feat: comprehensive documentation and demo updates
- Update READMEs and docs across multiple languages - Enhance interactive demos for Agent, LLM, VLM, Audio, Image Gen, Terminal, and Web Basics - Add new appendix sections for Database and IDE intros - Update VitePress config, theme, and utility scripts - Clean up unused assets and components
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@@ -57,9 +57,13 @@
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>
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<template #default>
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<p>
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<strong>Diffusion</strong> 就像在迷雾中摸索,路径充满了随机性,需要走很多弯路(步数多)才能到达终点。
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<br>
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<strong>Flow Matching</strong> 就像使用了 GPS 导航,直接找到了从噪声到图像的<strong>直线最优路径 (Optimal Transport)</strong>,因此只需要极少的步数。
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<strong>Diffusion</strong>
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就像在迷雾中摸索,路径充满了随机性,需要走很多弯路(步数多)才能到达终点。
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<br />
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<strong>Flow Matching</strong> 就像使用了 GPS
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导航,直接找到了从噪声到图像的<strong
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>直线最优路径 (Optimal Transport)</strong
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>,因此只需要极少的步数。
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</p>
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</template>
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</el-alert>
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@@ -83,7 +87,7 @@ let animationFrame = null
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let diffProgress = 0
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let flowProgress = 0
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const diffSpeed = 0.005 // Slow
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const flowSpeed = 0.02 // Fast
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const flowSpeed = 0.02 // Fast
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// Particles
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const particles = []
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@@ -104,7 +108,7 @@ const startAnimation = () => {
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flowProgress = 0
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diffSteps.value = 0
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flowSteps.value = 0
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animate()
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}
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@@ -118,7 +122,7 @@ const stopAnimation = () => {
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const animate = () => {
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let finished = 0
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// Update Diffusion
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if (diffProgress < 1) {
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diffProgress += diffSpeed
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@@ -129,7 +133,7 @@ const animate = () => {
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drawFrame(diffCanvasRef.value, 1, 'curve')
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finished++
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}
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// Update Flow
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if (flowProgress < 1) {
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flowProgress += flowSpeed
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@@ -140,7 +144,7 @@ const animate = () => {
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drawFrame(flowCanvasRef.value, 1, 'line')
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finished++
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}
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if (finished < 2) {
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animationFrame = requestAnimationFrame(animate)
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} else {
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@@ -153,7 +157,7 @@ const drawStatic = (canvas, type) => {
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const ctx = canvas.getContext('2d')
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const w = canvas.width
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const h = canvas.height
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ctx.clearRect(0, 0, w, h)
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drawBackground(ctx, w, h)
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drawPath(ctx, w, h, type, false)
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@@ -165,21 +169,21 @@ const drawFrame = (canvas, progress, type) => {
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const ctx = canvas.getContext('2d')
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const w = canvas.width
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const h = canvas.height
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ctx.clearRect(0, 0, w, h)
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drawBackground(ctx, w, h)
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drawPath(ctx, w, h, type, true) // active path
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drawEndpoints(ctx, w, h)
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// Draw Particle
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const pos = getPosition(progress, type, w, h)
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// Draw Trail
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ctx.beginPath()
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if (type === 'curve') {
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ctx.moveTo(30, h - 30)
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// Re-calculate curve up to progress
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for(let t=0; t<=progress; t+=0.01) {
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for (let t = 0; t <= progress; t += 0.01) {
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const p = getPosition(t, type, w, h)
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ctx.lineTo(p.x, p.y)
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}
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@@ -190,7 +194,7 @@ const drawFrame = (canvas, progress, type) => {
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ctx.strokeStyle = type === 'curve' ? '#F56C6C' : '#67C23A'
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ctx.lineWidth = 3
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ctx.stroke()
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// Draw Head
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ctx.beginPath()
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ctx.arc(pos.x, pos.y, 6, 0, Math.PI * 2)
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@@ -207,8 +211,14 @@ const drawBackground = (ctx, w, h) => {
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ctx.strokeStyle = '#eee'
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ctx.lineWidth = 1
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ctx.beginPath()
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for(let x=0; x<=w; x+=20) { ctx.moveTo(x,0); ctx.lineTo(x,h); }
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for(let y=0; y<=h; y+=20) { ctx.moveTo(0,y); ctx.lineTo(w,y); }
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for (let x = 0; x <= w; x += 20) {
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ctx.moveTo(x, 0)
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ctx.lineTo(x, h)
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}
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for (let y = 0; y <= h; y += 20) {
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ctx.moveTo(0, y)
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ctx.lineTo(w, y)
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}
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ctx.stroke()
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}
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@@ -218,7 +228,7 @@ const drawEndpoints = (ctx, w, h) => {
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ctx.arc(30, h - 30, 8, 0, Math.PI * 2)
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ctx.fillStyle = '#909399'
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ctx.fill()
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// End (Image)
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ctx.beginPath()
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ctx.arc(w - 30, 30, 8, 0, Math.PI * 2)
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@@ -229,14 +239,14 @@ const drawEndpoints = (ctx, w, h) => {
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const drawPath = (ctx, w, h, type, isActive) => {
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ctx.beginPath()
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ctx.moveTo(30, h - 30)
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if (type === 'line') {
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ctx.lineTo(w - 30, 30)
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} else {
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// Bezier curve for diffusion
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ctx.quadraticCurveTo(w * 0.2, 30, w - 30, 30)
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}
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ctx.strokeStyle = isActive ? 'rgba(0,0,0,0.1)' : '#ddd'
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ctx.lineWidth = 2
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ctx.setLineDash([5, 5])
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@@ -249,7 +259,7 @@ const getPosition = (t, type, w, h) => {
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const startY = h - 30
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const endX = w - 30
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const endY = 30
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if (type === 'line') {
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return {
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x: startX + (endX - startX) * t,
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@@ -260,10 +270,16 @@ const getPosition = (t, type, w, h) => {
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// Control Point
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const cpX = w * 0.2
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const cpY = 30
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const x = Math.pow(1-t, 2) * startX + 2 * (1-t) * t * cpX + Math.pow(t, 2) * endX
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const y = Math.pow(1-t, 2) * startY + 2 * (1-t) * t * cpY + Math.pow(t, 2) * endY
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const x =
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Math.pow(1 - t, 2) * startX +
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2 * (1 - t) * t * cpX +
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Math.pow(t, 2) * endX
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const y =
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Math.pow(1 - t, 2) * startY +
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2 * (1 - t) * t * cpY +
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Math.pow(t, 2) * endY
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// Add some random jitter for diffusion look if t < 1
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// const jitter = t < 1 ? (Math.random() - 0.5) * 5 : 0
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// return { x: x + jitter, y: y + jitter }
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@@ -318,7 +334,7 @@ const getPosition = (t, type, w, h) => {
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background: #fff;
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border-radius: 4px;
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overflow: hidden;
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box-shadow: inset 0 0 10px rgba(0,0,0,0.05);
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box-shadow: inset 0 0 10px rgba(0, 0, 0, 0.05);
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}
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canvas {
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