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<h2>Create your snippet's HTML, CSS and Javascript in the editor tabs</h2>
</div>
</div>using System;
using System.Numerics;
using System.Media;
class MandelbrotMusic
{
static void Main()
{
const int width = 800; // Define the width and height of the Mandelbrot set area
const int height = 800;
const double xmin = -2.5;
const double xmax = 1.5;
const double ymin = -2.0;
const double ymax = 2.0;
const int maxIterations = 1000; // Maximum number of iterations
// Create a SoundPlayer instance to play the generated music
SoundPlayer player = new SoundPlayer();
// Calculate the musical notes based on the Mandelbrot set
double xStep = (xmax - xmin) / width;
double yStep = (ymax - ymin) / height;
for (double y = ymin; y < ymax; y += yStep)
{
for (double x = xmin; x < xmax; x += xStep)
{
Complex c = new Complex(x, y);
Complex z = new Complex(0, 0);
int iteration = 0;
while (z.Magnitude < 2 && iteration < maxIterations)
{
z = z * z + c;
iteration++;
}
// Map the Mandelbrot set values to musical attributes
double frequency = MapValue(x, xmin, xmax, 200, 2000); // Map x-coordinate to frequency
double duration = MapValue(iteration, 0, maxIterations, 50, 500); // Map iteration count to note duration
// Play the note based on the mapped values
PlayNote(player, frequency, duration);
}
}
Console.WriteLine("Playing Mandelbrot music. Press any key to stop.");
player.PlaySync(); // Play the generated music
Console.ReadKey();
}
static double MapValue(double value, double fromSource, double toSource, double fromTarget, double toTarget)
{
return (value - fromSource) / (toSource - fromSource) * (toTarget - fromTarget) + fromTarget;
}
static void PlayNote(SoundPlayer player, double frequency, double duration)
{
// This function should play a musical note with the given frequency and duration
// In this example, I'm using Console.Beep to simulate playing a note
int freq = (int)frequency;
int dur = (int)duration;
Console.Beep(freq, dur); // Simulated note
}
}using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Windows.Media.Core;
using System.Windows.Media.Playback;
using System.Windows.Media;
class Program
{
static void Main()
{
// Generate a Mandelbrot set image
int width = 800;
int height = 800;
Bitmap mandelbrotImage = GenerateMandelbrotImage(width, height);
mandelbrotImage.Save("mandelbrot.png", ImageFormat.Png);
// Create a tesseract animation
CreateTesseractAnimation();
// Load and play video clips (sample videos)
VideoClipCategory categorizeClip = LoadVideoClip("categorize_clip.mp4");
VideoClipReversed reversedClip = LoadVideoClip("reversed_clip.mp4");
// Categorize video clips based on colors
ColorCategory category = CategorizeVideoClip(categorizeClip);
Console.WriteLine("Video clip is in category: " + category.ToString());
// Play a reversed video clip
PlayReversedVideoClip(reversedClip);
Console.WriteLine("Press any key to exit.");
Console.ReadKey();
}
static Bitmap GenerateMandelbrotImage(int width, int height)
{
Bitmap mandelbrotImage = new Bitmap(width, height);
// Implement Mandelbrot set visualization logic here
// You can use the System.Drawing library to draw the image
return mandelbrotImage;
}
static void CreateTesseractAnimation()
{
// Implement tesseract animation logic here
// This may involve 3D graphics libraries or frameworks
}
static VideoClipCategory LoadVideoClip(string fileName)
{
// Load a video clip from the file
VideoClipCategory clip = new VideoClipCategory(fileName);
return clip;
}
static ColorCategory CategorizeVideoClip(VideoClipCategory clip)
{
// Implement color categorization logic for the video clip
// You can use image processing techniques or libraries
return ColorCategory.Red; // Replace with actual category
}
static void PlayReversedVideoClip(VideoClipReversed clip)
{
// Play the reversed video clip
MediaPlayer player = new MediaPlayer();
player.Open(clip);
player.SpeedRatio = -1; // Play in reverse
player.Play();
}
}
enum ColorCategory
{
Red,
Blue,
Green,
// Add more categories as needed
}
class VideoClipCategory : VideoClip
{
public VideoClipCategory(string fileName) : base(fileName) { }
}
class VideoClipReversed : VideoClip
{
public VideoClipReversed(string fileName) : base(fileName) { }
}
using UnityEngine;
public class QuaternionJuliaSet : MonoBehaviour
{
public Material material;
public int resolution = 512;
public float scale = 2f;
public int maxIterations = 100;
void Start()
{
CreateCubeInCube();
}
void CreateCubeInCube()
{
for (int dir = 0; dir < 6; dir++)
{
Quaternion rotation = Quaternion.Euler(GetDirectionEuler(dir));
RenderJuliaSet(rotation);
}
}
void RenderJuliaSet(Quaternion rotation)
{
RenderTexture renderTexture = new RenderTexture(resolution, resolution, 24);
Graphics.SetRenderTarget(renderTexture);
GL.Clear(true, true, Color.black);
material.SetPass(0);
material.SetMatrix("_RotationMatrix", Matrix4x4.Rotate(rotation));
Graphics.DrawMeshNow(CreateQuad(), Matrix4x4.identity);
Graphics.SetRenderTarget(null);
SaveRenderTexture(renderTexture);
Destroy(renderTexture);
}
Vector3 GetDirectionEuler(int dir)
{
switch (dir)
{
case 0: return new Vector3(90f, 0f, 0f); // Top
case 1: return new Vector3(-90f, 0f, 0f); // Bottom
case 2: return new Vector3(0f, 0f, 90f); // Left
case 3: return new Vector3(0f, 0f, -90f); // Right
case 4: return new Vector3(0f, 90f, 0f); // Forward
case 5: return new Vector3(0f, -90f, 0f); // Back
default: return Vector3.zero;
}
}
Mesh CreateQuad()
{
Mesh mesh = new Mesh();
mesh.vertices = new Vector3[]
{
new Vector3(-0.5f, -0.5f, 0f),
new Vector3(0.5f, -0.5f, 0f),
new Vector3(-0.5f, 0.5f, 0f),
new Vector3(0.5f, 0.5f, 0f)
};
mesh.triangles = new int[] { 0, 2, 1, 2, 3, 1 };
mesh.RecalculateNormals();
return mesh;
}
void SaveRenderTexture(RenderTexture renderTexture)
{
Texture2D texture = new Texture2D(resolution, resolution, TextureFormat.RGB24, false);
RenderTexture.active = renderTexture;
texture.ReadPixels(new Rect(0, 0, resolution, resolution), 0, 0);
texture.Apply();
byte[] bytes = texture.EncodeToPNG();
System.IO.File.WriteAllBytes($"Render_{Time.time}.png", bytes);
RenderTexture.active = null;
Destroy(texture);
}
}
using System;
using System.Drawing;
using System.Windows.Forms;
namespace MandelbrotSetGenerator
{
public class MandelbrotForm : Form
{
private const int Width = 800;
private const int Height = 600;
private const double ZoomFactor = 1.5;
private const int MaxIterations = 1000;
private Bitmap bitmap;
private double centerX = -0.5;
private double centerY = 0;
private double scale = 1.0;
public MandelbrotForm()
{
bitmap = new Bitmap(Width, Height);
GenerateMandelbrot();
Text = "Mandelbrot Set";
ClientSize = new Size(Width, Height);
DoubleBuffered = true;
Paint += MandelbrotForm_Paint;
MouseClick += MandelbrotForm_MouseClick;
KeyDown += MandelbrotForm_KeyDown;
}
private void MandelbrotForm_Paint(object sender, PaintEventArgs e)
{
e.Graphics.DrawImage(bitmap, 0, 0);
}
private void MandelbrotForm_MouseClick(object sender, MouseEventArgs e)
{
double newCenterX = centerX + (e.X - Width / 2) * scale;
double newCenterY = centerY + (e.Y - Height / 2) * scale;
centerX = newCenterX;
centerY = newCenterY;
scale *= ZoomFactor;
GenerateMandelbrot();
Invalidate();
}
private void MandelbrotForm_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Escape)
{
Close();
}
}
private void GenerateMandelbrot()
{
for (int x = 0; x < Width; x++)
{
for (int y = 0; y < Height; y++)
{
double zx = (x - Width / 2) * scale + centerX;
double zy = (y - Height / 2) * scale + centerY;
double cx = zx;
double cy = zy;
int iteration = 0;
while (iteration < MaxIterations && (zx * zx + zy * zy) < 4)
{
double newZx = zx * zx - zy * zy + cx;
double newZy = 2 * zx * zy + cy;
zx = newZx;
zy = newZy;
iteration++;
}
Color color = iteration == MaxIterations ? Color.Black : Color.FromArgb(iteration % 8 * 32, iteration % 16 * 16, iteration % 32 * 8);
bitmap.SetPixel(x, y, color);
}
}
}
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new MandelbrotForm());
}
}import networkx as nx
import itertools
def generate_circuit_graph(num_vertices):
states = [0, 1, 'X']
circuit_graph = nx.Graph()
# Create all possible combinations of states for each vertex
vertex_states = list(itertools.product(states, repeat=num_vertices))
# Add vertices to the graph
for state in vertex_states:
circuit_graph.add_node(state)
# Add edges connecting adjacent states
for node in circuit_graph.nodes:
for i in range(num_vertices):
adjacent_state = list(node)
adjacent_state[i] = 'X' if adjacent_state[i] == 'X' else 1 - adjacent_state[i] # Flip state or set to 'X'
adjacent_state = tuple(adjacent_state)
if adjacent_state in circuit_graph.nodes:
circuit_graph.add_edge(node, adjacent_state)
return circuit_graph
def draw_circuit(circuit_graph):
pos = nx.spring_layout(circuit_graph)
nx.draw(circuit_graph, pos, with_labels=True, node_size=2000, font_size=10, font_color="black")
plt.show()
if __name__ == "__main__":
num_vertices = 8
# Generate the circuit graph
circuit_graph = generate_circuit_graph(num_vertices)
# Draw the circuit graph
draw_circuit(circuit_graph)
import networkx as nx
import matplotlib.pyplot as plt
def draw_circuit(circuit_graph):
pos = nx.spring_layout(circuit_graph)
nx.draw(circuit_graph, pos, with_labels=True, node_size=2000, font_size=10, font_color="white")
plt.show()
def simulate_circuit(circuit_graph, voltage_source=5):
node_voltage = nx.algorithms.flow.shortest_augmenting_path(circuit_graph, source='V')['GND']
print(f"Voltage at GND: {node_voltage} V")
if __name__ == "__main__":
# Creating a simple circuit graph
circuit_graph = nx.DiGraph()
# Adding components
circuit_graph.add_edge('V', 'R1', component_type='Voltage Source', voltage=5)
circuit_graph.add_edge('R1', 'N1', component_type='Resistor', resistance=1000)
circuit_graph.add_edge('N1', 'GND')
# Draw the circuit graph
draw_circuit(circuit_graph)
# Simulate the circuit
simulate_circuit(circuit_graph)
import numpy as np
import sounddevice as sd
# Function to generate a sine wave sound
def generate_sine_wave(duration, frequency):
sample_rate = 44100 # Example sample rate
t = np.linspace(0, duration, int(sample_rate * duration), endpoint=False)
wave = np.sin(2 * np.pi * frequency * t)
return wave
# Function to play a sound
def play_sound(sound_wave):
sd.play(sound_wave, samplerate=44100)
sd.wait()
# Generate two entangled sine waves
frequency_1 = 440 # Frequency of first wave
frequency_2 = 880 # Frequency of second wave
sound_1 = generate_sine_wave(3, frequency_1)
sound_2 = generate_sine_wave(3, frequency_2)
# Play the sounds individually
play_sound(sound_1)
play_sound(sound_2)
# Simulate entanglement-like behavior
# For example, adjusting frequency of one sound based on the state of another
frequency_1_new = frequency_1 + 100 # Adjusted frequency based on entanglement
sound_1_modified = generate_sine_wave(3, frequency_1_new)
play_sound(sound_1_modified)
import bpy
import math
import mathutils
# Function to create a simple cube
def create_cube():
bpy.ops.mesh.primitive_cube_add(size=2)
cube = bpy.context.active_object
return cube
# Function to modify the cube based on code
def modify_cube(cube, scale_factor):
cube.scale = (scale_factor, scale_factor, scale_factor)
# Function to animate the cube with a sine wave motion
def animate_cube(cube, amplitude, frequency):
bpy.ops.object.select_all(action='DESELECT')
bpy.context.view_layer.objects.active = cube
cube.select_set(True)
bpy.context.scene.frame_start = 1
bpy.context.scene.frame_end = 250
for frame in range(1, 251):
scale_factor = amplitude * math.sin(2 * math.pi * frequency * frame / 250.0)
cube.scale = (scale_factor, scale_factor, scale_factor)
cube.location = mathutils.Vector((0, 0, scale_factor))
cube.keyframe_insert(data_path="scale", index=-1)
cube.keyframe_insert(data_path="location", index=-1)
# Function to add a sine wave sound to the scene
def add_sound(amplitude, frequency):
bpy.ops.object.sound_add()
sound = bpy.context.active_object
sound.location = (0, 0, 0)
bpy.ops.sound.bake(filepath="/path/to/soundfile.wav", bake_channel="NOISE",
frame_start=1, frame_end=250, samples=250)
# Usage
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
cube = create_cube()
# Modify cube based on code
scale_factor = 2.0
modify_cube(cube, scale_factor)
# Animate cube with a sine wave motion
amplitude = 1.0
frequency = 1.0
animate_cube(cube, amplitude, frequency)
# Add a sine wave sound to the scene
add_sound(amplitude, frequency)
import pygame
import sys
class PocketDimension:
def __init__(self, name):
self.name = name
self.canvas = pygame.Surface((400, 300))
self.portal_connected_dimension = None
def create_portal(self, connected_dimension):
self.portal_connected_dimension = connected_dimension
def render_to_canvas(self):
# Perform rendering operations on the canvas
pygame.draw.circle(self.canvas, (255, 0, 0), (200, 150), 20) # Example rendering
def connect_and_project(self, screen):
if self.portal_connected_dimension:
# Copy the content of the connected pocket dimension's canvas onto the main screen
screen.blit(self.portal_connected_dimension.canvas, (0, 0))
class Universe:
def __init__(self):
self.primary_dimension = PocketDimension("Primary Dimension")
self.secondary_dimension = PocketDimension("Secondary Dimension")
# Connect the pocket dimensions through portals
self.primary_dimension.create_portal(self.secondary_dimension)
self.secondary_dimension.create_portal(self.primary_dimension)
# Initialize Pygame
pygame.init()
# Set up the screen
screen_width, screen_height = 800, 600
screen = pygame.display.set_mode((screen_width, screen_height))
clock = pygame.time.Clock()
# Create the universe and pocket dimensions
universe = Universe()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
break
# Render content on each pocket dimension's canvas
universe.primary_dimension.render_to_canvas()
universe.secondary_dimension.render_to_canvas()
# Connect and project content between pocket dimensions
universe.primary_dimension.connect_and_project(screen)
pygame.display.flip()
clock.tick(60)
# Quit Pygame
pygame.quit()
sys.exit()
<!DOCTYPE html>
<html>
<head>
<title>Rotating Image</title>
<style>
canvas {
border: 1px solid #000;
}
</style>
</head>
<body>
<canvas id="myCanvas" width="200" height="200"></canvas>
<script>
const canvas = document.getElementById('myCanvas');
const ctx = canvas.getContext('2d');
const img = new Image();
img.src = 'path_to_your_image.jpg'; // Replace with your image path
let angle = 0;
function drawImageRotated() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.save();
ctx.translate(canvas.width / 2, canvas.height / 2);
ctx.rotate(angle);
ctx.drawImage(img, -img.width / 2, -img.height / 2);
ctx.restore();
angle += Math.PI / 180; // Change rotation speed here
requestAnimationFrame(drawImageRotated);
}
img.onload = function() {
drawImageRotated();
};
</script>
</body>
</html>
import pygame
# Define constants for cube size and colors
CUBE_SIZE = 40
CUBE_COLOR = (255, 0, 0)
# Initialize Pygame
pygame.init()
# Create a window
window = pygame.display.set_mode((4 * CUBE_SIZE, 4 * CUBE_SIZE))
# Main loop
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Clear the screen
window.fill((0, 0, 0))
# Draw the 4x4x4 cube
for x in range(4):
for y in range(4):
for z in range(4):
pygame.draw.rect(
window,
CUBE_COLOR,
(x * CUBE_SIZE, y * CUBE_SIZE, CUBE_SIZE, CUBE_SIZE),
)
pygame.display.flip()
# Quit Pygame
pygame.quit()
}