang): void {
this.document.documentElement.lang = l;
}
private getInitial(): Lang { private getInitial(): Lang {
try { try {
const stored = localStorage.getItem(LocalStoreConstants.LANGUAGE_KEY) as Lang | null; const stored = localStorage.getItem(LocalStoreConstants.LANGUAGE_KEY) as Lang | null;
if (stored === 'de' || stored === 'en') return stored; if (stored === 'de' || stored === 'en') return stored;
} catch (e) { void e; } } catch (e) { void e; }
const browser = (navigator.language || 'en').toLowerCase(); const browserLang = typeof navigator !== 'undefined' ? navigator.language : 'en';
const browser = (browserLang || 'en').toLowerCase();
return browser.startsWith('de') ? 'de' : 'en'; return browser.startsWith('de') ? 'de' : 'en';
} }
} }

View File

@@ -1,26 +0,0 @@
import { Injectable, NgZone, signal } from '@angular/core';
import {LocalStoreConstants} from '../constants/LocalStoreConstants';
@Injectable({ providedIn: 'root' })
export class ReloadService {
private readonly _reloadTick = signal(0);
readonly reloadTick = this._reloadTick.asReadonly();
private readonly _languageChangedTick = signal(0);
readonly languageChangedTick = this._languageChangedTick.asReadonly();
private informListeners(e: StorageEvent, zone: NgZone) {
if (e.key === LocalStoreConstants.LANGUAGE_KEY) {
zone.run(() => this._languageChangedTick.update(v => v + 1));
}
}
bumpLanguageChanged(): void {
this._reloadTick.update(v => v + 1);
localStorage.setItem(LocalStoreConstants.RELOAD_ALL_LANG_LISTENER_KEY, String(Date.now()));
}
}

View File

@@ -0,0 +1,78 @@
import { Injectable, inject } from '@angular/core';
import { DOCUMENT } from '@angular/common';
import { Title, Meta } from '@angular/platform-browser';
import { ActivatedRoute, NavigationEnd, Router } from '@angular/router';
import { TranslateService } from '@ngx-translate/core';
import { filter } from 'rxjs';
const SITE_URL = 'https://andreas-dahm.eu';
const DEFAULT_SEO_KEY = 'DEFAULT';
/**
* Keeps the document title and SEO/social meta tags in sync with the active
* route and the selected language. Each route declares its translation key via
* `data: { seo: 'ABOUT' }`; the matching `SEO.<key>` i18n entry provides the
* localized title and description.
*/
@Injectable({ providedIn: 'root' })
export class SeoService {
private readonly router = inject(Router);
private readonly route = inject(ActivatedRoute);
private readonly title = inject(Title);
private readonly meta = inject(Meta);
private readonly translate = inject(TranslateService);
private readonly document = inject(DOCUMENT);
private currentSeoKey = DEFAULT_SEO_KEY;
init(): void {
this.router.events
.pipe(filter((event) => event instanceof NavigationEnd))
.subscribe(() => {
this.currentSeoKey = this.resolveSeoKey();
this.applyTags();
});
// Re-translate the tags when the user switches language.
this.translate.onLangChange.subscribe(() => this.applyTags());
}
private resolveSeoKey(): string {
let active = this.route;
while (active.firstChild) {
active = active.firstChild;
}
const seoKey = active.snapshot.data['seo'];
return typeof seoKey === 'string' ? seoKey : DEFAULT_SEO_KEY;
}
private applyTags(): void {
const titleKey = `SEO.${this.currentSeoKey}.TITLE`;
const descriptionKey = `SEO.${this.currentSeoKey}.DESCRIPTION`;
this.translate.get([titleKey, descriptionKey]).subscribe((translations) => {
const title = translations[titleKey];
const description = translations[descriptionKey];
const url = SITE_URL + this.router.url.split('?')[0];
this.title.setTitle(title);
this.meta.updateTag({ name: 'description', content: description });
this.meta.updateTag({ property: 'og:title', content: title });
this.meta.updateTag({ property: 'og:description', content: description });
this.meta.updateTag({ property: 'og:url', content: url });
this.meta.updateTag({ name: 'twitter:title', content: title });
this.meta.updateTag({ name: 'twitter:description', content: description });
this.updateCanonical(url);
});
}
private updateCanonical(url: string): void {
let link = this.document.querySelector<HTMLLinkElement>('link[rel="canonical"]');
if (!link) {
link = this.document.createElement('link');
link.setAttribute('rel', 'canonical');
this.document.head.appendChild(link);
}
link.setAttribute('href', url);
}
}

View File

@@ -0,0 +1,46 @@
import { TestBed } from '@angular/core/testing';
import { ThemeService } from './theme.service';
import { LocalStoreConstants } from '../constants/LocalStoreConstants';
describe('ThemeService', () => {
beforeEach(() => {
localStorage.clear();
});
afterEach(() => {
localStorage.clear();
});
function createService(): ThemeService {
TestBed.configureTestingModule({});
return TestBed.inject(ThemeService);
}
it('uses the stored theme as the initial value', () => {
localStorage.setItem(LocalStoreConstants.THEME_KEY, 'dark');
const service = createService();
expect(service.theme()).toBe('dark');
});
it('toggle switches between light and dark', () => {
localStorage.setItem(LocalStoreConstants.THEME_KEY, 'light');
const service = createService();
service.toggle();
expect(service.theme()).toBe('dark');
service.toggle();
expect(service.theme()).toBe('light');
});
it('setTheme persists the selection to localStorage', () => {
localStorage.setItem(LocalStoreConstants.THEME_KEY, 'light');
const service = createService();
service.setTheme('dark');
TestBed.tick();
expect(localStorage.getItem(LocalStoreConstants.THEME_KEY)).toBe('dark');
});
});

View File

@@ -1 +1,5 @@
<canvas #gridCanvas></canvas> <div class="flex justify-center items-center w-full max-w-[1000px] mx-auto">
<canvas #gridCanvas
class="block w-full h-auto aspect-square min-w-[200px] max-w-[1000px] touch-none rounded-[clamp(10px,2vw,20px)] outline-hidden">
</canvas>
</div>

View File

@@ -5,7 +5,6 @@ export interface GridPos { row: number; col: number }
@Component({ @Component({
selector: 'app-generic-grid', selector: 'app-generic-grid',
standalone: true,
imports: [CommonModule], imports: [CommonModule],
templateUrl: './generic-grid.html', templateUrl: './generic-grid.html',
styleUrl: './generic-grid.scss', styleUrl: './generic-grid.scss',
@@ -36,7 +35,7 @@ export class GenericGridComponent implements AfterViewInit {
grid: any[][] = []; grid: any[][] = [];
isDrawing = false; isDrawing = false;
private lastCell: GridPos | null = null; protected lastCell: GridPos | null = null;
ngAfterViewInit(): void { ngAfterViewInit(): void {
this.ctx = this.getContextOrThrow(); this.ctx = this.getContextOrThrow();

View File

@@ -0,0 +1 @@
<canvas #canvas></canvas>

View File

@@ -0,0 +1,9 @@
:host {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
z-index: -1;
pointer-events: none;
}

View File

@@ -0,0 +1,113 @@
import {AfterViewInit, Component, ElementRef, HostListener, inject, NgZone, OnDestroy, PLATFORM_ID, ViewChild} from '@angular/core';
import {isPlatformBrowser} from '@angular/common';
@Component({
selector: 'app-particles-background',
imports: [],
templateUrl: './particles-background.component.html',
styleUrl: './particles-background.component.scss',
})
export class ParticleBackgroundComponent implements AfterViewInit, OnDestroy {
@ViewChild('canvas', { static: true }) canvasRef!: ElementRef<HTMLCanvasElement>;
private readonly ngZone = inject(NgZone);
private readonly isBrowser = isPlatformBrowser(inject(PLATFORM_ID));
private ctx!: CanvasRenderingContext2D;
private particles: any[] = [];
private animationFrameId: number = 0;
// --- Configuration ---
private readonly numParticles = 80;
private readonly maxDistance = 150;
private readonly particleSpeed = 0.8;
ngAfterViewInit(): void {
// Canvas animation relies on browser-only APIs; skip it during SSR/prerender.
if (!this.isBrowser) {
return;
}
const canvas = this.canvasRef.nativeElement;
this.ctx = canvas.getContext('2d')!;
this.resizeCanvas();
this.initParticles();
this.ngZone.runOutsideAngular(() => {
this.animate();
});
}
ngOnDestroy(): void {
cancelAnimationFrame(this.animationFrameId);
}
@HostListener('window:resize')
resizeCanvas(): void {
if (!this.isBrowser) {
return;
}
const canvas = this.canvasRef.nativeElement;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
private initParticles(): void {
this.particles = [];
const canvas = this.canvasRef.nativeElement;
for (let i = 0; i < this.numParticles; i++) {
this.particles.push({
x: Math.random() * canvas.width,
y: Math.random() * canvas.height,
vx: (Math.random() - 0.5) * this.particleSpeed,
vy: (Math.random() - 0.5) * this.particleSpeed,
radius: Math.random() * 1.5 + 0.5
});
}
}
private readonly animate = (): void => {
const canvas = this.canvasRef.nativeElement;
this.ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let i = 0; i < this.numParticles; i++) {
const p = this.particles[i];
p.x += p.vx;
p.y += p.vy;
if (p.x < 0 || p.x > canvas.width) p.vx *= -1;
if (p.y < 0 || p.y > canvas.height) p.vy *= -1;
this.ctx.beginPath();
this.ctx.arc(p.x, p.y, p.radius, 0, Math.PI * 2);
this.ctx.fillStyle = 'rgba(120, 150, 170, 0.4)';
this.ctx.fill();
for (let j = i + 1; j < this.numParticles; j++) {
const p2 = this.particles[j];
const dx = p.x - p2.x;
const dy = p.y - p2.y;
const distance = Math.hypot(dx, dy);
if (distance < this.maxDistance) {
this.ctx.beginPath();
this.ctx.moveTo(p.x, p.y);
this.ctx.lineTo(p2.x, p2.y);
const opacity = (1 - (distance / this.maxDistance)) * 0.5;
this.ctx.strokeStyle = `rgba(120, 150, 170, ${opacity})`;
this.ctx.lineWidth = 1;
this.ctx.stroke();
}
}
}
this.animationFrameId = requestAnimationFrame(this.animate);
};
}

View File

@@ -0,0 +1,5 @@
<div class="flex justify-center items-center w-full max-w-[1000px] mx-auto">
<canvas #renderCanvas
class="block w-full h-auto aspect-square min-w-[200px] max-w-[1000px] touch-none rounded-[clamp(10px,2vw,20px)] outline-hidden">
</canvas>
</div>

View File

@@ -1,13 +1,16 @@
import {AfterViewInit, Component, ElementRef, EventEmitter, inject, Input, NgZone, OnDestroy, Output, ViewChild} from '@angular/core'; import {AfterViewInit, Component, ElementRef, EventEmitter, inject, Input, NgZone, OnDestroy, Output, ViewChild} from '@angular/core';
import {ArcRotateCamera, Camera, MeshBuilder, Scene, ShaderLanguage, ShaderMaterial, Vector2, Vector3, WebGPUEngine} from '@babylonjs/core'; import {MatSnackBar} from '@angular/material/snack-bar';
import {TranslateService} from '@ngx-translate/core';
import {ArcRotateCamera, Camera, Engine, MeshBuilder, Scene, ShaderLanguage, ShaderMaterial, Vector2, Vector3, WebGPUEngine} from '@babylonjs/core';
import {GpuCapabilityService, GpuTier} from '../../../service/gpu-capability.service';
export interface RenderConfig { export interface RenderConfig {
mode: '2D' | '3D'; mode: '2D' | '3D';
shaderLanguage?: number; //0 GLSL, 1 WGSL shaderLanguage?: number; //0 GLSL, 1 WGSL
initialViewSize: number; initialViewSize: number;
vertexShader: string; vertexShader?: string;
fragmentShader: string; fragmentShader?: string;
uniformNames: string[]; uniformNames?: string[];
uniformBufferNames?: string[]; uniformBufferNames?: string[];
} }
@@ -15,7 +18,8 @@ export type RenderCallback = (material: ShaderMaterial, camera: Camera, canvas:
export interface SceneEventData { export interface SceneEventData {
scene: Scene; scene: Scene;
engine: WebGPUEngine; engine: WebGPUEngine | Engine;
gpuTier: GpuTier;
} }
@Component({ @Component({
@@ -26,6 +30,9 @@ export interface SceneEventData {
}) })
export class BabylonCanvas implements AfterViewInit, OnDestroy { export class BabylonCanvas implements AfterViewInit, OnDestroy {
readonly ngZone = inject(NgZone); readonly ngZone = inject(NgZone);
private readonly snackBar = inject(MatSnackBar);
private readonly translate = inject(TranslateService);
private readonly gpuCapability = inject(GpuCapabilityService);
@ViewChild('renderCanvas', { static: true }) canvasRef!: ElementRef<HTMLCanvasElement>; @ViewChild('renderCanvas', { static: true }) canvasRef!: ElementRef<HTMLCanvasElement>;
@@ -34,11 +41,13 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
@Output() sceneReady = new EventEmitter<SceneEventData>(); @Output() sceneReady = new EventEmitter<SceneEventData>();
@Output() sceneResized = new EventEmitter<SceneEventData>(); @Output() sceneResized = new EventEmitter<SceneEventData>();
@Output() engineUnavailable = new EventEmitter<{ reason: string }>();
private engine!: WebGPUEngine; private engine!: WebGPUEngine | Engine;
private scene!: Scene; private scene!: Scene;
private shaderMaterial!: ShaderMaterial; private shaderMaterial!: ShaderMaterial;
private camera!: Camera; private camera!: Camera;
private gpuTier: GpuTier = 'none';
//Listener //Listener
private readonly resizeHandler = () => this.handleResize(); private readonly resizeHandler = () => this.handleResize();
@@ -52,30 +61,67 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
window.removeEventListener('resize', this.resizeHandler); window.removeEventListener('resize', this.resizeHandler);
const canvas = this.canvasRef?.nativeElement; const canvas = this.canvasRef?.nativeElement;
if (canvas) { canvas?.removeEventListener('wheel', this.wheelHandler);
canvas.removeEventListener('wheel', this.wheelHandler);
}
if (this.engine) { this.engine?.dispose();
this.engine.dispose();
}
} }
private async initBabylon(): Promise<void> { private async initBabylon(): Promise<void> {
const canvas = this.canvasRef.nativeElement; const canvas = this.canvasRef.nativeElement;
this.engine = new WebGPUEngine(canvas); const tier = await this.gpuCapability.detect();
await this.engine.initAsync().then(() => { this.gpuTier = tier;
this.scene = new Scene(this.engine);
this.setupCamera(canvas); if (tier === 'webgpu') {
this.addListener(canvas); await this.initWebGpuEngine(canvas);
this.createShaderMaterial(); return;
this.createFullScreenRect(); }
this.sceneReady.emit({
scene: this.scene, if (tier === 'webgl') {
engine: this.engine this.showSnackBar('GPU.WEBGL_FALLBACK');
}); this.initWebGlEngine(canvas);
this.addRenderLoop(canvas); return;
}
this.showSnackBar('GPU.NOT_SUPPORTED');
this.engineUnavailable.emit({reason: 'no_gpu'});
}
private async initWebGpuEngine(canvas: HTMLCanvasElement): Promise<void> {
const tmpEngine = new WebGPUEngine(canvas);
try {
await tmpEngine.initAsync();
this.engine = tmpEngine;
this.setupScene(canvas);
} catch {
this.showSnackBar('GPU.WEBGL_FALLBACK');
this.gpuTier = 'webgl';
this.initWebGlEngine(canvas);
}
}
private initWebGlEngine(canvas: HTMLCanvasElement): void {
this.engine = new Engine(canvas, true);
this.setupScene(canvas);
}
private setupScene(canvas: HTMLCanvasElement): void {
this.scene = new Scene(this.engine);
this.setupCamera(canvas);
this.addListener(canvas);
this.createShaderMaterial();
this.createFullScreenRect();
this.sceneReady.emit({
scene: this.scene,
engine: this.engine,
gpuTier: this.gpuTier
}); });
this.addRenderLoop(canvas);
}
private showSnackBar(translationKey: string): void {
const message = this.translate.instant(translationKey);
this.snackBar.open(message, 'OK', {duration: 8000, horizontalPosition: 'center', verticalPosition: 'top'});
} }
private addListener(canvas: HTMLCanvasElement) { private addListener(canvas: HTMLCanvasElement) {
@@ -120,8 +166,10 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
} }
private createFullScreenRect() { private createFullScreenRect() {
if (!this.config.vertexShader || !this.config.fragmentShader) {
return;
}
const plane = MeshBuilder.CreatePlane("plane", {size: 100}, this.scene); const plane = MeshBuilder.CreatePlane("plane", {size: 100}, this.scene);
if (this.config.mode === '3D') { if (this.config.mode === '3D') {
plane.parent = this.camera; plane.parent = this.camera;
plane.position.z = 1; plane.position.z = 1;
@@ -134,6 +182,10 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
} }
private createShaderMaterial() { private createShaderMaterial() {
if (!this.config.vertexShader || !this.config.fragmentShader || !this.config.uniformNames) {
return;
}
this.shaderMaterial = new ShaderMaterial( this.shaderMaterial = new ShaderMaterial(
"shaderMaterial", "shaderMaterial",
this.scene, this.scene,
@@ -161,8 +213,10 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
} }
// default uniforms which maybe each scene has // default uniforms which maybe each scene has
this.shaderMaterial.setVector2("resolution", new Vector2(canvas.width, canvas.height)); if (this.shaderMaterial) {
this.shaderMaterial.setVector3("cameraPosition", this.camera.position); this.shaderMaterial.setVector2("resolution", new Vector2(canvas.width, canvas.height));
this.shaderMaterial.setVector3("cameraPosition", this.camera.position);
}
this.scene.render(); this.scene.render();
}); });
@@ -183,7 +237,8 @@ export class BabylonCanvas implements AfterViewInit, OnDestroy {
this.sceneResized?.emit({ this.sceneResized?.emit({
scene: this.scene, scene: this.scene,
engine: this.engine engine: this.engine,
gpuTier: this.gpuTier
}); });
} }
} }

View File

@@ -1,3 +0,0 @@
<div class="canvas-container">
<canvas #renderCanvas></canvas>
</div>

View File

@@ -1,41 +1,58 @@
{ {
"APP": { "APP": {
"TITLE": "Playground", "TITLE": "Playground",
"COPYRIGHT": "Bilder und Sourcecode sind urheberrechtlich geschützt, keine Nutzung ohne Zustimmung!" "COPYRIGHT": "Bilder und Sourcecode sind urheberrechtlich geschützt, keine Nutzung ohne Zustimmung!",
"AI_NOTICE": "Entstanden mit einem KI-gestützten Engineering-Workflow.",
"AI_NOTICE_LINK": "Wie ich mit KI arbeite"
}, },
"TOPBAR": { "TOPBAR": {
"ABOUT": "Über mich", "ABOUT": "Über mich",
"IMPRINT": "Impressum", "IMPRINT": "Impressum",
"PROJECTS": "Projekte", "PROJECTS": "Projekte",
"ALGORITHMS": "Algorithmen", "ALGORITHMS": "Algorithmen",
"STOPWATCH": "Stoppuhr",
"SETTINGS": "Einstellungen", "SETTINGS": "Einstellungen",
"LANGUAGE": "Sprache", "LANGUAGE": "Sprache",
"APPEARANCE": "Darstellung" "APPEARANCE": "Darstellung"
}, },
"THEME": { "LIGHT": "Hell", "DARK": "Dunkel" }, "THEME": {
"LANG": { "LABEL": "Sprache", "EN": "Englisch", "DE": "Deutsch" }, "LIGHT": "Hell",
"DARK": "Dunkel"
},
"LANG": {
"LABEL": "Sprache",
"EN": "Englisch",
"DE": "Deutsch"
},
"ABOUT": { "ABOUT": {
"ALT": { "PROFILE": "Profilfoto von Andreas Dahm" }, "ALT": {
"PROFILE": "Profilfoto von Andreas Dahm"
},
"HELLO": "Hallo, ich bin Andreas.", "HELLO": "Hallo, ich bin Andreas.",
"LEAD": "Bereits in meiner Ausbildung zum Fachinformatiker habe ich gemerkt, wie sehr mich Softwareentwicklung interessiert. Nach meinem Studium der Angewandten Informatik an der FH Bingen arbeite ich seit 2010 durchgehend als Softwareentwickler. In dieser Zeit konnte ich in verschiedenen Bereichen Erfahrungen sammeln, darunter 3D-Simulation und moderne Web-Anwendungen. Auch privat beschäftige ich mich gern mit Softwareentwicklung, besonders mit Spieleentwicklung und algorithmischen Themen. Schön, dass du hier bist!", "LEAD": "Ich arbeite seit 2010 als Softwareentwickler, die meiste Zeit davon in zwei recht unterschiedlichen Bereichen. Der eine ist Echtzeit-3D-Simulation: Stoffphysik, Kollisionserkennung, GPU-Shader. Der andere ist Cloud-Architektur für größere Unternehmensplattformen. Ein paar Jahre habe ich ein kleines Backend-Team geleitet, den Umbau eines großen Legacy-Monolithen Richtung Microservices geplant und zusammen mit meinem Bruder ein Spiel auf Steam veröffentlicht. Zuletzt stecke ich viel Zeit in Tooling rund um KI-gestützte Entwicklung, vor allem in die Frage, wie das Ergebnis überprüfbar bleibt. Privat baue ich Spiele und probiere Sachen mit Algorithmen aus. Das meiste davon landet irgendwann auf dieser Seite.",
"ROLE": "Senior Software Entwickler / Full-Stack Entwickler / Softwarearchitekt", "ROLE": "Senior Software Entwickler / Full-Stack Entwickler / Softwarearchitekt",
"LOCATION": "München · Remote", "LOCATION": "München · Remote",
"DOWNLOAD_CV": "Lebenslauf herunterladen",
"VIEW_PROJECTS": "Projekte ansehen", "VIEW_PROJECTS": "Projekte ansehen",
"CONTACT_ME": "Kontaktiere mich", "CONTACT_ME": "Kontaktiere mich",
"SECTION": { "SECTION": {
"SKILLS": "Fähigkeiten & Stack", "SKILLS": "Fähigkeiten & Stack",
"BACKEND_ARCH": "Backend & Architektur", "LANGUAGES": "Sprachen & Frameworks",
"INFRA_CLOUD": "Infrastruktur & Cloud", "ARCH_CLOUD": "Architektur & Cloud",
"SIM_ALGO": "Simulation & Algorithmen", "SIM_ALGO": "Simulation & Algorithmen",
"AI_ENG": "KI-gestütztes Engineering",
"EXPERIENCE": "Erfahrung", "EXPERIENCE": "Erfahrung",
"PROJECTS": "Projekte", "PROJECTS": "Projekte",
"EDUCATION": "Ausbildung" "EDUCATION": "Ausbildung",
"SHOW_EARLIER_XP": "Frühere Stationen anzeigen",
"SHOW_EARLIER_EDU": "Frühere Ausbildung anzeigen",
"SHOW_LESS": "Weniger anzeigen"
}, },
"SKILLS": { "SKILLS": {
"JAVA": "Java 8/21+", "JAVA": "Java",
"SPRING": "Spring Boot 2/3", "SPRING": "Spring Boot",
"ANGULAR": "Angular 19+", "ANGULAR": "Angular",
"VUE": "Vue.js",
"REACT": "React",
"DOCKER": "Docker", "DOCKER": "Docker",
"UNITY": "Unity", "UNITY": "Unity",
"PYTHON": "Python", "PYTHON": "Python",
@@ -46,7 +63,13 @@
"ENG_ALGO": "Algorithm Design", "ENG_ALGO": "Algorithm Design",
"ENG_SIM": "3D Simulation", "ENG_SIM": "3D Simulation",
"ENG_GPU": "WebGPU / OpenGL / GLSL", "ENG_GPU": "WebGPU / OpenGL / GLSL",
"ENG_PERF": "Performance Optimization" "ENG_PERF": "Performance Optimization",
"ENG_3D": "3D-Scanner Tech",
"AI_AGENTS": "Claude Code / Agent SDK",
"AI_MCP": "MCP-Server",
"AI_CONTEXT": "Context- & Prompt-Engineering",
"AI_HARNESS": "Agent-Harness-Design",
"AI_GATES": "Automatisierte Review-Gates"
}, },
"TOOLS": { "TOOLS": {
"GIT": "Git", "GIT": "Git",
@@ -60,10 +83,20 @@
"DOCKER": "Docker" "DOCKER": "Docker"
}, },
"XP": { "XP": {
"COMPANY9": {
"COMPANY": "ColorDigital GmbH",
"ROLE": "Senior Software Engineer - DMIxOS Team",
"TIME": "März 2026 heute",
"HIGHLIGHTS": {
"P1": "Konzeption und Implementierung der zentralen Cloud-Architektur.",
"P2": "Full-Stack-Entwicklung und Optimierung neuer sowie bestehender Systemkomponenten.",
"P3": "Technische Integration von Partnerunternehmen an das eigene Ökosystem."
}
},
"COMPANY8": { "COMPANY8": {
"COMPANY": "Teraport GmbH", "COMPANY": "Teraport GmbH",
"ROLE": "Senior Software Developer / Architect", "ROLE": "Senior Software Developer / Architect",
"TIME": "Feb. 2024 heute", "TIME": "Feb. 2024 Feb. 2026",
"HIGHLIGHTS": { "HIGHLIGHTS": {
"P1": "Architektur und Implementierung der Datenbankanbindung mit Hibernate 6.x.", "P1": "Architektur und Implementierung der Datenbankanbindung mit Hibernate 6.x.",
"P2": "Konzeption und Entwicklung einer Full-Stack-Webanwendung für Kollisionsanalysen (Angular + Spring Boot + Docker).", "P2": "Konzeption und Entwicklung einer Full-Stack-Webanwendung für Kollisionsanalysen (Angular + Spring Boot + Docker).",
@@ -146,12 +179,22 @@
"TIME": "Jul. 2002 Jun. 2005", "TIME": "Jul. 2002 Jun. 2005",
"HIGHLIGHTS": { "HIGHLIGHTS": {
"P1": "Entwicklung in PERL, PHP und ASP.", "P1": "Entwicklung in PERL, PHP und ASP.",
"P2": "Portierung, Wartung und Reengineering von bestender Software.", "P2": "Portierung, Wartung und Reengineering von bestehender Software.",
"P3": "Regelmäßige Durchführung von Systemtests und Qualitätskontrollen, sowie deren Dokumentation." "P3": "Regelmäßige Durchführung von Systemtests und Qualitätskontrollen, sowie deren Dokumentation."
} }
} }
}, },
"PROJECT": { "PROJECT": {
"CLAUDE_BOX": {
"TITLE": "Claude-in-a-Box",
"DESCRIPTION": "Eine Entwicklungsumgebung im Container, in der ein KI-Coding-Agent nach einem festen Regelsatz arbeitet und nicht nach dem, was ich gerade eintippe. Er zieht sich die Regeln für den Stack, den er im Repository vorfindet, und ein Git-Hook stoppt den Commit, wenn Build oder Tests rot sind.",
"LINK_INTERNAL": "Projektdetails",
"HIGHLIGHTS": {
"P1": "Der Agent lädt die Regeln für den Stack, den er im Repo vorfindet. Ein Java-Service bekommt also andere als ein Frontend.",
"P2": "Ein Commit-Hook führt Build und Tests aus und blockiert den Commit, wenn sie fehlschlagen.",
"P3": "MCP-Server für Codesuche und lesenden Jira-Zugriff, dazu eigene Review-Agenten, die den Diff durchgehen."
}
},
"P2": { "P2": {
"TITLE": "Playground", "TITLE": "Playground",
"DESCRIPTION": "Dieses Projekt ist, wie der Name schon sagt, ein persönlicher Playground, der im Laufe der Zeit wachsen soll. Es präsentiert verschiedene private Projekte, an denen ich arbeite, und dokumentiert deren Fortschritt, zentrale Ideen und wichtige Meilensteine.", "DESCRIPTION": "Dieses Projekt ist, wie der Name schon sagt, ein persönlicher Playground, der im Laufe der Zeit wachsen soll. Es präsentiert verschiedene private Projekte, an denen ich arbeite, und dokumentiert deren Fortschritt, zentrale Ideen und wichtige Meilensteine.",
@@ -197,7 +240,7 @@
}, },
"TRIBBLE": { "TRIBBLE": {
"TITLE": "Homeserver 'Tribble'", "TITLE": "Homeserver 'Tribble'",
"DESCRIPTION": "In diesem Projekt geht es um die Einrichtung und Wartung meines eigenen Homeservers. Er betreibt mehrere Docker-Container wie Gitea, Jellyfin und mehr. Es ist eine großartige Lernerfahrung im Bereich Self-Hosting und Systemadministration.", "DESCRIPTION": "In diesem Projekt geht es um die Einrichtung und Wartung meines eigenen Homeservers. Er betreibt mehrere Docker-Container wie Gitea, Jellyfin and more. Es ist eine großartige Lernerfahrung im Bereich Self-Hosting und Systemadministration.",
"LINK_INTERNAL": "Projektdetails", "LINK_INTERNAL": "Projektdetails",
"HIGHLIGHTS": { "HIGHLIGHTS": {
"P1": "Self-Hosting verschiedener Dienste mit Docker.", "P1": "Self-Hosting verschiedener Dienste mit Docker.",
@@ -249,54 +292,93 @@
"READ_MORE": "Mehr erfahren", "READ_MORE": "Mehr erfahren",
"LINK_TO_PROJECT": "Zum Projekt", "LINK_TO_PROJECT": "Zum Projekt",
"CLOSE": "Schließen", "CLOSE": "Schließen",
"SECTION": {
"TECHNICAL": "Technische Herausforderungen",
"LEARNINGS": "Learnings & Soft Skills"
},
"PLAYGROUND": { "PLAYGROUND": {
"TITLE": "Playground Website", "TITLE": "Playground Portfolio",
"SHORT_DESCRIPTION": "Hier geht es um diese Webseite.", "SHORT_DESCRIPTION": "Full-Stack Portfolio mit interaktiven Algorithmus-Visualisierungen.",
"INTRODUCTION": "Dieses Projekt ist hauptsächlich als eine Art 'Spielwiese' gestartet, daher der Name. Es ist geplant, die Seite mit der Zeit weiter auszubauen. Dabei werden hier neue Projekte auftauchen, oder ich werde die Seite an für sich weiter ausbauen, weil ich neue Sachen im Rahmen von Web Technologien ausprobieren möchte.", "INTRODUCTION": "Diese Website dient als lebendiges Portfolio und Testumgebung für moderne Webtechnologien. Ziel ist es, komplexe Algorithmen und mathematische Konzepte (wie WebGPU-Simulationen oder Raymarching) anschaulich im Browser darzustellen.",
"BULLET_1": "Verwendung moderner Technologien und CI/CD-Pipelines (Angular 20+, Spring Boot 4, GitHub).", "BULLET_1": "Entwicklung mit Angular 19+ und Material Design.",
"BULLET_2": "Präsentation persönlicher Projekte und kontinuierliche Verbesserung algorithmischer Fähigkeiten.", "BULLET_2": "Implementierung performanter Visualisierungen (WebGPU, Shader, Canvas).",
"BULLET_3": "Vertiefung von JavaScript/TypeScript-, Angular- und Spring-Boot-Kenntnissen durch praktisches Arbeiten.", "BULLET_3": "Automatisierte CI/CD-Pipelines und Containerisierung mit Docker.",
"BULLET_4": "Die Seite ist Open Source und auf GitHub verfügbar." "BULLET_4": "Internationalization (i18n) für globale Reichweite.",
"CHALLENGE_1": "Optimierung der Render-Performance bei komplexen 3D-Fraktalen in Echtzeit.",
"CHALLENGE_2": "Architektur einer skalierbaren und wartbaren Frontend-Struktur für diverse Sub-Projekte.",
"LEARNING_1": "Effektives UI/UX-Design für komplexe datengesteuerte Visualisierungen.",
"LEARNING_2": "Modernstes State-Management und reaktive Programmierung in Angular."
}, },
"TRIBBLE": { "TRIBBLE": {
"TITLE": "Trouble with Tribble", "TITLE": "Self-Hosted Infrastructure",
"SHORT_DESCRIPTION": "Ein Projekt, das die Einrichtung und Wartung eines Homeservers beschreibt, auf dem verschiedene Docker-Container für Self-Hosting-Dienste laufen.", "SHORT_DESCRIPTION": "Home-Infrastruktur mit Docker, Traefik und sicherer VPN-Anbindung.",
"INTRODUCTION": "Dieses Projekt dokumentiert die Einrichtung eines persönlichen Homeservers mit dem Spitznamen \"Tribble\". Es umfasst die Installation von Ubuntu Server und die Containerisierung von Diensten wie Gitea für die Versionskontrolle, Jellyfin für das Mediastreaming und AdGuard Home für das Blockieren von Werbung im Netzwerk. Der Server ist über Traefik als Reverse-Proxy und Tailscale für eine sichere Netzwerkverbindung mit dem Internet verbunden, was das Self-Hosting der CI/CD-Pipeline dieser Website ermöglicht.", "INTRODUCTION": "Dokumentation und Aufbau einer privaten Cloud-Infrastruktur. Fokus liegt auf Datensouveränität, Automatisierung und Sicherheit.",
"BULLET_1": "Self-Hosting verschiedener Dienste mit Docker.", "BULLET_1": "Zentrale Verwaltung via Docker-Compose und Portainer.",
"BULLET_2": "CI/CD-Pipeline für die persönliche Website mit Gitea.", "BULLET_2": "Automatisches SSL-Management und Reverse-Proxy mit Traefik.",
"BULLET_3": "Sicherer Fernzugriff mit Tailscale und Traefik.", "BULLET_3": "Private Versionskontrolle (Gitea) und Medien-Streaming (Jellyfin).",
"BULLET_4": "Netzwerkweites Blockieren von Werbung mit AdGuard Home." "BULLET_4": "Netzwerkweite Ad-Blocking und DNS-Kontrolle via AdGuard Home.",
"CHALLENGE_1": "Konfiguration sicherer Netzwerkschichten und Firewall-Regeln für Remote-Zugriff.",
"CHALLENGE_2": "Automatisierung von Backups und Recovery-Strategien für containerisierte Daten.",
"LEARNING_1": "Tiefes Verständnis für moderne Netzwerkprotokolle und IT-Sicherheit.",
"LEARNING_2": "Effizientes Ressourcen-Management auf limitierten Server-Systemen."
}, },
"EL_MUCHO": { "EL_MUCHO": {
"TITLE": "El Mucho", "TITLE": "El Mucho (Steam Release)",
"SHORT_DESCRIPTION": "Hier geht es um mein ersten Spiel auf Steam.", "SHORT_DESCRIPTION": "Rundenbasiertes Taktik-RPG, veröffentlicht auf Steam.",
"INTRODUCTION": "El Mucho ist ein rundenbasiertes taktisches RPG in einer fiktiven Welt namens Liberika. Es ist angelehnt an alte Klassiker wie Langrisser aka Warsong. In El Mucho geht es darum, die Welt gegen die Angriffe der fiesen Monster zu verteidigen.", "INTRODUCTION": "Ein kommerzielles Spieleprojekt, das von der ersten Idee bis zum weltweiten Release auf Steam eigenverantwortlich umgesetzt wurde. Ein taktisches RPG, das klassische Gameplay-Elemente mit modernen Systemen verbindet.",
"BULLET_1": "Veröffentlichung eines Spiels auf Steam und Integration der Steam-API.", "BULLET_1": "Komplette Engine-Entwicklung in Unity (C#).",
"BULLET_2": "Konzeption, Planung und vollständige Entwicklung eines eigenen Spiels.", "BULLET_2": "Integration von Steamworks-Funktionen (Achievements, Cloud Saves).",
"BULLET_3": "Implementierung komplexer Algorithmen wie einer eigenen A*-Pfadfindungslogik und Spiel-KI.", "BULLET_3": "Entwicklung einer eigenen taktischen KI und Pfadfindungs-Logik.",
"BULLET_4": "Das Spiel wurde mit Unity und C# entwickelt." "BULLET_4": "Management des gesamten Asset-Pipelines und Sound-Designs.",
"CHALLENGE_1": "Implementierung eines robusten rundenbasierten Systems mit komplexen Abhängigkeiten.",
"CHALLENGE_2": "Performance-Optimierung für eine flüssige Darstellung auf verschiedenen Hardware-Profilen.",
"CHALLENGE_3": "Umgang mit den strengen Zertifizierungs-Anforderungen von Steam.",
"LEARNING_1": "Durchhaltevermögen und Fokus über einen mehrjährigen Entwicklungszyklus.",
"LEARNING_2": "Vermarktung und Community-Management für ein digitales Produkt."
}, },
"GAME_JAMS": { "GAME_JAMS": {
"TITLE": "Game Jams", "TITLE": "Rapid Prototyping & Game Jams",
"SHORT_DESCRIPTION": "Hier geht es meine Teilnahme an mehreren Game Jams.", "SHORT_DESCRIPTION": "Sammlung innovativer Spielkonzepte, entstanden in unter 48 Stunden.",
"INTRODUCTION": "Da ich mich für die Entwicklung von Spielen interessiert, sind Game Jams für mich optimal, um fokussiert an neuen Ideen zu arbeiten und dabei Prototypen zu entwickeln, um zu sehen, ob Spielideen funktionieren oder nicht. In den letzten Jahren habe ich an einigen Game Jams teilgenommen und fasse das hier zusammen.", "INTRODUCTION": "Teilnahme an nationalen Wettbewerben (z.B. Beansjam). Hier geht es darum, unter extremem Zeitdruck funktionale und spaßige Prototypen zu erschaffen.",
"BULLET_1": "Planung eines realistischen Projektumfangs mit einem Team, der innerhalb von 48 Stunden umsetzbar ist.", "BULLET_1": "Fokus on 'Core Game Loop' und schnelles Feedback.",
"BULLET_2": "Lernen, fokussiert und effizient unter strengen Zeitvorgaben zu arbeiten.", "BULLET_2": "Kollaborative Entwicklung in kleinen, agilen Teams.",
"BULLET_3": "Die Freude zu erleben, in kurzer Zeit ein spielbares Projekt zu erstellen und andere damit spielen zu sehen.", "BULLET_3": "Effektives Zeitmanagement und Scope-Kontrolle.",
"BULLET_4": "Alle Projekte sind auf Itch.io verfügbar und spielbar." "BULLET_4": "Veröffentlichung und Iteration basierend auf Community-Votings.",
"CHALLENGE_1": "Reduzierung komplexer Ideen auf ein in 48h umsetzbares Minimum Viable Product (MVP).",
"CHALLENGE_2": "Schnelle Fehlerdiagnose und Bugfixing unter massivem Zeitdruck.",
"LEARNING_1": "Radikale Priorisierung von Features ('Kill your darlings').",
"LEARNING_2": "Effektive Kommunikation und Entscheidungsfindung im Team-Stress."
}, },
"DIPLOMA": { "DIPLOMA": {
"TITLE": "Diplomarbeit", "TITLE": "Wissenschaftliche Diplomarbeit",
"SHORT_DESCRIPTION": "Kollisionserkennung und Behandlung von komplexen Kleidungsstücken.", "SHORT_DESCRIPTION": "Echtzeit-Kollisionserkennung für komplexe, flexible 3D-Objekte.",
"INTRODUCTION": "Die Diplomarbeit handelt von der Erkennung und der Behandlung von Kollisionen zwischen, sowie innerhalb, einzelnen Kleidungsstücken in Echtzeit. Das ist gerade aufgrund der Flexibilität von Stoffen und deren unterschiedlichen Eigenschaften besonders herausfordernd.", "INTRODUCTION": "Forschungsarbeit im Bereich Computergraphik. Entwicklung eines Algorithmus zur physikalisch korrekten Simulation von Stoffen und Kleidung in Echtzeit.",
"BULLET_1": "Echtzeit behandlung von Kollisionserkennung und Behandlung.", "BULLET_1": "Mathematische Modellierung von Mass-Spring-Systemen.",
"BULLET_2": "Verstehen und Einschätzen von wissenschaftlichen Arbeiten.", "BULLET_2": "Low-Level Programmierung mit Java.",
"BULLET_3": "Adaption und Weiterentwicklung von vorausgegangenen Forschungsarbeiten.", "BULLET_3": "Optimierung durch räumliche Datenstrukturen (AABB Trees, Bounding Spheres).",
"BULLET_4": "Die Arbeit wurde mit C++ und OpenGL geschrieben und in die Vidya-Software integriert." "BULLET_4": "Wissenschaftliche Evaluation der Simulations-Präzision.",
"CHALLENGE_1": "Behandlung von 'Self-Collisions' bei hochauflösenden Meshes ohne Performance-Einbruch.",
"CHALLENGE_2": "Mathematische Stabilisierung der Integrationsverfahren bei hohen Krafteinwirkungen.",
"LEARNING_1": "Transfer von theoretischen Forschungsarbeiten in produktiven, performanten Code.",
"LEARNING_2": "Präzises Arbeiten und Dokumentation nach wissenschaftlichen Standards."
},
"CLAUDE_BOX": {
"TITLE": "Claude-in-a-Box",
"SHORT_DESCRIPTION": "Ein Container-Setup, um mit einem KI-Coding-Agenten nach einem festen Regelsatz zu arbeiten.",
"INTRODUCTION": "Ein KI-Coding-Agent produziert den ganzen Tag Code, ohne sich zu beschweren. Das Problem ist, dass das Ergebnis meistens vernünftig aussieht, auch wenn es falsch ist, und die ganzen Kosten damit im Review landen. Also habe ich ein Docker-Setup gebaut, das den Agenten denselben Regeln unterwirft wie alle anderen, die am Repository arbeiten. Er liest die Architekturregeln des Projekts, in dem er gerade steckt, und der Build muss durchlaufen, bevor ein Commit möglich ist. Auf den Hook, der genau das durchsetzt, komme ich immer wieder zurück, weil er das Einzige ist, woran der Agent nicht vorbeikommt.",
"BULLET_1": "Container mit festen Toolchains: JDKs und Maven über SDKMAN, Node und ein Home-Volume, das einen Rebuild übersteht.",
"BULLET_2": "Die Regeln werden per Erkennung geladen. Ein Repo mit pom.xml bekommt die Java- und Spring-Regeln, eines mit package.json die TypeScript-Regeln, und Repos mit eigenen Architekturnotizen bekommen diese zusätzlich.",
"BULLET_3": "Ein Commit-Hook ermittelt den Stack, führt den passenden Build und die Tests aus und verweigert den Commit, wenn sie fehlschlagen.",
"BULLET_4": "MCP-Server für Code-Graph-Abfragen und lesende Jira-Zugriffe, dazu Review-Agenten, die einen fertigen Diff prüfen, bevor er als erledigt gilt.",
"CHALLENGE_1": "Die Regeln kurz genug zu halten, dass sie noch etwas bringen. Lange allgemeine Richtlinien werden einfach ignoriert, also sind sie in Dateien pro Stack und pro Repo aufgeteilt, die nur bei Bedarf geladen werden.",
"CHALLENGE_2": "Das Quality Gate so zu bauen, dass der Agent sich nicht daran vorbeireden kann. Die Prüfung läuft als Git-Hook außerhalb des Agenten, ein fehlgeschlagener Build blockiert den Commit also unabhängig davon, was der Agent über seine eigene Arbeit denkt.",
"CHALLENGE_3": "Die Toolchains in einem Container ohne Root zum Laufen zu bringen. Builds, Browser und Sprach-Runtimes mussten alle in Volumes landen, die dem Entwickler-User gehören.",
"LEARNING_1": "Die Formulierung der Prompts war deutlich weniger wichtig, als ich dachte. Fast der ganze Unterschied kam vom Drumherum.",
"LEARNING_2": "Den Output des Agenten genauso zu reviewen und durch dieselben Gates zu schicken wie den Pull Request eines neuen Teammitglieds hat sich als die nützlichste Regel überhaupt herausgestellt."
} }
}, },
"IMPRINT": { "IMPRINT": {
"TITLE" : "Impressum", "TITLE": "Impressum",
"PARAGRAPH": "Angaben gemäß § 5 DDG", "PARAGRAPH": "Angaben gemäß § 5 DDG",
"COUNTRY": "Deutschland", "COUNTRY": "Deutschland",
"CONTACT": "Kontakt" "CONTACT": "Kontakt"
@@ -333,14 +415,17 @@
"START": "Sortierung starten", "START": "Sortierung starten",
"RESET": "Zurücksetzen", "RESET": "Zurücksetzen",
"GENERATE_NEW_ARRAY": "Neues Array generieren", "GENERATE_NEW_ARRAY": "Neues Array generieren",
"SOUND_ON": "Ton an",
"SOUND_OFF": "Ton aus",
"EXECUTION_TIME": "Ausführungszeit", "EXECUTION_TIME": "Ausführungszeit",
"ARRAY_SIZE": "Anzahl der Balken", "ARRAY_SIZE": "Anzahl der Balken",
"EXPLANATION": { "EXPLANATION": {
"TITLE": "Algorithmen", "TITLE": "Algorithmen",
"BUBBLE_SORT_EXPLANATION":"vergleicht wiederholt benachbarte Elemente und tauscht sie, wenn sie in der falschen Reihenfolge stehen. Das größte Element \"blubbert\" dabei wie eine Luftblase ans Ende der Liste. Vorteil: Extrem einfach zu verstehen und zu implementieren; erkennt bereits sortierte Listen sehr schnell. Nachteil: Sehr ineffizient bei großen Listen (Laufzeit O(n²)). In der Praxis kaum genutzt.", "BUBBLE_SORT_EXPLANATION": "vergleicht wiederholt benachbarte Elemente und tauscht sie, wenn sie in der falschen Reihenfolge stehen. Das größte Element \"blubbert\" dabei wie eine Luftblase ans Ende der Liste. Vorteil: Extrem einfach zu verstehen und zu implementieren; erkennt bereits sortierte Listen sehr schnell. Nachteil: Sehr ineffizient bei großen Listen (Laufzeit O(n²)). In der Praxis kaum genutzt.",
"QUICK_SORT_EXPLANATION": "folgt dem \"Teile und Herrsche\"-Prinzip. Ein \"Pivot\"-Element wird gewählt, und das Array wird in zwei Hälften geteilt: Elemente kleiner als das Pivot und Elemente größer als das Pivot. Vorteil: Im Durchschnitt einer der schnellsten Sortieralgorithmen (O(n log n)); benötigt keinen zusätzlichen Speicher (In-Place). Nachteil: Im schlechtesten Fall (Worst Case) langsam (O(n²)), wenn das Pivot ungünstig gewählt wird. Ist nicht stabil (ändert Reihenfolge gleicher Elemente).", "QUICK_SORT_EXPLANATION": "folgt dem \"Teile und Herrsche\"-Prinzip. Ein \"Pivot\"-Element wird gewählt, und das Array wird in zwei Hälften geteilt: Elemente kleiner als das Pivot und Elemente größer als das Pivot. Vorteil: Im Durchschnitt einer der schnellsten Sortieralgorithmen (O(n log n)); benötigt keinen zusätzlichen Speicher (In-Place). Nachteil: Im schlechtesten Fall (Worst Case) langsam (O(n²)), wenn das Pivot ungünstig gewählt wird. Ist nicht stabil (ändert Reihenfolge gleicher Elemente).",
"HEAP_SORT_EXPLANATION": "organisiert die Daten zunächst in einer speziellen Baumstruktur (Binary Heap). Das größte Element (die Wurzel) wird entnommen und ans Ende sortiert, dann wird der Baum repariert. Vorteil: Garantiert eine schnelle Laufzeit von O(n log n), selbst im schlechtesten Fall. Benötigt fast keinen zusätzlichen Speicher. Nachteil: In der Praxis oft etwas langsamer als Quick Sort, da die Sprünge im Speicher (Heap-Struktur) den CPU-Cache schlechter nutzen.", "HEAP_SORT_EXPLANATION": "organisiert die Daten zunächst in einer speziellen Baumstruktur (Binary Heap). Das größte Element (die Wurzel) wird entnommen und ans Ende sortiert, dann wird der Baum repariert. Vorteil: Garantiert eine schnelle Laufzeit von O(n log n), selbst im schlechtesten Fall. Benötigt fast keinen zusätzlichen Speicher. Nachteil: In der Praxis oft etwas langsamer als Quick Sort, da die Sprünge im Speicher (Heap-Struktur) den CPU-Cache schlechter nutzen.",
"COCKTAIL_SORT_EXPLANATION" : "(auch Shaker Sort) ist eine Erweiterung des Bubble Sort. Statt nur von links nach rechts zu gehen, wechselt er bei jedem Durchlauf die Richtung und schiebt abwechselnd das größte Element nach rechts und das kleinste nach links. Vorteil: Schneller als Bubble Sort, da kleine Elemente am Ende schneller nach vorne wandern (\"Schildkröten-Problem\" gelöst). Nachteil: Bleibt in der Laufzeitklasse O(n²), also für große Datenmengen ineffizient.", "TIMSORT_EXPLANATION": "ist ein hybrider Sortieralgorithmus, der aus Merge Sort und Insertion Sort kombiniert ist. Er unterteilt das Array in kleine 'Runs' und sortiert jeden davon mit Insertion Sort, um sie anschließend schrittweise mit Merge Sort zusammenzuführen. Vorteil: Extrem effizient bei realen Daten, die oft teilweise sortiert sind O(n log n) im schlechtesten und O(n) im besten Fall. Er ist der Standardalgorithmus in Python und Java. Nachteil: Komplexer zu implementieren als ein reiner Algorithmus und benötigt zusätzlichen Speicher für den Merge-Schritt.",
"COCKTAIL_SORT_EXPLANATION": "(auch Shaker Sort) ist eine Erweiterung des Bubble Sort. Statt nur von links nach rechts zu gehen, wechselt er bei jedem Durchlauf die Richtung und schiebt abwechselnd das größte Element nach rechts und das kleinste nach links. Vorteil: Schneller als Bubble Sort, da kleine Elemente am Ende schneller nach vorne wandern (\"Schildkröten-Problem\" gelöst). Nachteil: Bleibt in der Laufzeitklasse O(n²), also für große Datenmengen ineffizient.",
"DISCLAIMER": "Die Wahl des \"besten\" Sortieralgorithmus hängt stark von den Daten und den Rahmenbedingungen ab. In der Informatik betrachtet man oft drei Szenarien:", "DISCLAIMER": "Die Wahl des \"besten\" Sortieralgorithmus hängt stark von den Daten und den Rahmenbedingungen ab. In der Informatik betrachtet man oft drei Szenarien:",
"DISCLAIMER_1": "Best Case: Die Daten sind schon fast sortiert (hier glänzt z.B. Bubble Sort).", "DISCLAIMER_1": "Best Case: Die Daten sind schon fast sortiert (hier glänzt z.B. Bubble Sort).",
"DISCLAIMER_2": "Average Case: Der statistische Normalfall.", "DISCLAIMER_2": "Average Case: Der statistische Normalfall.",
@@ -362,7 +447,7 @@
"SPEED": "Zeit pro Generation", "SPEED": "Zeit pro Generation",
"EXPLANATION": { "EXPLANATION": {
"TITLE": "Erklärung", "TITLE": "Erklärung",
"EXPLANATION" : "Das Spiel läuft schrittweise ab. Zunächst wird eine Anfangsgeneration von lebenden Zellen auf dem Spielfeld definiert. Aus der vorliegenden Generation (dem Gesamtbild des Spielfeldes) wird die Folgegeneration ermittelt. Der Zustand jeder einzelnen Zelle in der Folgegeneration ergibt sich dabei nach einfachen Regeln aus ihrem aktuellen Zustand sowie den aktuellen Zuständen ihrer acht Nachbarzellen (Moore-Nachbarschaft).", "EXPLANATION": "Das Spiel läuft schrittweise ab. Zunächst wird eine Anfangsgeneration von lebenden Zellen auf dem Spielfeld definiert. Aus der vorliegenden Generation (dem Gesamtbild des Spielfeldes) wird die Folgegeneration ermittelt. Der Zustand jeder einzelnen Zelle in der Folgegeneration ergibt sich dabei nach einfachen Regeln aus ihrem aktuellen Zustand sowie den aktuellen Zuständen ihrer acht Nachbarzellen (Moore-Nachbarschaft).",
"DISCLAIMER": "Nach Conways ursprünglicher Regel lebt eine Zelle in der nächsten Runde, wenn zuvor in ihrer 3x3-Umgebung insgesamt genau drei Zellen leben, wobei sie selbst nur bei Bedarf mitgezählt wird, das heißt:", "DISCLAIMER": "Nach Conways ursprünglicher Regel lebt eine Zelle in der nächsten Runde, wenn zuvor in ihrer 3x3-Umgebung insgesamt genau drei Zellen leben, wobei sie selbst nur bei Bedarf mitgezählt wird, das heißt:",
"DISCLAIMER_1": "Eine lebende Zelle lebt auch in der Folgegeneration, wenn sie entweder zwei oder drei lebende Nachbarn hat.", "DISCLAIMER_1": "Eine lebende Zelle lebt auch in der Folgegeneration, wenn sie entweder zwei oder drei lebende Nachbarn hat.",
"DISCLAIMER_2": "Eine tote Zelle „wird geboren“ (lebt in der Folgegeneration), wenn sie genau drei lebende Nachbarn hat.", "DISCLAIMER_2": "Eine tote Zelle „wird geboren“ (lebt in der Folgegeneration), wenn sie genau drei lebende Nachbarn hat.",
@@ -394,9 +479,9 @@
"EXPLANATION": { "EXPLANATION": {
"TITLE": "Mathematische Kunst", "TITLE": "Mathematische Kunst",
"MANDELBROT_EXPLANATION": "basiert auf der iterativen Formel 'z_{n+1} = z_n^2 + c'. Sie prüft für jeden Punkt in der komplexen Ebene, ob die Zahlenfolge stabil bleibt oder ins Unendliche entkommt. Vorteil: Gilt als 'Apfelmännchen' und Mutter der Fraktale. Sie bietet eine unendliche Vielfalt an selbstähnlichen Strukturen, in die man ewig hineinzoomen kann.", "MANDELBROT_EXPLANATION": "basiert auf der iterativen Formel 'z_{n+1} = z_n^2 + c'. Sie prüft für jeden Punkt in der komplexen Ebene, ob die Zahlenfolge stabil bleibt oder ins Unendliche entkommt. Vorteil: Gilt als 'Apfelmännchen' und Mutter der Fraktale. Sie bietet eine unendliche Vielfalt an selbstähnlichen Strukturen, in die man ewig hineinzoomen kann.",
"JULIA_EXPLANATION": "nutzt dieselbe Formel wie Mandelbrot, fixiert jedoch den Parameter 'c' und variiert den Startwert. Je nach Wahl von 'c' entstehen filigrane, wolkenartige Gebilde oder zusammenhanglose 'Staubwolken'. Vorteil: Ermöglicht eine enorme ästhetische Varianz, da jede Koordinate der Mandelbrot-Menge ein völlig eigenes, einzigartiges Julia-Fraktal erzeugt.", "JULIA_EXPLANATION": "nutzt dieselbe Formel wie Mandelbrot, fixiert jedoch den Parameter 'c' und variiert den Startwert. Je nach Wahl von 'c' entstehen filigrane, wolkenartige Gebilde oder zusammenhanglose 'Staubwolken'. Vorteil: Ermöglicht eine enorme ästiehetische Varianz, da jede Koordinate der Mandelbrot-Menge ein völlig eigenes, einzigartiges Julia-Fraktal erzeugt.",
"NEWTON_EXPLANATION": "entsteht durch die Visualisierung des Newton-Verfahrens zur Nullstellen-Suche einer komplexen Funktion. Jeder Pixel wird danach eingefärbt, zu welcher Nullstelle der Algorithmus konvergiert. Vorteil: Erzeugt faszinierende, sternförmige Symmetrien und komplexe Grenzen, an denen sich die Einzugsgebiete der Nullstellen auf chaotische Weise treffen.", "NEWTON_EXPLANATION": "entsteht durch die Visualisierung des Newton-Verfahrens zur Nullstellen-Suche einer komplexen Funktion. Jeder Pixel wird danach eingefärbt, zu welcher Nullstelle der Algorithmus konvergiert. Vorteil: Erzeugt faszinierende, sternförmige Symmetrien und komplexe Grenzen, an denen sich die Einzugsgebiete der Nullstellen auf chaotische Weise treffen.",
"BURNING_SHIP_EXPLANATION": "ist eine Variation des Mandelbrots, bei der vor jedem Iterationsschritt der Absolutbetrag der Real- und Imaginärteile genommen wird: '(|Re(z)| + i|Im(z)|)^2 + c'. Vorteil: Erzeugt eine markante, asymmetrische Struktur, die einem brennenden Schiff mit Segeln ähnelt. Das Fraktal wirkt düsterer und 'mechanischer' als die klassischen Mengen.", "BURNING_SHIP_EXPLANATION": "ist eine variation des Mandelbrots, bei der vor jedem Iterationsschritt der Absolutbetrag der Real- und Imaginärteile genommen wird: '(|Re(z)| + i|Im(z)|)^2 + c'. Vorteil: Erzeugt eine markante, asymmetrische Struktur, die einem brennenden Schiff mit Segeln ähnelt. Das Fraktal wirkt düsterer und 'mechanischer' als die klassischen Mengen.",
"DISCLAIMER": "Alle diese Fraktale basieren auf dem Prinzip der Iteration und dem Chaos-Effekt. Das bedeutet für deine Visualisierung:", "DISCLAIMER": "Alle diese Fraktale basieren auf dem Prinzip der Iteration und dem Chaos-Effekt. Das bedeutet für deine Visualisierung:",
"DISCLAIMER_1": "Unendliche Tiefe: Egal wie weit du hineinzoomst, es erscheinen immer neue, komplexe Strukturen, die dem Ganzen oft ähneln (Selbstähnlichkeit).", "DISCLAIMER_1": "Unendliche Tiefe: Egal wie weit du hineinzoomst, es erscheinen immer neue, komplexe Strukturen, die dem Ganzen oft ähneln (Selbstähnlichkeit).",
"DISCLAIMER_2": "Fluchtzeit-Algorithmus: Die Farben geben meist an, wie schnell eine Folge einen bestimmten Schwellenwert überschreitet je schneller, desto 'heißer' oder heller die Farbe.", "DISCLAIMER_2": "Fluchtzeit-Algorithmus: Die Farben geben meist an, wie schnell eine Folge einen bestimmten Schwellenwert überschreitet je schneller, desto 'heißer' oder heller die Farbe.",
@@ -446,6 +531,36 @@
"DISCLAIMER_BOTTOM": "HINWEIS: Wenn zuviele Impulse in das System gegeben werden, wird die Simulation instabil. Dann hängt das Pendel nur noch runter und es muss neu gestartet werden." "DISCLAIMER_BOTTOM": "HINWEIS: Wenn zuviele Impulse in das System gegeben werden, wird die Simulation instabil. Dann hängt das Pendel nur noch runter und es muss neu gestartet werden."
} }
}, },
"CLOTH": {
"TITLE": "Stoffsimulation",
"WIND_ON": "Wind Einschalten",
"WIND_OFF": "Wind Ausschalten",
"OUTLINE_ON": "Mesh anzeigen",
"OUTLINE_OFF": "Mesh ausschalten",
"STIFFNESS": "Steifigkeit",
"ELONGATION": "Dehnung",
"RESTART_SIMULATION": "Simulation neu starten",
"EXPLANATION": {
"TITLE": "Echtzeit-Stoffsimulation auf der GPU",
"CLOTH_SIMULATION_EXPLANATION_TITLE": "Stoffsimulation",
"XPBD_EXPLANATION_TITLE": "XPBD (Extended Position-Based Dynamics)",
"GPU_PARALLELIZATION_EXPLANATION_TITLE": "GPU Parallelisierung",
"DATA_STRUCTURES_EXPLANATION_TITLE": "Datenstrukturen",
"CLOTH_SIMULATION_EXPLANATION": "Stoffsimulationen modellieren Textilien meist als ein Gitter aus Massepunkten (Vertices), die durch unsichtbare Verbindungen zusammengehalten werden. Ziel ist es, physikalische Einflüsse wie Schwerkraft, Wind und Kollisionen in Echtzeit darzustellen, ohne dass das Material zerreißt oder sich unnatürlich wie Gummi dehnt.",
"XPBD_EXPLANATION": "XPBD (Extended Position-Based Dynamics) ist ein moderner Algorithmus, der statt Beschleunigungen direkt die Positionen der Punkte manipuliert, um Abstandsbedingungen (Constraints) zu erfüllen. Das 'Extended' bedeutet, dass echte physikalische Steifigkeit unabhängig von der Framerate simuliert wird. Vorteil: Absolut stabil, explodiert nicht und topologische Änderungen (wie das Zerschneiden von Stoff) sind trivial. Nachteil: Es ist ein iteratives Näherungsverfahren und physikalisch minimal weniger akkurat als komplexe Matrix-Löser.",
"GPU_PARALLELIZATION_EXPLANATION": "Um zehntausende Punkte parallel auf der Grafikkarte zu berechnen, muss man 'Race Conditions' verhindern also dass zwei Rechenkerne gleichzeitig denselben Knotenpunkt verschieben. Die Lösung nennt sich 'Independent Sets' (oder Graph Coloring): Die Verbindungen werden in isolierte Gruppen (z. B. 4 Phasen bei einem Gitter) unterteilt, in denen sich kein einziger Punkt überschneidet. So kann die GPU jede Gruppe blind und mit maximaler Geschwindigkeit abarbeiten.",
"DATA_STRUCTURES_EXPLANATION": "Für maximale GPU-Performance müssen Daten speicherfreundlich ausgerichtet werden (16-Byte-Alignment). Anstatt viele einzelne Variablen zu nutzen, packt man Informationen clever in 4er-Blöcke (vec4). Ein Vertex speichert so z. B. [X, Y, Z, Inverse_Masse]. Hat ein Punkt die inverse Masse 0.0, wird er vom Algorithmus ignoriert und schwebt unbeweglich in der Luft ein eleganter Trick für Aufhängungen ohne extra Wenn-Dann-Abfragen.",
"DISCLAIMER": "XPBD vs. Masse-Feder-Systeme: In der physikalischen Simulation gibt es grundlegende Architektur-Unterschiede beim Lösen der Gleichungen:",
"DISCLAIMER_1": "Klassische Masse-Feder-Systeme: Hier werden Kräfte (Hookesches Gesetz) berechnet, die zu Beschleunigungen und schließlich zu neuen Positionen führen. Es gibt zwei Wege, diese mathematisch in die Zukunft zu rechnen (Integration):",
"DISCLAIMER_2": "Explizite Löser (z.B. Forward Euler): Sie berechnen den nächsten Schritt stur aus dem aktuellen Zustand. Sie sind leicht zu programmieren, aber bei steifen Stoffen extrem instabil. Die Kräfte schaukeln sich auf und die simulation 'explodiert', sofern man keine winzigen, sehr leistungsfressenden Zeitschritte wählt.",
"DISCLAIMER_3": "Implizite Löser (z.B. Backward Euler): Sie berechnen den nächsten Schritt basierend auf dem zukünftigen Zustand. Das ist mathematisch enorm stabil, erfordert aber das Lösen riesiger globaler Matrix-Gleichungssysteme in jedem Frame. Dies ist auf der GPU schwerer zu parallelisieren und bricht zusammen, wenn sich die Struktur ändert (z. B. durch Zerschneiden des Stoffs).",
"DISCLAIMER_4": "Der XPBD-Kompromiss: XPBD umgeht dieses komplexe Matrix-Problem völlig, indem es als lokaler Löser arbeitet. Es kombiniert die unbedingte Stabilität eines impliziten Lösers mit der enormen Geschwindigkeit, Parallelisierbarkeit und dynamischen Anpassungsfähigkeit eines expliziten Systems."
}
},
"GPU": {
"WEBGL_FALLBACK": "WebGPU ist nicht verfügbar. WebGL wird als Fallback verwendet. Die Leistung kann eingeschränkt sein.",
"NOT_SUPPORTED": "Weder WebGPU noch WebGL konnten initialisiert werden. GPU-Visualisierungen sind nicht verfügbar."
},
"ALGORITHM": { "ALGORITHM": {
"TITLE": "Algorithmen", "TITLE": "Algorithmen",
"PATHFINDING": { "PATHFINDING": {
@@ -464,6 +579,10 @@
"TITLE": "Labyrinth-Erzeugung", "TITLE": "Labyrinth-Erzeugung",
"DESCRIPTION": "Visualisierung verschiedener Laybrinth-Erzeugungs-Algorithmen." "DESCRIPTION": "Visualisierung verschiedener Laybrinth-Erzeugungs-Algorithmen."
}, },
"FOUR_COLOR": {
"TITLE": "Vier-Farben-Satz",
"DESCRIPTION": "Der Vier-Farben-Satz besagt, dass jede Landkarte in der Ebene mit maximal vier Farben so eingefärbt werden kann, dass keine zwei aneinandergrenzenden Gebiete dieselbe Farbe besitzen."
},
"FRACTAL": { "FRACTAL": {
"TITLE": "Fraktale", "TITLE": "Fraktale",
"DESCRIPTION": "Visualisierung von komplexe, geometrische Mustern, die sich selbst in immer kleineren Maßstäben ähneln (Selbstähnlichkeit)." "DESCRIPTION": "Visualisierung von komplexe, geometrische Mustern, die sich selbst in immer kleineren Maßstäben ähneln (Selbstähnlichkeit)."
@@ -476,8 +595,92 @@
"TITLE": "Doppel-Pendel", "TITLE": "Doppel-Pendel",
"DESCRIPTION": "Visualisierung einer chaotischen Doppel-Pendel-Simulation mit WebGPU." "DESCRIPTION": "Visualisierung einer chaotischen Doppel-Pendel-Simulation mit WebGPU."
}, },
"CLOTH": {
"TITLE": "Stoffsimulation",
"DESCRIPTION": "Simulation on Stoff mit WebGPU."
},
"NOTE": "HINWEIS", "NOTE": "HINWEIS",
"GRID_HEIGHT": "Höhe", "GRID_HEIGHT": "Höhe",
"GRID_WIDTH": "Beite" "GRID_WIDTH": "Beite"
},
"FOUR_COLOR": {
"TITLE": "Vier-Farben-Satz",
"GENERATE": "Neue Karte generieren",
"SOLVE": "Automatisch lösen",
"CLEAR": "Farben zurücksetzen",
"COLOR_1": "Farbe 1",
"COLOR_2": "Farbe 2",
"COLOR_3": "Farbe 3",
"COLOR_4": "Farbe 4",
"EXECUTION_TIME": "Ausführungszeit",
"STATUS": {
"LABEL": "Status",
"INCOMPLETE": "Die Karte ist noch nicht vollständig eingefärbt.",
"SOLVED": "Glückwunsch! Du hast die Karte korrekt gelöst!",
"CONFLICTS": "Achtung: Benachbarte Regionen haben die gleiche Farbe!",
"INVALID": "Karte ist vollständig, enthält aber Fehler."
},
"EXPLANATION": {
"TITLE": "Der Vier-Farben-Satz",
"EXPLANATION": "Der Vier-Farben-Satz besagt, dass jede Landkarte in der Ebene mit maximal vier Farben so eingefärbt werden kann, dass keine zwei aneinandergrenzenden Gebiete dieselbe Farbe besitzen.",
"DISCLAIMER": "Dieser Algorithmus verwendet Backtracking, um eine gültige Färbung für die generierten Regionen zu finden.",
"DISCLAIMER_1": "Kartengenerierung: Regionen werden mittels eines zufälligen Seed-Wachstumsalgorithmus (Voronoi-ähnlich) auf einem Gitter erzeugt.",
"DISCLAIMER_2": "Adjazenz: Zwei Regionen gelten als benachbart, wenn sie mindestens eine gemeinsame Kante im Gitter teilen.",
"DISCLAIMER_3": "Backtracking: Der Löser probiert die Farben 1-4 für jede Region aus und macht Schritte rückgängig (Backtracking), wenn ein Konflikt auftritt.",
"DISCLAIMER_4": "Interaktiv: Sie können auch auf Regionen klicken, um manuell durch die Farben zu wechseln.",
"DISCLAIMER_BOTTOM": "Zum einfärben in die Zelle klicken. Durch erneutes klicken ändert sich die Farbe."
},
"ALERT": {
"NO_SOLUTION": "Keine Lösung gefunden (das sollte bei einer planaren Karte nicht passieren!)."
}
},
"STOPWATCH": {
"TITLE": "Stoppuhr",
"START": "Start",
"PAUSE": "Pause",
"STOP": "Stopp",
"RESET": "Zurücksetzen",
"INTERVAL_ENABLED": "Signalton bei Intervall",
"FIRST_INTERVAL": "Erstes Intervall",
"INTERVAL_MINUTES": "Minuten",
"INTERVAL_SECONDS": "Sekunden",
"SECOND_INTERVAL_ENABLED": "Zweites, abwechselndes Intervall hinzufügen",
"INTERVAL_HINT": "Spielt einen kurzen Ton ab, sobald ein Intervall abgelaufen ist. Mit aktiviertem zweiten Intervall wechseln sich beide ab, das zweite startet direkt nach dem ersten.",
"INTERVAL_SCHEDULE": "Nächste Signaltöne bei:"
},
"NOT_FOUND": {
"TITLE": "Seite nicht gefunden",
"MESSAGE": "Die gesuchte Seite existiert nicht oder wurde verschoben.",
"BACK_HOME": "Zurück zum Start"
},
"SEO": {
"DEFAULT": {
"TITLE": "Andreas Dahm Playground",
"DESCRIPTION": "Portfolio und interaktiver Playground von Andreas Dahm, Senior Software Developer: Algorithmus-Visualisierungen, GPU-Simulationen und persönliche Projekte."
},
"ABOUT": {
"TITLE": "Über mich Andreas Dahm",
"DESCRIPTION": "Andreas Dahm, Senior Softwareentwickler und Architekt aus München: Erfahrung, Fähigkeiten und Projekte in Full-Stack-Entwicklung, 3D-Simulation, Algorithmen und KI-gestütztem Engineering."
},
"PROJECTS": {
"TITLE": "Projekte Andreas Dahm",
"DESCRIPTION": "Ausgewählte Projekte von Andreas Dahm: ein Steam-Release, selbst gehostete Infrastruktur, Game Jams und eine wissenschaftliche Diplomarbeit."
},
"ALGORITHMS": {
"TITLE": "Algorithmen Andreas Dahm",
"DESCRIPTION": "Interaktive Visualisierungen von Algorithmen und Simulationen: Pathfinding, Sortierung, Fraktale, Stoff- und Pendelphysik direkt im Browser."
},
"IMPRINT": {
"TITLE": "Impressum Andreas Dahm",
"DESCRIPTION": "Rechtliche Informationen und Kontaktdaten zur Website Andreas Dahm Playground."
},
"STOPWATCH": {
"TITLE": "Stoppuhr Andreas Dahm",
"DESCRIPTION": "Eine einfache Online-Stoppuhr mit konfigurierbaren Intervall-Signaltönen."
},
"NOT_FOUND": {
"TITLE": "Seite nicht gefunden Andreas Dahm",
"DESCRIPTION": "Die angeforderte Seite konnte nicht gefunden werden."
}
} }
} }

View File

@@ -1,40 +1,58 @@
{ {
"APP": { "APP": {
"TITLE": "Playground", "TITLE": "Playground",
"COPYRIGHT": "Images and code protected by copyright, no use without permission!" "COPYRIGHT": "Images and code protected by copyright, no use without permission!",
"AI_NOTICE": "Built with an AI-assisted engineering workflow.",
"AI_NOTICE_LINK": "How I build with AI"
}, },
"TOPBAR": { "TOPBAR": {
"ABOUT": "About me", "ABOUT": "About me",
"IMPRINT": "Impressum", "IMPRINT": "Impressum",
"PROJECTS": "Projects", "PROJECTS": "Projects",
"ALGORITHMS": "Algorithms", "ALGORITHMS": "Algorithms",
"STOPWATCH": "Stopwatch",
"SETTINGS": "Settings", "SETTINGS": "Settings",
"LANGUAGE": "Language", "LANGUAGE": "Language",
"APPEARANCE": "Appearance" "APPEARANCE": "Appearance"
}, },
"THEME": { "LIGHT": "Light", "DARK": "Dark" }, "THEME": {
"LANG": { "LABEL": "Language", "EN": "English", "DE": "Deutsch" }, "LIGHT": "Light",
"DARK": "Dark"
},
"LANG": {
"LABEL": "Language",
"EN": "English",
"DE": "Deutsch"
},
"ABOUT": { "ABOUT": {
"ALT": { "PROFILE": "Profile photo of Andreas Dahm" }, "ALT": {
"PROFILE": "Profile photo of Andreas Dahm"
},
"HELLO": "Hello, Im Andreas.", "HELLO": "Hello, Im Andreas.",
"LEAD": "I first discovered my interest in software development during my training as an application developer. After completing my degree in Applied Computer Science at FH Bingen, I have been working continuously as a software developer since 2010. During this time, I have gained experience in various areas, including 3D simulation and modern web applications. I also enjoy working on personal software projects, particularly in game development and algorithmic topics. Thank you for stopping by!", "LEAD": "I have been working as a software developer since 2010. Most of that time went into two fairly different corners. One is real-time 3D simulation: cloth physics, collision detection, GPU shaders. The other is cloud architecture for larger enterprise platforms. I led a small backend team for a few years, planned the move of a big legacy monolith towards microservices, and released a game on Steam together with my brother. Lately a lot of my time goes into tooling around AI-assisted development, mostly into making the output reviewable instead of just fast. In my free time I build games and mess around with algorithms. Most of that ends up somewhere on this site.",
"ROLE": "Senior Software Developer / Full-Stack Developer / Software Architect", "ROLE": "Senior Software Developer / Full-Stack Developer / Software Architect",
"LOCATION": "Munich · Remote", "LOCATION": "Munich · Remote",
"DOWNLOAD_CV": "Download CV",
"VIEW_PROJECTS": "View projects", "VIEW_PROJECTS": "View projects",
"CONTACT_ME": "Contact me", "CONTACT_ME": "Contact me",
"SECTION": { "SECTION": {
"SKILLS": "Skills & Stack", "SKILLS": "Skills & Stack",
"PRIMARY": "Core", "LANGUAGES": "Languages & Frameworks",
"TOOLSET": "Toolset", "ARCH_CLOUD": "Architecture & Cloud",
"SIM_ALGO": "Simulation & Algorithms",
"AI_ENG": "AI-Assisted Engineering",
"EXPERIENCE": "Experience", "EXPERIENCE": "Experience",
"PROJECTS": "Projects", "PROJECTS": "Projects",
"EDUCATION": "Education" "EDUCATION": "Education",
"SHOW_EARLIER_XP": "Show earlier positions",
"SHOW_EARLIER_EDU": "Show earlier education",
"SHOW_LESS": "Show less"
}, },
"SKILLS": { "SKILLS": {
"JAVA": "Java 8/21+", "JAVA": "Java",
"SPRING": "Spring Boot 2/3", "SPRING": "Spring Boot",
"ANGULAR": "Angular 19+", "ANGULAR": "Angular",
"VUE": "Vue.js",
"REACT": "React",
"DOCKER": "Docker", "DOCKER": "Docker",
"UNITY": "Unity", "UNITY": "Unity",
"PYTHON": "Python", "PYTHON": "Python",
@@ -45,7 +63,13 @@
"ENG_ALGO": "Algorithm Design", "ENG_ALGO": "Algorithm Design",
"ENG_SIM": "3D Simulation", "ENG_SIM": "3D Simulation",
"ENG_GPU": "WebGPU / OpenGL / GLSL", "ENG_GPU": "WebGPU / OpenGL / GLSL",
"ENG_PERF": "Performance Optimization" "ENG_PERF": "Performance Optimization",
"ENG_3D": "3D-Scanner Tech",
"AI_AGENTS": "Claude Code / Agent SDK",
"AI_MCP": "MCP servers",
"AI_CONTEXT": "Context & prompt engineering",
"AI_HARNESS": "Agent harness design",
"AI_GATES": "Automated review gates"
}, },
"TOOLS": { "TOOLS": {
"GIT": "Git", "GIT": "Git",
@@ -59,10 +83,20 @@
"DOCKER": "Docker" "DOCKER": "Docker"
}, },
"XP": { "XP": {
"COMPANY9": {
"COMPANY": "ColorDigital GmbH",
"ROLE": "Senior Software Engineer - DMIxOS Team",
"TIME": "March 2026 present",
"HIGHLIGHTS": {
"P1": "Designed and implemented the core cloud architecture.",
"P2": "Full-stack development and optimization of new and existing system components.",
"P3": "Technical integration of partner companies into the proprietary ecosystem."
}
},
"COMPANY8": { "COMPANY8": {
"COMPANY": "Teraport GmbH", "COMPANY": "Teraport GmbH",
"ROLE": "Senior Software Developer / Architect", "ROLE": "Senior Software Developer / Architect",
"TIME": "Feb. 2024 now", "TIME": "Feb. 2024 Feb. 2026",
"HIGHLIGHTS": { "HIGHLIGHTS": {
"P1": "Architecture and implementation of database connectivity using Hibernate 6.x.", "P1": "Architecture and implementation of database connectivity using Hibernate 6.x.",
"P2": "Design and development of a full-stack web application for collision analysis (Angular + Spring Boot + Docker).", "P2": "Design and development of a full-stack web application for collision analysis (Angular + Spring Boot + Docker).",
@@ -131,7 +165,7 @@
}, },
"COMPANY1": { "COMPANY1": {
"COMPANY": "TH Bingen (University of Applied Sciences)", "COMPANY": "TH Bingen (University of Applied Sciences)",
"ROLE": "Research Asssitent", "ROLE": "Research Assistant",
"TIME": "Oct. 2007 Apr. 2008", "TIME": "Oct. 2007 Apr. 2008",
"HIGHLIGHTS": { "HIGHLIGHTS": {
"P1": "Evaluation of various Web 2.0 technologies.", "P1": "Evaluation of various Web 2.0 technologies.",
@@ -151,6 +185,16 @@
} }
}, },
"PROJECT": { "PROJECT": {
"CLAUDE_BOX": {
"TITLE": "Claude-in-a-Box",
"DESCRIPTION": "A development setup in a container where an AI coding agent works under a fixed set of rules rather than whatever I happen to type that day. It picks up the rules for whatever stack it finds in the repository, and a git hook stops the commit if the build or the tests are red.",
"LINK_INTERNAL": "Project details",
"HIGHLIGHTS": {
"P1": "The agent loads the rules for the stack it finds in the repo, so a Java service and a frontend get different ones.",
"P2": "A commit hook runs the build and the tests and blocks the commit when they fail.",
"P3": "MCP servers for code search and read-only Jira access, plus separate review agents that go over the diff."
}
},
"P2": { "P2": {
"TITLE": "Playground", "TITLE": "Playground",
"DESCRIPTION": "This project is, as the name suggests, a personal playground that will grow over time. It showcases various private projects Im working on and documents their progress, key ideas, and milestones.", "DESCRIPTION": "This project is, as the name suggests, a personal playground that will grow over time. It showcases various private projects Im working on and documents their progress, key ideas, and milestones.",
@@ -196,7 +240,7 @@
}, },
"TRIBBLE": { "TRIBBLE": {
"TITLE": "Homeserver 'Tribble'", "TITLE": "Homeserver 'Tribble'",
"DESCRIPTION": "This project is about setting up and maintaining my own homeserver. It runs several Docker containers like Gitea, Jellyfin, and more. It's a great learning experience in self-hosting and system administration.", "DESCRIPTION": "This project is about setting up and maintaining my own homeserver. It runs several Docker containers like Gitea, Jellyfin and more. It's a great learning experience in self-hosting and system administration.",
"LINK_INTERNAL": "Project details", "LINK_INTERNAL": "Project details",
"HIGHLIGHTS": { "HIGHLIGHTS": {
"P1": "Self-hosting of various services using Docker.", "P1": "Self-hosting of various services using Docker.",
@@ -248,54 +292,93 @@
"READ_MORE": "Read More", "READ_MORE": "Read More",
"LINK_TO_PROJECT": "To the project", "LINK_TO_PROJECT": "To the project",
"CLOSE": "Close", "CLOSE": "Close",
"SECTION": {
"TECHNICAL": "Technical Challenges",
"LEARNINGS": "Learnings & Soft Skills"
},
"PLAYGROUND": { "PLAYGROUND": {
"TITLE": "Playground Website", "TITLE": "Playground Portfolio",
"SHORT_DESCRIPTION": "This is about this website.", "SHORT_DESCRIPTION": "Full-stack portfolio with interactive algorithm visualizations.",
"INTRODUCTION": "This project was mainly started as a kind of “playground”, hence the name. The plan is to expand the site over time. New projects will appear here, or I will continue to expand the site itself because I want to try out new things in the field of web technologies.", "INTRODUCTION": "This website serves as a living portfolio and testing ground for modern web technologies. The goal is to clearly represent complex algorithms and mathematical concepts (such as WebGPU simulations or Raymarching) directly in the browser.",
"BULLET_1": "Using modern technologies and CI/CD pipelines (Angular 20+, Spring Boot 4, GitHub).", "BULLET_1": "Development with Angular 19+ and Material Design.",
"BULLET_2": "Showcasing personal projects and improving algorithmic skills over time.", "BULLET_2": "Implementation of performant visualizations (WebGPU, Shader, Canvas).",
"BULLET_3": "Deepening knowledge in JavaScript/TypeScript, Angular, Spring Boot and related technologies through hands-on practice.", "BULLET_3": "Automated CI/CD pipelines and containerization with Docker.",
"BULLET_4": "The site is open source and available on GitHub." "BULLET_4": "Internationalization (i18n) for global reach.",
"CHALLENGE_1": "Optimizing render performance for complex 3D fractals in real-time.",
"CHALLENGE_2": "Architecting a scalable and maintainable frontend structure for diverse sub-projects.",
"LEARNING_1": "Effective UI/UX design for complex data-driven visualizations.",
"LEARNING_2": "Advanced state management and reactive programming in Angular."
}, },
"TRIBBLE": { "TRIBBLE": {
"TITLE": "Trouble with Tribble", "TITLE": "Self-Hosted Infrastructure",
"SHORT_DESCRIPTION": "A project detailing the setup and maintenance of a home server running various Docker containers for self-hosting services.", "SHORT_DESCRIPTION": "Home infrastructure with Docker, Traefik, and secure VPN connectivity.",
"INTRODUCTION": "This project documents the journey of setting up a personal home server, nicknamed \"Tribble\". It involves installing Ubuntu Server and containerizing services like Gitea for version control, Jellyfin for media streaming, and AdGuard Home for network-wide ad-blocking. The server is connected via Traefik as a reverse proxy and Tailscale for secure networking, enabling the self-hosted CI/CD pipeline for this website.", "INTRODUCTION": "Documentation and construction of a private cloud infrastructure. Focus is on data sovereignty, automation, and security.",
"BULLET_1": "Self-hosting of various services using Docker.", "BULLET_1": "Central management via Docker-Compose and Portainer.",
"BULLET_2": "CI/CD pipeline for the personal website using Gitea.", "BULLET_2": "Automatic SSL management and reverse proxy with Traefik.",
"BULLET_3": "Secure remote access with Tailscale and Traefik.", "BULLET_3": "Private version control (Gitea) and media streaming (Jellyfin).",
"BULLET_4": "Network-wide ad-blocking with AdGuard Home." "BULLET_4": "Network-wide ad-blocking and DNS control via AdGuard Home.",
"CHALLENGE_1": "Configuring secure network layers and firewall rules for remote access.",
"CHALLENGE_2": "Automating backups and recovery strategies for containerized data.",
"LEARNING_1": "Deep understanding of modern network protocols and IT security.",
"LEARNING_2": "Efficient resource management on limited server systems."
}, },
"EL_MUCHO": { "EL_MUCHO": {
"TITLE": "El Mucho", "TITLE": "El Mucho (Steam Release)",
"SHORT_DESCRIPTION": "This is about my first game on steam.", "SHORT_DESCRIPTION": "Turn-based tactical RPG, published on Steam.",
"INTRODUCTION": "El Mucho is a turn-based tactical RPG set in a fictional world called Liberika. It is inspired by old classics such as Langrisser, also known as Warsong. El Mucho is about defending the world against attacks from nasty monsters.", "INTRODUCTION": "A commercial game project that was independently implemented from the initial idea to the worldwide release on Steam. A tactical RPG that combines classic gameplay elements with modern systems.",
"BULLET_1": "Publishing a game on Steam and integrating the Steam API.", "BULLET_1": "Complete engine development in Unity (C#).",
"BULLET_2": "Designing, planning and developing a complete game from scratch.", "BULLET_2": "Integration of Steamworks features (Achievements, Cloud Saves).",
"BULLET_3": "Implementing complex algorithms, including a custom A* pathfinding system and game AI logic.", "BULLET_3": "Development of a custom tactical AI and pathfinding logic.",
"BULLET_4": "The game was developed with Unity and C#." "BULLET_4": "Management of the entire asset pipeline and sound design.",
"CHALLENGE_1": "Implementing a robust turn-based system with complex dependencies.",
"CHALLENGE_2": "Performance optimization for a smooth experience across various hardware profiles.",
"CHALLENGE_3": "Handling Steam's strict certification requirements.",
"LEARNING_1": "Perseverance and focus over a multi-year development cycle.",
"LEARNING_2": "Marketing and community management for a digital product."
}, },
"GAME_JAMS": { "GAME_JAMS": {
"TITLE": "Game Jams", "TITLE": "Rapid Prototyping & Game Jams",
"SHORT_DESCRIPTION": "This is about my participation at several game jams.", "SHORT_DESCRIPTION": "Collection of innovative game concepts, created in under 48 hours.",
"INTRODUCTION": "Since I am interested in game development, game jams are ideal for me to focus on new ideas and develop prototypes to see whether game ideas work or not. I have participated in several game jams over the past few years and summarise my experiences here.", "INTRODUCTION": "Participation in national competitions (e.g. BeansJam). The focus is on creating functional and fun prototypes under extreme time pressure.",
"BULLET_1": "Planning a realistic project scope with a team that can be built within 48 hours.", "BULLET_1": "Focus on 'Core Game Loop' and fast feedback.",
"BULLET_2": "Learning to stay focused and work effectively under strict time constraints.", "BULLET_2": "Collaborative development in small, agile teams.",
"BULLET_3": "Experiencing the joy of creating a playable game in a short timeframe and seeing others enjoy it.", "BULLET_3": "Effective time management and scope control.",
"BULLET_4": "All projects are available and playable on Itch.io." "BULLET_4": "Publishing and iteration based on community voting.",
"CHALLENGE_1": "Reducing complex ideas to a Minimum Viable Product (MVP) achievable in 48h.",
"CHALLENGE_2": "Rapid bug diagnosis and fixing under massive time pressure.",
"LEARNING_1": "Radical prioritization of features ('Kill your darlings').",
"LEARNING_2": "Effective communication and decision-making under team stress."
}, },
"DIPLOMA": { "DIPLOMA": {
"TITLE": "Diploma thesis", "TITLE": "Scientific Diploma Thesis",
"SHORT_DESCRIPTION": "Collision detection and handling of complex garments.", "SHORT_DESCRIPTION": "Real-time collision detection for complex, flexible 3D objects.",
"INTRODUCTION": "The thesis deals with the detection and handling of collisions between and within individual items of clothing in real time. This is particularly challenging due to the flexibility of fabrics and their varying properties.", "INTRODUCTION": "Research work in the field of computer graphics. Development of an algorithm for physically correct simulation of fabrics and clothing in real-time.",
"BULLET_1": "Real-time handling of collision detection and response.", "BULLET_1": "Mathematical modeling of mass-spring systems.",
"BULLET_2": "Understanding and evaluating scientific papers.", "BULLET_2": "Low-level programming with Java.",
"BULLET_3": "Adaptation and further development of previous research work.", "BULLET_3": "Optimization through spatial data structures (AABB Trees, Bounding Spheres).",
"BULLET_4": "The thesis was written with C++ and OpenGL and integrated into the Vidya software." "BULLET_4": "Scientific evaluation of simulation precision.",
"CHALLENGE_1": "Handling 'self-collisions' in high-resolution meshes without performance loss.",
"CHALLENGE_2": "Mathematical stabilization of integration methods under high force impacts.",
"LEARNING_1": "Transferring theoretical research into productive, high-performance code.",
"LEARNING_2": "Precise working and documentation according to scientific standards."
},
"CLAUDE_BOX": {
"TITLE": "Claude-in-a-Box",
"SHORT_DESCRIPTION": "A container setup for working with an AI coding agent under a fixed set of rules.",
"INTRODUCTION": "An AI coding agent will produce code all day without complaining. The trouble is that what comes out usually looks reasonable even when it is wrong, so all the cost lands in review. I built a Docker setup that puts the agent under the same constraints as anyone else working on the repo. It reads the architecture rules of whatever project it is in, and the build has to pass before a commit goes through. The hook that enforces that last part is the piece I keep coming back to, because it is the one thing the agent has no way around.",
"BULLET_1": "Container with fixed toolchains: JDKs and Maven through SDKMAN, Node, and a home volume that survives a rebuild.",
"BULLET_2": "Rules are loaded by detection. A repo with a pom.xml gets the Java and Spring rules, one with a package.json gets the TypeScript rules, and repos with their own architecture notes get those on top.",
"BULLET_3": "A commit hook works out the stack, runs the matching build and tests, and refuses the commit if they fail.",
"BULLET_4": "MCP servers for code graph queries and read-only Jira lookups, plus review agents that check a finished diff before it counts as done.",
"CHALLENGE_1": "Keeping the rules short enough to stay useful. Long general guidelines just get ignored, so they are split into per-stack and per-repo files that only load when they apply.",
"CHALLENGE_2": "Making the quality gate something the agent cannot talk its way past. The check runs as a git hook outside the agent, so a failing build blocks the commit no matter what the agent believes about its own work.",
"CHALLENGE_3": "Getting the toolchains installed in a container that has no root. Builds, browsers and language runtimes all had to go into volumes owned by the development user.",
"LEARNING_1": "Prompt wording mattered far less than I expected. Almost all of the difference came from the scaffolding.",
"LEARNING_2": "Reviewing and gating the agent's output the same way you would a new colleague's pull request turned out to be the most useful rule of the lot."
} }
}, },
"IMPRINT": { "IMPRINT": {
"TITLE" : "Imprint", "TITLE": "Imprint",
"PARAGRAPH": "Information pursuant to Section 5 DDG", "PARAGRAPH": "Information pursuant to Section 5 DDG",
"COUNTRY": "Germany", "COUNTRY": "Germany",
"CONTACT": "Contact" "CONTACT": "Contact"
@@ -332,13 +415,17 @@
"START": "Start Sorting", "START": "Start Sorting",
"RESET": "Reset", "RESET": "Reset",
"GENERATE_NEW_ARRAY": "Generate New Array", "GENERATE_NEW_ARRAY": "Generate New Array",
"SOUND_ON": "Sound On",
"SOUND_OFF": "Sound Off",
"EXECUTION_TIME": "Execution Time", "EXECUTION_TIME": "Execution Time",
"ARRAY_SIZE": "Number of Bars", "ARRAY_SIZE": "Number of Bars",
"EXPLANATION": { "EXPLANATION": {
"TITLE": "Algorithms", "TITLE": "Algorithms",
"BUBBLE_SORT_EXPLANATION": "repeatedly compares adjacent elements and swaps them if they are in the wrong order. The largest element \"bubbles\" to the end of the list like an air bubble. Advantage: Extremely simple to understand and implement; detects already sorted lists very quickly. Disadvantage: Very inefficient for large lists (runtime O(n²)). Rarely used in practice.", "BUBBLE_SORT_EXPLANATION": "repeatedly compares adjacent elements and swaps them if they are in the wrong order. The largest element \"bubbles\" to the end of the list like an air bubble. Advantage: Extremely simple to understand and implement; detects already sorted lists very quickly. Disadvantage: Very inefficient for large lists (runtime O(n²)). Rarely used in practice.",
"COCKTAIL_SORT_EXPLANATION": "(also Shaker Sort) is an extension of Bubble Sort. Instead of only moving from left to right, it reverses direction on each pass, alternately pushing the largest element to the right and the smallest to the left. Advantage: Faster than Bubble Sort, because small elements at the end move to the front more quickly (solving the \"turtle problem\"). Disadvantage: Stays in the O(n²) runtime class, so it remains inefficient for large data sets.",
"QUICK_SORT_EXPLANATION": "follows the \"divide and conquer\" principle. A \"pivot\" element is selected, and the array is divided into two halves: elements smaller than the pivot and elements larger than the pivot. Advantage: On average one of the fastest sorting algorithms (O(n log n)); requires no additional memory (in-place). Disadvantage: Slow in the worst case (O(n²)) if the pivot is chosen poorly. Is not stable (changes order of equal elements).", "QUICK_SORT_EXPLANATION": "follows the \"divide and conquer\" principle. A \"pivot\" element is selected, and the array is divided into two halves: elements smaller than the pivot and elements larger than the pivot. Advantage: On average one of the fastest sorting algorithms (O(n log n)); requires no additional memory (in-place). Disadvantage: Slow in the worst case (O(n²)) if the pivot is chosen poorly. Is not stable (changes order of equal elements).",
"HEAP_SORT_EXPLANATION": "organizes the data initially into a special tree structure (Binary Heap). The largest element (the root) is extracted and sorted to the end, then the tree is repaired. Advantage: Guarantees a fast runtime of O(n log n), even in the worst case. Requires almost no additional memory. Disadvantage: Often slightly slower than Quick Sort in practice because the jumps in memory (heap structure) utilize the CPU cache less effectively.", "HEAP_SORT_EXPLANATION": "organizes the data initially into a special tree structure (Binary Heap). The largest element (the root) is extracted and sorted to the end, then the tree is repaired. Advantage: Guarantees a fast runtime of O(n log n), even in the worst case. Requires almost no additional memory. Disadvantage: Often slightly slower than Quick Sort in practice because the jumps in memory (heap structure) utilize the CPU cache less effectively.",
"TIMSORT_EXPLANATION": "is a hybrid sorting algorithm derived from Merge Sort and Insertion Sort. It divides the array into small 'runs' and sorts each using Insertion Sort, then merges them step by step using Merge Sort. Advantage: Extremely efficient on real-world data that is often partially sorted — O(n log n) in the worst case and O(n) in the best case. It is the standard sorting algorithm in Python and Java. Disadvantage: More complex to implement than a pure algorithm and requires additional memory for the merge step.",
"DISCLAIMER": "The choice of the \"best\" sorting algorithm depends heavily on the data and the constraints. In computer science, three scenarios are often considered:", "DISCLAIMER": "The choice of the \"best\" sorting algorithm depends heavily on the data and the constraints. In computer science, three scenarios are often considered:",
"DISCLAIMER_1": "Best Case: The data is already nearly sorted (Bubble Sort shines here, for example).", "DISCLAIMER_1": "Best Case: The data is already nearly sorted (Bubble Sort shines here, for example).",
"DISCLAIMER_2": "Average Case: The statistical norm.", "DISCLAIMER_2": "Average Case: The statistical norm.",
@@ -400,7 +487,7 @@
"DISCLAIMER_2": "Escape-Time Algorithm: Colors usually represent how quickly a sequence exceeds a certain threshold—the faster it escapes, the 'hotter' or brighter the color.", "DISCLAIMER_2": "Escape-Time Algorithm: Colors usually represent how quickly a sequence exceeds a certain threshold—the faster it escapes, the 'hotter' or brighter the color.",
"DISCLAIMER_3": "Complex Numbers: Calculations don't happen in a standard coordinate system, but in the complex plane using real and imaginary components.", "DISCLAIMER_3": "Complex Numbers: Calculations don't happen in a standard coordinate system, but in the complex plane using real and imaginary components.",
"DISCLAIMER_4": "Computational Load: Since hundreds of calculations are performed for every single pixel, fractals are a classic benchmark for GPU and processor performance.", "DISCLAIMER_4": "Computational Load: Since hundreds of calculations are performed for every single pixel, fractals are a classic benchmark for GPU and processor performance.",
"DISCLAIMER_BOTTOM": "Graphics cards calculate with 32-bit floating point numbers (float) by default. These only have about 7 digits of accuracy. At very high zoom levels (> 100,000), the difference between two pixels is so tiny that the graphics card can no longer display it. It calculates exactly the same value for 10 pixels next to each other -> you see blocks or stair steps." "DISCLAIMER_BOTTOM": "Graphics cards calculate with 32-bit floating point numbers (float) by default. These only have about 7 digits of accuracy. At very high zoom levels (> 100.000), the difference between two pixels is so tiny that the graphics card can no longer display it. It calculates exactly the same value for 10 pixels next to each other -> you see blocks or stair steps."
} }
}, },
"FRACTAL3D": { "FRACTAL3D": {
@@ -429,7 +516,7 @@
"L1_LENGTH": "Length L1", "L1_LENGTH": "Length L1",
"L2_LENGTH": "Length L2", "L2_LENGTH": "Length L2",
"M1_MASS": "Mass M1", "M1_MASS": "Mass M1",
"M2_MASS": "Mass M2", "M2_MASS": "Masse M2",
"POKE_M1": "Poke M1", "POKE_M1": "Poke M1",
"POKE_M2": "Poke M2", "POKE_M2": "Poke M2",
"RESET": "Reset", "RESET": "Reset",
@@ -444,6 +531,36 @@
"DISCLAIMER_BOTTOM": "NOTE: If too many impulses are fed into the system, the simulation becomes unstable. The pendulum will then just hang down and the simulation will have to be restarted." "DISCLAIMER_BOTTOM": "NOTE: If too many impulses are fed into the system, the simulation becomes unstable. The pendulum will then just hang down and the simulation will have to be restarted."
} }
}, },
"CLOTH": {
"TITLE": "Cloth simulation",
"WIND_ON": "Wind On",
"WIND_OFF": "Wind Off",
"OUTLINE_ON": "Show Mesh",
"OUTLINE_OFF": "Hide Mesh",
"STIFFNESS": "Stiffness",
"ELONGATION": "Elongation",
"RESTART_SIMULATION": "Restart Simulation",
"EXPLANATION": {
"TITLE": "Real-time Cloth Simulation on the GPU",
"CLOTH_SIMULATION_EXPLANATION_TITLE": "Cloth Simulation",
"XPBD_EXPLANATION_TITLE": "XPBD (Extended Position-Based Dynamics)",
"GPU_PARALLELIZATION_EXPLANATION_TITLE": "GPU Parallelization",
"DATA_STRUCTURES_EXPLANATION_TITLE": "Data Structures",
"CLOTH_SIMULATION_EXPLANATION": "Cloth simulations usually model textiles as a grid of mass points (vertices) held together by invisible connections. The goal is to represent physical influences like gravity, wind, and collisions in real time without the material tearing or stretching unnaturally like rubber.",
"XPBD_EXPLANATION": "XPBD (Extended Position-Based Dynamics) is a modern algorithm that manipulates point positions directly to satisfy distance conditions (constraints) instead of calculating accelerations. The 'Extended' means that true physical stiffness is simulated independently of the framerate. Advantage: Absolutely stable, does not explode, and topological changes (like cutting cloth) are trivial. Disadvantage: It is an iterative approximation method and slightly less physically accurate than complex matrix solvers.",
"GPU_PARALLELIZATION_EXPLANATION": "To calculate tens of thousands of points in parallel on the graphics card, one must prevent 'race conditions' i.e., two processing cores shifting the same node at the exact same time. The solution is called 'Independent Sets' (or Graph Coloring): The connections are divided into isolated groups (e.g., 4 phases for a 2D grid) in which not a single point overlaps. This allows the GPU to process each group blindly and at maximum speed.",
"DATA_STRUCTURES_EXPLANATION": "For maximum GPU performance, data must be memory-aligned (16-byte alignment). Instead of using many individual variables, information is cleverly packed into blocks of four (vec4). A vertex stores, for example, [X, Y, Z, Inverse_Mass]. If a point has an inverse mass of 0.0, the algorithm ignores it, and it floats motionlessly in the air an elegant trick for pinning cloth without extra if/then statements.",
"DISCLAIMER": "XPBD vs. Mass-Spring Systems: In physical simulations, there are fundamental architectural differences when solving equations:",
"DISCLAIMER_1": "Classical Mass-Spring Systems: Here, forces (Hooke's Law) are calculated, leading to accelerations and ultimately new positions. There are two ways to mathematically project these into the future (integration):",
"DISCLAIMER_2": "Explicit Solvers (e.g., Forward Euler): These rigidly calculate the next step solely from the current state. They are easy to program but extremely unstable for stiff cloths. Forces can escalate and the simulation 'explodes' unless tiny, very performance-heavy time steps are chosen.",
"DISCLAIMER_3": "Implicit Solvers (e.g., Backward Euler): These calculate the next step based on the future state. This is mathematically highly stable but requires solving massive global matrix equation systems in every frame. This is harder to parallelize on the GPU and breaks down if the structure changes (e.g., when the cloth is cut).",
"DISCLAIMER_4": "The XPBD Compromise: XPBD completely bypasses this complex matrix problem by acting as a local solver. It combines the absolute stability of an implicit solver with the enormous speed, parallelizability, and dynamic adaptability of an explicit system."
}
},
"GPU": {
"WEBGL_FALLBACK": "WebGPU is not available. Using WebGL as fallback. Performance may be reduced.",
"NOT_SUPPORTED": "Neither WebGPU nor WebGL could be initialized. GPU visualizations are unavailable."
},
"ALGORITHM": { "ALGORITHM": {
"TITLE": "Algorithms", "TITLE": "Algorithms",
"PATHFINDING": { "PATHFINDING": {
@@ -462,6 +579,10 @@
"TITLE": "Maze Generation", "TITLE": "Maze Generation",
"DESCRIPTION": "Visualizing various maze generation algorithms." "DESCRIPTION": "Visualizing various maze generation algorithms."
}, },
"FOUR_COLOR": {
"TITLE": "Four Color Theorem",
"DESCRIPTION": "The four color theorem states that any map in a plane can be colored using at most four colors in such a way that regions sharing a common boundary (other than a single point) do not share the same color."
},
"FRACTAL": { "FRACTAL": {
"TITLE": "Fractals", "TITLE": "Fractals",
"DESCRIPTION": "Visualisation of complex geometric patterns that resemble each other on increasingly smaller scales (self-similarity)." "DESCRIPTION": "Visualisation of complex geometric patterns that resemble each other on increasingly smaller scales (self-similarity)."
@@ -474,8 +595,92 @@
"TITLE": "Double pendulum", "TITLE": "Double pendulum",
"DESCRIPTION": "Visualisation of a chaotic double pendulum simulation with WebGPU." "DESCRIPTION": "Visualisation of a chaotic double pendulum simulation with WebGPU."
}, },
"CLOTH": {
"TITLE": "Cloth simulation",
"DESCRIPTION": "Simulation of cloth with WebGPU."
},
"NOTE": "Note", "NOTE": "Note",
"GRID_HEIGHT": "Height", "GRID_HEIGHT": "Height",
"GRID_WIDTH": "Width" "GRID_WIDTH": "Width"
},
"FOUR_COLOR": {
"TITLE": "Four Color Theorem",
"GENERATE": "Generate Map",
"SOLVE": "Auto Solve",
"CLEAR": "Clear Colors",
"COLOR_1": "Color 1",
"COLOR_2": "Color 2",
"COLOR_3": "Color 3",
"COLOR_4": "Color 4",
"EXECUTION_TIME": "Execution Time",
"STATUS": {
"LABEL": "Status",
"INCOMPLETE": "Map is not fully colored yet.",
"SOLVED": "Congratulations! You solved the map correctly!",
"CONFLICTS": "Warning: Adjacent regions have the same color!",
"INVALID": "Map is fully colored, but contains conflicts."
},
"EXPLANATION": {
"TITLE": "Four Color Theorem",
"EXPLANATION": "The four color theorem states that any map in a plane can be colored using at most four colors in such a way that regions sharing a common boundary (other than a single point) do not share the same color.",
"DISCLAIMER": "This algorithm uses backtracking to find a valid coloring for the generated regions.",
"DISCLAIMER_1": "Map Generation: Regions are generated using a random seed growth algorithm (Voronoi-like) on a grid.",
"DISCLAIMER_2": "Adjacency: Two regions are considered neighbors if they share at least one edge in the grid.",
"DISCLAIMER_3": "Backtracking: The solver tries colors 1-4 for each region, backtracking when a conflict is found.",
"DISCLAIMER_4": "Interactive: You can also click on regions to cycle through colors manually.",
"DISCLAIMER_BOTTOM": "Click to color the region. Click again to change the color."
},
"ALERT": {
"NO_SOLUTION": "No solution found (this should not happen for a planar map!)."
}
},
"STOPWATCH": {
"TITLE": "Stopwatch",
"START": "Start",
"PAUSE": "Pause",
"STOP": "Stop",
"RESET": "Reset",
"INTERVAL_ENABLED": "Beep at interval",
"FIRST_INTERVAL": "First interval",
"INTERVAL_MINUTES": "Minutes",
"INTERVAL_SECONDS": "Seconds",
"SECOND_INTERVAL_ENABLED": "Add a second, alternating interval",
"INTERVAL_HINT": "Plays a short tone every time an interval elapses. With a second interval enabled both alternate, so the second one starts right after the first.",
"INTERVAL_SCHEDULE": "Next beeps at:"
},
"NOT_FOUND": {
"TITLE": "Page not found",
"MESSAGE": "The page you are looking for does not exist or has been moved.",
"BACK_HOME": "Back to start"
},
"SEO": {
"DEFAULT": {
"TITLE": "Andreas Dahm Playground",
"DESCRIPTION": "Portfolio and interactive playground of Andreas Dahm, senior software developer: algorithm visualizations, GPU simulations and personal projects."
},
"ABOUT": {
"TITLE": "About me Andreas Dahm",
"DESCRIPTION": "Andreas Dahm, senior software developer and architect from Munich: experience, skills and projects in full-stack development, 3D simulation, algorithms and AI-assisted engineering."
},
"PROJECTS": {
"TITLE": "Projects Andreas Dahm",
"DESCRIPTION": "Selected projects by Andreas Dahm: a Steam game release, self-hosted infrastructure, game jams and a scientific diploma thesis."
},
"ALGORITHMS": {
"TITLE": "Algorithms Andreas Dahm",
"DESCRIPTION": "Interactive visualizations of algorithms and simulations: pathfinding, sorting, fractals, cloth and pendulum physics, running in the browser."
},
"IMPRINT": {
"TITLE": "Imprint Andreas Dahm",
"DESCRIPTION": "Legal information and contact details for the Andreas Dahm Playground website."
},
"STOPWATCH": {
"TITLE": "Stopwatch Andreas Dahm",
"DESCRIPTION": "A simple online stopwatch with configurable interval beeps."
},
"NOT_FOUND": {
"TITLE": "Page not found Andreas Dahm",
"DESCRIPTION": "The requested page could not be found."
}
} }
} }

View File

@@ -0,0 +1,6 @@
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<rect width="512" height="512" fill="#313131"/>
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After

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