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+
+(function() {
+'use strict';
+
+function F2(fun)
+{
+ function wrapper(a) { return function(b) { return fun(a,b); }; }
+ wrapper.arity = 2;
+ wrapper.func = fun;
+ return wrapper;
+}
+
+function F3(fun)
+{
+ function wrapper(a) {
+ return function(b) { return function(c) { return fun(a, b, c); }; };
+ }
+ wrapper.arity = 3;
+ wrapper.func = fun;
+ return wrapper;
+}
+
+function F4(fun)
+{
+ function wrapper(a) { return function(b) { return function(c) {
+ return function(d) { return fun(a, b, c, d); }; }; };
+ }
+ wrapper.arity = 4;
+ wrapper.func = fun;
+ return wrapper;
+}
+
+function F5(fun)
+{
+ function wrapper(a) { return function(b) { return function(c) {
+ return function(d) { return function(e) { return fun(a, b, c, d, e); }; }; }; };
+ }
+ wrapper.arity = 5;
+ wrapper.func = fun;
+ return wrapper;
+}
+
+function F6(fun)
+{
+ function wrapper(a) { return function(b) { return function(c) {
+ return function(d) { return function(e) { return function(f) {
+ return fun(a, b, c, d, e, f); }; }; }; }; };
+ }
+ wrapper.arity = 6;
+ wrapper.func = fun;
+ return wrapper;
+}
+
+function F7(fun)
+{
+ function wrapper(a) { return function(b) { return function(c) {
+ return function(d) { return function(e) { return function(f) {
+ return function(g) { return fun(a, b, c, d, e, f, g); }; }; }; }; }; };
+ }
+ wrapper.arity = 7;
+ wrapper.func = fun;
+ return wrapper;
+}
+
+function F8(fun)
+{
+ function wrapper(a) { return function(b) { return function(c) {
+ return function(d) { return function(e) { return function(f) {
+ return function(g) { return function(h) {
+ return fun(a, b, c, d, e, f, g, h); }; }; }; }; }; }; };
+ }
+ wrapper.arity = 8;
+ wrapper.func = fun;
+ return wrapper;
+}
+
+function F9(fun)
+{
+ function wrapper(a) { return function(b) { return function(c) {
+ return function(d) { return function(e) { return function(f) {
+ return function(g) { return function(h) { return function(i) {
+ return fun(a, b, c, d, e, f, g, h, i); }; }; }; }; }; }; }; };
+ }
+ wrapper.arity = 9;
+ wrapper.func = fun;
+ return wrapper;
+}
+
+function A2(fun, a, b)
+{
+ return fun.arity === 2
+ ? fun.func(a, b)
+ : fun(a)(b);
+}
+function A3(fun, a, b, c)
+{
+ return fun.arity === 3
+ ? fun.func(a, b, c)
+ : fun(a)(b)(c);
+}
+function A4(fun, a, b, c, d)
+{
+ return fun.arity === 4
+ ? fun.func(a, b, c, d)
+ : fun(a)(b)(c)(d);
+}
+function A5(fun, a, b, c, d, e)
+{
+ return fun.arity === 5
+ ? fun.func(a, b, c, d, e)
+ : fun(a)(b)(c)(d)(e);
+}
+function A6(fun, a, b, c, d, e, f)
+{
+ return fun.arity === 6
+ ? fun.func(a, b, c, d, e, f)
+ : fun(a)(b)(c)(d)(e)(f);
+}
+function A7(fun, a, b, c, d, e, f, g)
+{
+ return fun.arity === 7
+ ? fun.func(a, b, c, d, e, f, g)
+ : fun(a)(b)(c)(d)(e)(f)(g);
+}
+function A8(fun, a, b, c, d, e, f, g, h)
+{
+ return fun.arity === 8
+ ? fun.func(a, b, c, d, e, f, g, h)
+ : fun(a)(b)(c)(d)(e)(f)(g)(h);
+}
+function A9(fun, a, b, c, d, e, f, g, h, i)
+{
+ return fun.arity === 9
+ ? fun.func(a, b, c, d, e, f, g, h, i)
+ : fun(a)(b)(c)(d)(e)(f)(g)(h)(i);
+}
+
+//import Native.List //
+
+var _elm_lang$core$Native_Array = function() {
+
+// A RRB-Tree has two distinct data types.
+// Leaf -> "height" is always 0
+// "table" is an array of elements
+// Node -> "height" is always greater than 0
+// "table" is an array of child nodes
+// "lengths" is an array of accumulated lengths of the child nodes
+
+// M is the maximal table size. 32 seems fast. E is the allowed increase
+// of search steps when concatting to find an index. Lower values will
+// decrease balancing, but will increase search steps.
+var M = 32;
+var E = 2;
+
+// An empty array.
+var empty = {
+ ctor: '_Array',
+ height: 0,
+ table: []
+};
+
+
+function get(i, array)
+{
+ if (i < 0 || i >= length(array))
+ {
+ throw new Error(
+ 'Index ' + i + ' is out of range. Check the length of ' +
+ 'your array first or use getMaybe or getWithDefault.');
+ }
+ return unsafeGet(i, array);
+}
+
+
+function unsafeGet(i, array)
+{
+ for (var x = array.height; x > 0; x--)
+ {
+ var slot = i >> (x * 5);
+ while (array.lengths[slot] <= i)
+ {
+ slot++;
+ }
+ if (slot > 0)
+ {
+ i -= array.lengths[slot - 1];
+ }
+ array = array.table[slot];
+ }
+ return array.table[i];
+}
+
+
+// Sets the value at the index i. Only the nodes leading to i will get
+// copied and updated.
+function set(i, item, array)
+{
+ if (i < 0 || length(array) <= i)
+ {
+ return array;
+ }
+ return unsafeSet(i, item, array);
+}
+
+
+function unsafeSet(i, item, array)
+{
+ array = nodeCopy(array);
+
+ if (array.height === 0)
+ {
+ array.table[i] = item;
+ }
+ else
+ {
+ var slot = getSlot(i, array);
+ if (slot > 0)
+ {
+ i -= array.lengths[slot - 1];
+ }
+ array.table[slot] = unsafeSet(i, item, array.table[slot]);
+ }
+ return array;
+}
+
+
+function initialize(len, f)
+{
+ if (len <= 0)
+ {
+ return empty;
+ }
+ var h = Math.floor( Math.log(len) / Math.log(M) );
+ return initialize_(f, h, 0, len);
+}
+
+function initialize_(f, h, from, to)
+{
+ if (h === 0)
+ {
+ var table = new Array((to - from) % (M + 1));
+ for (var i = 0; i < table.length; i++)
+ {
+ table[i] = f(from + i);
+ }
+ return {
+ ctor: '_Array',
+ height: 0,
+ table: table
+ };
+ }
+
+ var step = Math.pow(M, h);
+ var table = new Array(Math.ceil((to - from) / step));
+ var lengths = new Array(table.length);
+ for (var i = 0; i < table.length; i++)
+ {
+ table[i] = initialize_(f, h - 1, from + (i * step), Math.min(from + ((i + 1) * step), to));
+ lengths[i] = length(table[i]) + (i > 0 ? lengths[i-1] : 0);
+ }
+ return {
+ ctor: '_Array',
+ height: h,
+ table: table,
+ lengths: lengths
+ };
+}
+
+function fromList(list)
+{
+ if (list.ctor === '[]')
+ {
+ return empty;
+ }
+
+ // Allocate M sized blocks (table) and write list elements to it.
+ var table = new Array(M);
+ var nodes = [];
+ var i = 0;
+
+ while (list.ctor !== '[]')
+ {
+ table[i] = list._0;
+ list = list._1;
+ i++;
+
+ // table is full, so we can push a leaf containing it into the
+ // next node.
+ if (i === M)
+ {
+ var leaf = {
+ ctor: '_Array',
+ height: 0,
+ table: table
+ };
+ fromListPush(leaf, nodes);
+ table = new Array(M);
+ i = 0;
+ }
+ }
+
+ // Maybe there is something left on the table.
+ if (i > 0)
+ {
+ var leaf = {
+ ctor: '_Array',
+ height: 0,
+ table: table.splice(0, i)
+ };
+ fromListPush(leaf, nodes);
+ }
+
+ // Go through all of the nodes and eventually push them into higher nodes.
+ for (var h = 0; h < nodes.length - 1; h++)
+ {
+ if (nodes[h].table.length > 0)
+ {
+ fromListPush(nodes[h], nodes);
+ }
+ }
+
+ var head = nodes[nodes.length - 1];
+ if (head.height > 0 && head.table.length === 1)
+ {
+ return head.table[0];
+ }
+ else
+ {
+ return head;
+ }
+}
+
+// Push a node into a higher node as a child.
+function fromListPush(toPush, nodes)
+{
+ var h = toPush.height;
+
+ // Maybe the node on this height does not exist.
+ if (nodes.length === h)
+ {
+ var node = {
+ ctor: '_Array',
+ height: h + 1,
+ table: [],
+ lengths: []
+ };
+ nodes.push(node);
+ }
+
+ nodes[h].table.push(toPush);
+ var len = length(toPush);
+ if (nodes[h].lengths.length > 0)
+ {
+ len += nodes[h].lengths[nodes[h].lengths.length - 1];
+ }
+ nodes[h].lengths.push(len);
+
+ if (nodes[h].table.length === M)
+ {
+ fromListPush(nodes[h], nodes);
+ nodes[h] = {
+ ctor: '_Array',
+ height: h + 1,
+ table: [],
+ lengths: []
+ };
+ }
+}
+
+// Pushes an item via push_ to the bottom right of a tree.
+function push(item, a)
+{
+ var pushed = push_(item, a);
+ if (pushed !== null)
+ {
+ return pushed;
+ }
+
+ var newTree = create(item, a.height);
+ return siblise(a, newTree);
+}
+
+// Recursively tries to push an item to the bottom-right most
+// tree possible. If there is no space left for the item,
+// null will be returned.
+function push_(item, a)
+{
+ // Handle resursion stop at leaf level.
+ if (a.height === 0)
+ {
+ if (a.table.length < M)
+ {
+ var newA = {
+ ctor: '_Array',
+ height: 0,
+ table: a.table.slice()
+ };
+ newA.table.push(item);
+ return newA;
+ }
+ else
+ {
+ return null;
+ }
+ }
+
+ // Recursively push
+ var pushed = push_(item, botRight(a));
+
+ // There was space in the bottom right tree, so the slot will
+ // be updated.
+ if (pushed !== null)
+ {
+ var newA = nodeCopy(a);
+ newA.table[newA.table.length - 1] = pushed;
+ newA.lengths[newA.lengths.length - 1]++;
+ return newA;
+ }
+
+ // When there was no space left, check if there is space left
+ // for a new slot with a tree which contains only the item
+ // at the bottom.
+ if (a.table.length < M)
+ {
+ var newSlot = create(item, a.height - 1);
+ var newA = nodeCopy(a);
+ newA.table.push(newSlot);
+ newA.lengths.push(newA.lengths[newA.lengths.length - 1] + length(newSlot));
+ return newA;
+ }
+ else
+ {
+ return null;
+ }
+}
+
+// Converts an array into a list of elements.
+function toList(a)
+{
+ return toList_(_elm_lang$core$Native_List.Nil, a);
+}
+
+function toList_(list, a)
+{
+ for (var i = a.table.length - 1; i >= 0; i--)
+ {
+ list =
+ a.height === 0
+ ? _elm_lang$core$Native_List.Cons(a.table[i], list)
+ : toList_(list, a.table[i]);
+ }
+ return list;
+}
+
+// Maps a function over the elements of an array.
+function map(f, a)
+{
+ var newA = {
+ ctor: '_Array',
+ height: a.height,
+ table: new Array(a.table.length)
+ };
+ if (a.height > 0)
+ {
+ newA.lengths = a.lengths;
+ }
+ for (var i = 0; i < a.table.length; i++)
+ {
+ newA.table[i] =
+ a.height === 0
+ ? f(a.table[i])
+ : map(f, a.table[i]);
+ }
+ return newA;
+}
+
+// Maps a function over the elements with their index as first argument.
+function indexedMap(f, a)
+{
+ return indexedMap_(f, a, 0);
+}
+
+function indexedMap_(f, a, from)
+{
+ var newA = {
+ ctor: '_Array',
+ height: a.height,
+ table: new Array(a.table.length)
+ };
+ if (a.height > 0)
+ {
+ newA.lengths = a.lengths;
+ }
+ for (var i = 0; i < a.table.length; i++)
+ {
+ newA.table[i] =
+ a.height === 0
+ ? A2(f, from + i, a.table[i])
+ : indexedMap_(f, a.table[i], i == 0 ? from : from + a.lengths[i - 1]);
+ }
+ return newA;
+}
+
+function foldl(f, b, a)
+{
+ if (a.height === 0)
+ {
+ for (var i = 0; i < a.table.length; i++)
+ {
+ b = A2(f, a.table[i], b);
+ }
+ }
+ else
+ {
+ for (var i = 0; i < a.table.length; i++)
+ {
+ b = foldl(f, b, a.table[i]);
+ }
+ }
+ return b;
+}
+
+function foldr(f, b, a)
+{
+ if (a.height === 0)
+ {
+ for (var i = a.table.length; i--; )
+ {
+ b = A2(f, a.table[i], b);
+ }
+ }
+ else
+ {
+ for (var i = a.table.length; i--; )
+ {
+ b = foldr(f, b, a.table[i]);
+ }
+ }
+ return b;
+}
+
+// TODO: currently, it slices the right, then the left. This can be
+// optimized.
+function slice(from, to, a)
+{
+ if (from < 0)
+ {
+ from += length(a);
+ }
+ if (to < 0)
+ {
+ to += length(a);
+ }
+ return sliceLeft(from, sliceRight(to, a));
+}
+
+function sliceRight(to, a)
+{
+ if (to === length(a))
+ {
+ return a;
+ }
+
+ // Handle leaf level.
+ if (a.height === 0)
+ {
+ var newA = { ctor:'_Array', height:0 };
+ newA.table = a.table.slice(0, to);
+ return newA;
+ }
+
+ // Slice the right recursively.
+ var right = getSlot(to, a);
+ var sliced = sliceRight(to - (right > 0 ? a.lengths[right - 1] : 0), a.table[right]);
+
+ // Maybe the a node is not even needed, as sliced contains the whole slice.
+ if (right === 0)
+ {
+ return sliced;
+ }
+
+ // Create new node.
+ var newA = {
+ ctor: '_Array',
+ height: a.height,
+ table: a.table.slice(0, right),
+ lengths: a.lengths.slice(0, right)
+ };
+ if (sliced.table.length > 0)
+ {
+ newA.table[right] = sliced;
+ newA.lengths[right] = length(sliced) + (right > 0 ? newA.lengths[right - 1] : 0);
+ }
+ return newA;
+}
+
+function sliceLeft(from, a)
+{
+ if (from === 0)
+ {
+ return a;
+ }
+
+ // Handle leaf level.
+ if (a.height === 0)
+ {
+ var newA = { ctor:'_Array', height:0 };
+ newA.table = a.table.slice(from, a.table.length + 1);
+ return newA;
+ }
+
+ // Slice the left recursively.
+ var left = getSlot(from, a);
+ var sliced = sliceLeft(from - (left > 0 ? a.lengths[left - 1] : 0), a.table[left]);
+
+ // Maybe the a node is not even needed, as sliced contains the whole slice.
+ if (left === a.table.length - 1)
+ {
+ return sliced;
+ }
+
+ // Create new node.
+ var newA = {
+ ctor: '_Array',
+ height: a.height,
+ table: a.table.slice(left, a.table.length + 1),
+ lengths: new Array(a.table.length - left)
+ };
+ newA.table[0] = sliced;
+ var len = 0;
+ for (var i = 0; i < newA.table.length; i++)
+ {
+ len += length(newA.table[i]);
+ newA.lengths[i] = len;
+ }
+
+ return newA;
+}
+
+// Appends two trees.
+function append(a,b)
+{
+ if (a.table.length === 0)
+ {
+ return b;
+ }
+ if (b.table.length === 0)
+ {
+ return a;
+ }
+
+ var c = append_(a, b);
+
+ // Check if both nodes can be crunshed together.
+ if (c[0].table.length + c[1].table.length <= M)
+ {
+ if (c[0].table.length === 0)
+ {
+ return c[1];
+ }
+ if (c[1].table.length === 0)
+ {
+ return c[0];
+ }
+
+ // Adjust .table and .lengths
+ c[0].table = c[0].table.concat(c[1].table);
+ if (c[0].height > 0)
+ {
+ var len = length(c[0]);
+ for (var i = 0; i < c[1].lengths.length; i++)
+ {
+ c[1].lengths[i] += len;
+ }
+ c[0].lengths = c[0].lengths.concat(c[1].lengths);
+ }
+
+ return c[0];
+ }
+
+ if (c[0].height > 0)
+ {
+ var toRemove = calcToRemove(a, b);
+ if (toRemove > E)
+ {
+ c = shuffle(c[0], c[1], toRemove);
+ }
+ }
+
+ return siblise(c[0], c[1]);
+}
+
+// Returns an array of two nodes; right and left. One node _may_ be empty.
+function append_(a, b)
+{
+ if (a.height === 0 && b.height === 0)
+ {
+ return [a, b];
+ }
+
+ if (a.height !== 1 || b.height !== 1)
+ {
+ if (a.height === b.height)
+ {
+ a = nodeCopy(a);
+ b = nodeCopy(b);
+ var appended = append_(botRight(a), botLeft(b));
+
+ insertRight(a, appended[1]);
+ insertLeft(b, appended[0]);
+ }
+ else if (a.height > b.height)
+ {
+ a = nodeCopy(a);
+ var appended = append_(botRight(a), b);
+
+ insertRight(a, appended[0]);
+ b = parentise(appended[1], appended[1].height + 1);
+ }
+ else
+ {
+ b = nodeCopy(b);
+ var appended = append_(a, botLeft(b));
+
+ var left = appended[0].table.length === 0 ? 0 : 1;
+ var right = left === 0 ? 1 : 0;
+ insertLeft(b, appended[left]);
+ a = parentise(appended[right], appended[right].height + 1);
+ }
+ }
+
+ // Check if balancing is needed and return based on that.
+ if (a.table.length === 0 || b.table.length === 0)
+ {
+ return [a, b];
+ }
+
+ var toRemove = calcToRemove(a, b);
+ if (toRemove <= E)
+ {
+ return [a, b];
+ }
+ return shuffle(a, b, toRemove);
+}
+
+// Helperfunctions for append_. Replaces a child node at the side of the parent.
+function insertRight(parent, node)
+{
+ var index = parent.table.length - 1;
+ parent.table[index] = node;
+ parent.lengths[index] = length(node);
+ parent.lengths[index] += index > 0 ? parent.lengths[index - 1] : 0;
+}
+
+function insertLeft(parent, node)
+{
+ if (node.table.length > 0)
+ {
+ parent.table[0] = node;
+ parent.lengths[0] = length(node);
+
+ var len = length(parent.table[0]);
+ for (var i = 1; i < parent.lengths.length; i++)
+ {
+ len += length(parent.table[i]);
+ parent.lengths[i] = len;
+ }
+ }
+ else
+ {
+ parent.table.shift();
+ for (var i = 1; i < parent.lengths.length; i++)
+ {
+ parent.lengths[i] = parent.lengths[i] - parent.lengths[0];
+ }
+ parent.lengths.shift();
+ }
+}
+
+// Returns the extra search steps for E. Refer to the paper.
+function calcToRemove(a, b)
+{
+ var subLengths = 0;
+ for (var i = 0; i < a.table.length; i++)
+ {
+ subLengths += a.table[i].table.length;
+ }
+ for (var i = 0; i < b.table.length; i++)
+ {
+ subLengths += b.table[i].table.length;
+ }
+
+ var toRemove = a.table.length + b.table.length;
+ return toRemove - (Math.floor((subLengths - 1) / M) + 1);
+}
+
+// get2, set2 and saveSlot are helpers for accessing elements over two arrays.
+function get2(a, b, index)
+{
+ return index < a.length
+ ? a[index]
+ : b[index - a.length];
+}
+
+function set2(a, b, index, value)
+{
+ if (index < a.length)
+ {
+ a[index] = value;
+ }
+ else
+ {
+ b[index - a.length] = value;
+ }
+}
+
+function saveSlot(a, b, index, slot)
+{
+ set2(a.table, b.table, index, slot);
+
+ var l = (index === 0 || index === a.lengths.length)
+ ? 0
+ : get2(a.lengths, a.lengths, index - 1);
+
+ set2(a.lengths, b.lengths, index, l + length(slot));
+}
+
+// Creates a node or leaf with a given length at their arrays for perfomance.
+// Is only used by shuffle.
+function createNode(h, length)
+{
+ if (length < 0)
+ {
+ length = 0;
+ }
+ var a = {
+ ctor: '_Array',
+ height: h,
+ table: new Array(length)
+ };
+ if (h > 0)
+ {
+ a.lengths = new Array(length);
+ }
+ return a;
+}
+
+// Returns an array of two balanced nodes.
+function shuffle(a, b, toRemove)
+{
+ var newA = createNode(a.height, Math.min(M, a.table.length + b.table.length - toRemove));
+ var newB = createNode(a.height, newA.table.length - (a.table.length + b.table.length - toRemove));
+
+ // Skip the slots with size M. More precise: copy the slot references
+ // to the new node
+ var read = 0;
+ while (get2(a.table, b.table, read).table.length % M === 0)
+ {
+ set2(newA.table, newB.table, read, get2(a.table, b.table, read));
+ set2(newA.lengths, newB.lengths, read, get2(a.lengths, b.lengths, read));
+ read++;
+ }
+
+ // Pulling items from left to right, caching in a slot before writing
+ // it into the new nodes.
+ var write = read;
+ var slot = new createNode(a.height - 1, 0);
+ var from = 0;
+
+ // If the current slot is still containing data, then there will be at
+ // least one more write, so we do not break this loop yet.
+ while (read - write - (slot.table.length > 0 ? 1 : 0) < toRemove)
+ {
+ // Find out the max possible items for copying.
+ var source = get2(a.table, b.table, read);
+ var to = Math.min(M - slot.table.length, source.table.length);
+
+ // Copy and adjust size table.
+ slot.table = slot.table.concat(source.table.slice(from, to));
+ if (slot.height > 0)
+ {
+ var len = slot.lengths.length;
+ for (var i = len; i < len + to - from; i++)
+ {
+ slot.lengths[i] = length(slot.table[i]);
+ slot.lengths[i] += (i > 0 ? slot.lengths[i - 1] : 0);
+ }
+ }
+
+ from += to;
+
+ // Only proceed to next slots[i] if the current one was
+ // fully copied.
+ if (source.table.length <= to)
+ {
+ read++; from = 0;
+ }
+
+ // Only create a new slot if the current one is filled up.
+ if (slot.table.length === M)
+ {
+ saveSlot(newA, newB, write, slot);
+ slot = createNode(a.height - 1, 0);
+ write++;
+ }
+ }
+
+ // Cleanup after the loop. Copy the last slot into the new nodes.
+ if (slot.table.length > 0)
+ {
+ saveSlot(newA, newB, write, slot);
+ write++;
+ }
+
+ // Shift the untouched slots to the left
+ while (read < a.table.length + b.table.length )
+ {
+ saveSlot(newA, newB, write, get2(a.table, b.table, read));
+ read++;
+ write++;
+ }
+
+ return [newA, newB];
+}
+
+// Navigation functions
+function botRight(a)
+{
+ return a.table[a.table.length - 1];
+}
+function botLeft(a)
+{
+ return a.table[0];
+}
+
+// Copies a node for updating. Note that you should not use this if
+// only updating only one of "table" or "lengths" for performance reasons.
+function nodeCopy(a)
+{
+ var newA = {
+ ctor: '_Array',
+ height: a.height,
+ table: a.table.slice()
+ };
+ if (a.height > 0)
+ {
+ newA.lengths = a.lengths.slice();
+ }
+ return newA;
+}
+
+// Returns how many items are in the tree.
+function length(array)
+{
+ if (array.height === 0)
+ {
+ return array.table.length;
+ }
+ else
+ {
+ return array.lengths[array.lengths.length - 1];
+ }
+}
+
+// Calculates in which slot of "table" the item probably is, then
+// find the exact slot via forward searching in "lengths". Returns the index.
+function getSlot(i, a)
+{
+ var slot = i >> (5 * a.height);
+ while (a.lengths[slot] <= i)
+ {
+ slot++;
+ }
+ return slot;
+}
+
+// Recursively creates a tree with a given height containing
+// only the given item.
+function create(item, h)
+{
+ if (h === 0)
+ {
+ return {
+ ctor: '_Array',
+ height: 0,
+ table: [item]
+ };
+ }
+ return {
+ ctor: '_Array',
+ height: h,
+ table: [create(item, h - 1)],
+ lengths: [1]
+ };
+}
+
+// Recursively creates a tree that contains the given tree.
+function parentise(tree, h)
+{
+ if (h === tree.height)
+ {
+ return tree;
+ }
+
+ return {
+ ctor: '_Array',
+ height: h,
+ table: [parentise(tree, h - 1)],
+ lengths: [length(tree)]
+ };
+}
+
+// Emphasizes blood brotherhood beneath two trees.
+function siblise(a, b)
+{
+ return {
+ ctor: '_Array',
+ height: a.height + 1,
+ table: [a, b],
+ lengths: [length(a), length(a) + length(b)]
+ };
+}
+
+function toJSArray(a)
+{
+ var jsArray = new Array(length(a));
+ toJSArray_(jsArray, 0, a);
+ return jsArray;
+}
+
+function toJSArray_(jsArray, i, a)
+{
+ for (var t = 0; t < a.table.length; t++)
+ {
+ if (a.height === 0)
+ {
+ jsArray[i + t] = a.table[t];
+ }
+ else
+ {
+ var inc = t === 0 ? 0 : a.lengths[t - 1];
+ toJSArray_(jsArray, i + inc, a.table[t]);
+ }
+ }
+}
+
+function fromJSArray(jsArray)
+{
+ if (jsArray.length === 0)
+ {
+ return empty;
+ }
+ var h = Math.floor(Math.log(jsArray.length) / Math.log(M));
+ return fromJSArray_(jsArray, h, 0, jsArray.length);
+}
+
+function fromJSArray_(jsArray, h, from, to)
+{
+ if (h === 0)
+ {
+ return {
+ ctor: '_Array',
+ height: 0,
+ table: jsArray.slice(from, to)
+ };
+ }
+
+ var step = Math.pow(M, h);
+ var table = new Array(Math.ceil((to - from) / step));
+ var lengths = new Array(table.length);
+ for (var i = 0; i < table.length; i++)
+ {
+ table[i] = fromJSArray_(jsArray, h - 1, from + (i * step), Math.min(from + ((i + 1) * step), to));
+ lengths[i] = length(table[i]) + (i > 0 ? lengths[i - 1] : 0);
+ }
+ return {
+ ctor: '_Array',
+ height: h,
+ table: table,
+ lengths: lengths
+ };
+}
+
+return {
+ empty: empty,
+ fromList: fromList,
+ toList: toList,
+ initialize: F2(initialize),
+ append: F2(append),
+ push: F2(push),
+ slice: F3(slice),
+ get: F2(get),
+ set: F3(set),
+ map: F2(map),
+ indexedMap: F2(indexedMap),
+ foldl: F3(foldl),
+ foldr: F3(foldr),
+ length: length,
+
+ toJSArray: toJSArray,
+ fromJSArray: fromJSArray
+};
+
+}();
+//import Native.Utils //
+
+var _elm_lang$core$Native_Basics = function() {
+
+function div(a, b)
+{
+ return (a / b) | 0;
+}
+function rem(a, b)
+{
+ return a % b;
+}
+function mod(a, b)
+{
+ if (b === 0)
+ {
+ throw new Error('Cannot perform mod 0. Division by zero error.');
+ }
+ var r = a % b;
+ var m = a === 0 ? 0 : (b > 0 ? (a >= 0 ? r : r + b) : -mod(-a, -b));
+
+ return m === b ? 0 : m;
+}
+function logBase(base, n)
+{
+ return Math.log(n) / Math.log(base);
+}
+function negate(n)
+{
+ return -n;
+}
+function abs(n)
+{
+ return n < 0 ? -n : n;
+}
+
+function min(a, b)
+{
+ return _elm_lang$core$Native_Utils.cmp(a, b) < 0 ? a : b;
+}
+function max(a, b)
+{
+ return _elm_lang$core$Native_Utils.cmp(a, b) > 0 ? a : b;
+}
+function clamp(lo, hi, n)
+{
+ return _elm_lang$core$Native_Utils.cmp(n, lo) < 0
+ ? lo
+ : _elm_lang$core$Native_Utils.cmp(n, hi) > 0
+ ? hi
+ : n;
+}
+
+var ord = ['LT', 'EQ', 'GT'];
+
+function compare(x, y)
+{
+ return { ctor: ord[_elm_lang$core$Native_Utils.cmp(x, y) + 1] };
+}
+
+function xor(a, b)
+{
+ return a !== b;
+}
+function not(b)
+{
+ return !b;
+}
+function isInfinite(n)
+{
+ return n === Infinity || n === -Infinity;
+}
+
+function truncate(n)
+{
+ return n | 0;
+}
+
+function degrees(d)
+{
+ return d * Math.PI / 180;
+}
+function turns(t)
+{
+ return 2 * Math.PI * t;
+}
+function fromPolar(point)
+{
+ var r = point._0;
+ var t = point._1;
+ return _elm_lang$core$Native_Utils.Tuple2(r * Math.cos(t), r * Math.sin(t));
+}
+function toPolar(point)
+{
+ var x = point._0;
+ var y = point._1;
+ return _elm_lang$core$Native_Utils.Tuple2(Math.sqrt(x * x + y * y), Math.atan2(y, x));
+}
+
+return {
+ div: F2(div),
+ rem: F2(rem),
+ mod: F2(mod),
+
+ pi: Math.PI,
+ e: Math.E,
+ cos: Math.cos,
+ sin: Math.sin,
+ tan: Math.tan,
+ acos: Math.acos,
+ asin: Math.asin,
+ atan: Math.atan,
+ atan2: F2(Math.atan2),
+
+ degrees: degrees,
+ turns: turns,
+ fromPolar: fromPolar,
+ toPolar: toPolar,
+
+ sqrt: Math.sqrt,
+ logBase: F2(logBase),
+ negate: negate,
+ abs: abs,
+ min: F2(min),
+ max: F2(max),
+ clamp: F3(clamp),
+ compare: F2(compare),
+
+ xor: F2(xor),
+ not: not,
+
+ truncate: truncate,
+ ceiling: Math.ceil,
+ floor: Math.floor,
+ round: Math.round,
+ toFloat: function(x) { return x; },
+ isNaN: isNaN,
+ isInfinite: isInfinite
+};
+
+}();
+//import //
+
+var _elm_lang$core$Native_Utils = function() {
+
+// COMPARISONS
+
+function eq(x, y)
+{
+ var stack = [];
+ var isEqual = eqHelp(x, y, 0, stack);
+ var pair;
+ while (isEqual && (pair = stack.pop()))
+ {
+ isEqual = eqHelp(pair.x, pair.y, 0, stack);
+ }
+ return isEqual;
+}
+
+
+function eqHelp(x, y, depth, stack)
+{
+ if (depth > 100)
+ {
+ stack.push({ x: x, y: y });
+ return true;
+ }
+
+ if (x === y)
+ {
+ return true;
+ }
+
+ if (typeof x !== 'object')
+ {
+ if (typeof x === 'function')
+ {
+ throw new Error(
+ 'Trying to use `(==)` on functions. There is no way to know if functions are "the same" in the Elm sense.'
+ + ' Read more about this at http://package.elm-lang.org/packages/elm-lang/core/latest/Basics#=='
+ + ' which describes why it is this way and what the better version will look like.'
+ );
+ }
+ return false;
+ }
+
+ if (x === null || y === null)
+ {
+ return false
+ }
+
+ if (x instanceof Date)
+ {
+ return x.getTime() === y.getTime();
+ }
+
+ if (!('ctor' in x))
+ {
+ for (var key in x)
+ {
+ if (!eqHelp(x[key], y[key], depth + 1, stack))
+ {
+ return false;
+ }
+ }
+ return true;
+ }
+
+ // convert Dicts and Sets to lists
+ if (x.ctor === 'RBNode_elm_builtin' || x.ctor === 'RBEmpty_elm_builtin')
+ {
+ x = _elm_lang$core$Dict$toList(x);
+ y = _elm_lang$core$Dict$toList(y);
+ }
+ if (x.ctor === 'Set_elm_builtin')
+ {
+ x = _elm_lang$core$Set$toList(x);
+ y = _elm_lang$core$Set$toList(y);
+ }
+
+ // check if lists are equal without recursion
+ if (x.ctor === '::')
+ {
+ var a = x;
+ var b = y;
+ while (a.ctor === '::' && b.ctor === '::')
+ {
+ if (!eqHelp(a._0, b._0, depth + 1, stack))
+ {
+ return false;
+ }
+ a = a._1;
+ b = b._1;
+ }
+ return a.ctor === b.ctor;
+ }
+
+ // check if Arrays are equal
+ if (x.ctor === '_Array')
+ {
+ var xs = _elm_lang$core$Native_Array.toJSArray(x);
+ var ys = _elm_lang$core$Native_Array.toJSArray(y);
+ if (xs.length !== ys.length)
+ {
+ return false;
+ }
+ for (var i = 0; i < xs.length; i++)
+ {
+ if (!eqHelp(xs[i], ys[i], depth + 1, stack))
+ {
+ return false;
+ }
+ }
+ return true;
+ }
+
+ if (!eqHelp(x.ctor, y.ctor, depth + 1, stack))
+ {
+ return false;
+ }
+
+ for (var key in x)
+ {
+ if (!eqHelp(x[key], y[key], depth + 1, stack))
+ {
+ return false;
+ }
+ }
+ return true;
+}
+
+// Code in Generate/JavaScript.hs, Basics.js, and List.js depends on
+// the particular integer values assigned to LT, EQ, and GT.
+
+var LT = -1, EQ = 0, GT = 1;
+
+function cmp(x, y)
+{
+ if (typeof x !== 'object')
+ {
+ return x === y ? EQ : x < y ? LT : GT;
+ }
+
+ if (x instanceof String)
+ {
+ var a = x.valueOf();
+ var b = y.valueOf();
+ return a === b ? EQ : a < b ? LT : GT;
+ }
+
+ if (x.ctor === '::' || x.ctor === '[]')
+ {
+ while (x.ctor === '::' && y.ctor === '::')
+ {
+ var ord = cmp(x._0, y._0);
+ if (ord !== EQ)
+ {
+ return ord;
+ }
+