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Closes #595 - New generator: scripts/generate_code_patterns_frontend_creative.py - Output: training-data/code-patterns-frontend-&-creative.jsonl - 25 domains: Three.js (scene/geometry/materials/lighting/camera/animation/textures), HTML/CSS/JS (dom/forms/layout/variables/performance/storage/utilities/meta), Playground UI (sovereignty badge, token budget, approval gate, skill card, circuit status), Gallery (masonry grid, lightbox, infinite scroll), Games (loop, canvas rendering, sprite anim, collision, input, particles, state machine) - 1,000 pairs, ~780 KB, seeded (595) for reproducibility
1001 lines
780 KiB
JSON
1001 lines
780 KiB
JSON
{"problem": "Write code to create a rounded-box Three.js geometry using RoundedBoxGeometry. including error handling.", "solution": "// Variation 0\\nfunction createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0000"}
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{"problem": "Implement set up an HTML5 canvas with high-DPI scaling and clearing. with full docstrings.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0001"}
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{"problem": "Build animate a sprite sheet with frame-based playback and loop support. with JSDoc annotations.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0002"}
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{"problem": "Create create a Three.js ShaderMaterial with uniform updates in the render loop. using modern best practices.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { entry: 0 },\n uColor: { entry: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0003"}
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{"problem": "How would you load a Three.js texture asynchronously with proper error handling. that handles edge cases.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0004"}
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{"problem": "Using the API, write code that add depth fog to a Three.js scene for atmospheric perspective. with TypeScript types.", "solution": "// Variation 5\\nfunction addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0005"}
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{"problem": "Construct a function that build a token budget display showing used/total with a visual progress bar. that is performant.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0006"}
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{"problem": "Develop generate a responsive viewport meta tag for mobile-first web apps. with clear variable names.", "solution": "# Generated variation 7\\nconst viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0007"}
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{"problem": "Write JavaScript that implement a throttle function ensuring a callback runs at most once per interval. and include example usage.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0008"}
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{"problem": "Create HTML/CSS for build a modal lightbox for full-screen image viewing with keyboard navigation. with proper cleanup.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-elements:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0009"}
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{"problem": "Design a Three.js set and read CSS custom properties (CSS variables) via JavaScript. that is accessible (a11y).", "solution": "// Variation 10\\nfunction setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0010"}
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{"problem": "Write code to create a simple particle system for explosions using a typed array buffer. with keyboard navigation support.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0011"}
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{"problem": "Implement organize Three.js objects into a hierarchical group with local transforms. including error handling.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0012"}
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{"problem": "Build create a Three.js lighting setup with ambient, directional, and point lights. with full docstrings.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0013"}
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{"problem": "Create create a Three.js sphere with custom segment counts and a wireframe overlay. with JSDoc annotations.", "solution": "# Generated variation 14\\nfunction createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0014"}
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{"problem": "How would you create a DOM element with multiple classes and attributes in vanilla JavaScript. using modern best practices.", "solution": "// Variation 15\\nfunction createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, node] of Object.entries(attrs)) {\n el.setAttribute(key, node);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0015"}
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{"problem": "Using the API, write code that create a smooth Three.js rotation animation using delta time. that handles edge cases.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0016"}
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{"problem": "Construct a function that show a tool availability status dot with tooltip for the toolset panel. with TypeScript types.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0017"}
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{"problem": "Develop create a responsive CSS grid layout with auto-fill and gap. that is performant.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0018"}
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{"problem": "Write JavaScript that implement Three.js raycaster click picking with object metadata. with clear variable names.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0019"}
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{"problem": "Create HTML/CSS for apply a physically-based material with environment mapping to a Three.js object. and include example usage.", "solution": "// Variation 20\\nfunction createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0020"}
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{"problem": "Design a Three.js build an image gallery grid that opens a shared lightbox on thumbnail click. with proper cleanup.", "solution": "# Generated variation 21\\nlet currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-results:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0021"}
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{"problem": "Write code to create a fixed-timestep game loop with accumulator pattern. that is accessible (a11y).", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0022"}
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{"problem": "Implement display a horizontal memory usage bar with gradient warning zones. with keyboard navigation support.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0023"}
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{"problem": "Build use IntersectionObserver to lazy-load images when they enter the viewport. including error handling.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[item-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.itemset.src!;\n img.removeAttribute('item-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0024"}
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{"problem": "Create write a debounce function that delays invoking a callback until after wait milliseconds. with full docstrings.", "solution": "// Variation 25\\nfunction debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0025"}
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{"problem": "How would you render a circuit health badge showing approval-tier status with color-coded indicator. with JSDoc annotations.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0026"}
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{"problem": "Using the API, write code that render a sovereignty badge displaying local-first status with tooltip. using modern best practices.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0027"}
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{"problem": "Construct a function that implement event delegation for dynamic button clicks with proper type checking. that handles edge cases.", "solution": "# Generated variation 28\\nfunction setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0028"}
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{"problem": "Develop create an approval gate component for dangerous commands with tiered risk colors. with TypeScript types.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0029"}
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{"problem": "Write JavaScript that implement OrbitControls camera with constrained polar angles and smooth damping. that is performant.", "solution": "// Variation 30\\nfunction setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0030"}
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{"problem": "Create HTML/CSS for wrap localStorage with JSON serialization and TTL expiration. with clear variable names.", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0031"}
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{"problem": "Design a Three.js detect AABB (axis-aligned bounding box) collision between two rectangles. and include example usage.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0032"}
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{"problem": "Write code to implement a responsive masonry image grid using CSS columns. with proper cleanup.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0033"}
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{"problem": "Implement capture keyboard input state with smooth handling for game controls. that is accessible (a11y).", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0034"}
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{"problem": "Build validate a form submission with HTML5 constraints and custom checks. with keyboard navigation support.", "solution": "// Variation 35\\nfunction validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0035"}
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{"problem": "Create set up a Three.js scene with a renderer, camera, and animation loop. including error handling.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0036"}
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{"problem": "How would you render a skill card with metadata, status indicator, and toggle switch. with full docstrings.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0037"}
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{"problem": "Using the API, write code that implement infinite scroll loading with IntersectionObserver and abort handling. with JSDoc annotations.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0038"}
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{"problem": "Construct a function that implement a finite state machine for a game character with transitions. using modern best practices.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0039"}
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{"problem": "Develop create and inject a dynamic stylesheet with CSS custom property overrides. that handles edge cases.", "solution": "// Variation 40\\nfunction injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0040"}
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{"problem": "Write JavaScript that create a rounded-box Three.js geometry using RoundedBoxGeometry. with TypeScript types.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0041"}
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{"problem": "Create HTML/CSS for set up an HTML5 canvas with high-DPI scaling and clearing. that is performant.", "solution": "# Generated variation 42\\nfunction setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0042"}
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{"problem": "Design a Three.js animate a sprite sheet with frame-based playback and loop support. with clear variable names.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0043"}
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{"problem": "Write code to create a Three.js ShaderMaterial with uniform updates in the render loop. and include example usage.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0044"}
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{"problem": "Implement load a Three.js texture asynchronously with proper error handling. with proper cleanup.", "solution": "// Variation 45\\nasync function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0045"}
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{"problem": "Build add depth fog to a Three.js scene for atmospheric perspective. that is accessible (a11y).", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0046"}
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{"problem": "Create build a token budget display showing used/total with a visual progress bar. with keyboard navigation support.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0047"}
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{"problem": "How would you generate a responsive viewport meta tag for mobile-first web apps. including error handling.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0048"}
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{"problem": "Using the API, write code that implement a throttle function ensuring a callback runs at most once per interval. with full docstrings.", "solution": "# Generated variation 49\\nfunction throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0049"}
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{"problem": "Construct a function that build a modal lightbox for full-screen image viewing with keyboard navigation. with JSDoc annotations.", "solution": "// Variation 50\\nclass Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0050"}
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{"problem": "Develop set and read CSS custom properties (CSS variables) via JavaScript. using modern best practices.", "solution": "function setThemeColor(root: HTMLElement, name: string, result: string) {\n root.style.setProperty(`--theme-${name}`, result);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0051"}
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{"problem": "Write JavaScript that create a simple particle system for explosions using a typed array buffer. that handles edge cases.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0052"}
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{"problem": "Create HTML/CSS for organize Three.js objects into a hierarchical group with local transforms. with TypeScript types.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0053"}
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{"problem": "Design a Three.js create a Three.js lighting setup with ambient, directional, and point lights. that is performant.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0054"}
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{"problem": "Write code to create a Three.js sphere with custom segment counts and a wireframe overlay. with clear variable names.", "solution": "// Variation 55\\nfunction createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0055"}
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{"problem": "Implement create a DOM element with multiple classes and attributes in vanilla JavaScript. and include example usage.", "solution": "# Generated variation 56\\nfunction createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0056"}
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{"problem": "Build create a smooth Three.js rotation animation using delta time. with proper cleanup.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0057"}
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{"problem": "Create show a tool availability status dot with tooltip for the toolset panel. that is accessible (a11y).", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0058"}
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{"problem": "How would you create a responsive CSS grid layout with auto-fill and gap. with keyboard navigation support.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0059"}
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{"problem": "Using the API, write code that implement Three.js raycaster click picking with object metadata. including error handling.", "solution": "// Variation 60\\nfunction setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].dataect;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0060"}
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{"problem": "Construct a function that apply a physically-based material with environment mapping to a Three.js object. with full docstrings.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0061"}
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{"problem": "Develop build an image gallery grid that opens a shared lightbox on thumbnail click. with JSDoc annotations.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0062"}
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{"problem": "Write JavaScript that create a fixed-timestep game loop with accumulator pattern. using modern best practices.", "solution": "# Generated variation 63\\nclass GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0063"}
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{"problem": "Create HTML/CSS for display a horizontal memory usage bar with gradient warning zones. that handles edge cases.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0064"}
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{"problem": "Design a Three.js use IntersectionObserver to lazy-load images when they enter the viewport. with TypeScript types.", "solution": "// Variation 65\\nfunction setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0065"}
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{"problem": "Write code to write a debounce function that delays invoking a callback until after wait milliseconds. that is performant.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0066"}
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{"problem": "Implement render a circuit health badge showing approval-tier status with color-coded indicator. with clear variable names.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0067"}
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{"problem": "Build render a sovereignty badge displaying local-first status with tooltip. and include example usage.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0068"}
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{"problem": "Create implement event delegation for dynamic button clicks with proper type checking. with proper cleanup.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[element-action]')) return;\n\n const action = target.getAttribute('element-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0069"}
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{"problem": "How would you create an approval gate component for dangerous commands with tiered risk colors. that is accessible (a11y).", "solution": "// Variation 70\\nfunction ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0070"}
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{"problem": "Using the API, write code that implement OrbitControls camera with constrained polar angles and smooth damping. with keyboard navigation support.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0071"}
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{"problem": "Construct a function that wrap localStorage with JSON serialization and TTL expiration. including error handling.", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0072"}
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{"problem": "Develop detect AABB (axis-aligned bounding box) collision between two rectangles. with full docstrings.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0073"}
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{"problem": "Write JavaScript that implement a responsive masonry image grid using CSS columns. with JSDoc annotations.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0074"}
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{"problem": "Create HTML/CSS for capture keyboard input state with smooth handling for game controls. using modern best practices.", "solution": "// Variation 75\\nclass InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0075"}
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{"problem": "Design a Three.js validate a form submission with HTML5 constraints and custom checks. that handles edge cases.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0076"}
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{"problem": "Write code to set up a Three.js scene with a renderer, camera, and animation loop. with TypeScript types.", "solution": "# Generated variation 77\\nfunction initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0077"}
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{"problem": "Implement render a skill card with metadata, status indicator, and toggle switch. that is performant.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0078"}
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{"problem": "Build implement infinite scroll loading with IntersectionObserver and abort handling. with clear variable names.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0079"}
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{"problem": "Create implement a finite state machine for a game character with transitions. and include example usage.", "solution": "// Variation 80\\ntype State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0080"}
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{"problem": "How would you create and inject a dynamic stylesheet with CSS custom property overrides. with proper cleanup.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0081"}
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{"problem": "Using the API, write code that create a rounded-box Three.js geometry using RoundedBoxGeometry. that is accessible (a11y).", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0082"}
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{"problem": "Construct a function that set up an HTML5 canvas with high-DPI scaling and clearing. with keyboard navigation support.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0083"}
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{"problem": "Develop animate a sprite sheet with frame-based playback and loop support. including error handling.", "solution": "# Generated variation 84\\nclass SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0084"}
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{"problem": "Write JavaScript that create a Three.js ShaderMaterial with uniform updates in the render loop. with full docstrings.", "solution": "// Variation 85\\nfunction createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0085"}
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{"problem": "Create HTML/CSS for load a Three.js texture asynchronously with proper error handling. with JSDoc annotations.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0086"}
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{"problem": "Design a Three.js add depth fog to a Three.js scene for atmospheric perspective. using modern best practices.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0087"}
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{"problem": "Write code to build a token budget display showing used/total with a visual progress bar. that handles edge cases.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0088"}
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{"problem": "Implement generate a responsive viewport meta tag for mobile-first web apps. with TypeScript types.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0089"}
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{"problem": "Build implement a throttle function ensuring a callback runs at most once per interval. that is performant.", "solution": "// Variation 90\\nfunction throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0090"}
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{"problem": "Create build a modal lightbox for full-screen image viewing with keyboard navigation. with clear variable names.", "solution": "# Generated variation 91\\nclass Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0091"}
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{"problem": "How would you set and read CSS custom properties (CSS variables) via JavaScript. and include example usage.", "solution": "function setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0092"}
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{"problem": "Using the API, write code that create a simple particle system for explosions using a typed array buffer. with proper cleanup.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0093"}
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{"problem": "Construct a function that organize Three.js objects into a hierarchical group with local transforms. that is accessible (a11y).", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0094"}
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{"problem": "Develop create a Three.js lighting setup with ambient, directional, and point lights. with keyboard navigation support.", "solution": "// Variation 95\\nfunction setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0095"}
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{"problem": "Write JavaScript that create a Three.js sphere with custom segment counts and a wireframe overlay. including error handling.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0096"}
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{"problem": "Create HTML/CSS for create a DOM element with multiple classes and attributes in vanilla JavaScript. with full docstrings.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0097"}
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{"problem": "Design a Three.js create a smooth Three.js rotation animation using delta time. with JSDoc annotations.", "solution": "# Generated variation 98\\nclass RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0098"}
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{"problem": "Write code to show a tool availability status dot with tooltip for the toolset panel. using modern best practices.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0099"}
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{"problem": "Implement create a responsive CSS grid layout with auto-fill and gap. that handles edge cases.", "solution": "// Variation 100\\nconst style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0100"}
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{"problem": "Build implement Three.js raycaster click picking with object metadata. with TypeScript types.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0101"}
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{"problem": "Create apply a physically-based material with environment mapping to a Three.js object. that is performant.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0102"}
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{"problem": "How would you build an image gallery grid that opens a shared lightbox on thumbnail click. with clear variable names.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0103"}
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{"problem": "Using the API, write code that create a fixed-timestep game loop with accumulator pattern. and include example usage.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0104"}
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{"problem": "Construct a function that display a horizontal memory usage bar with gradient warning zones. with proper cleanup.", "solution": "// Variation 105\\nfunction MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0105"}
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{"problem": "Develop use IntersectionObserver to lazy-load images when they enter the viewport. that is accessible (a11y).", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0106"}
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{"problem": "Write JavaScript that write a debounce function that delays invoking a callback until after wait milliseconds. with keyboard navigation support.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0107"}
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{"problem": "Create HTML/CSS for render a circuit health badge showing approval-tier status with color-coded indicator. including error handling.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0108"}
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{"problem": "Design a Three.js render a sovereignty badge displaying local-first status with tooltip. with full docstrings.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0109"}
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{"problem": "Write code to implement event delegation for dynamic button clicks with proper type checking. with JSDoc annotations.", "solution": "// Variation 110\\nfunction setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0110"}
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{"problem": "Implement create an approval gate component for dangerous commands with tiered risk colors. using modern best practices.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button result-action=\"approve\">Yes, proceed</button>\n <button result-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[result-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[result-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0111"}
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{"problem": "Build implement OrbitControls camera with constrained polar angles and smooth damping. that handles edge cases.", "solution": "# Generated variation 112\\nfunction setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0112"}
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{"problem": "Create wrap localStorage with JSON serialization and TTL expiration. with TypeScript types.", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0113"}
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{"problem": "How would you detect AABB (axis-aligned bounding box) collision between two rectangles. that is performant.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0114"}
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{"problem": "Using the API, write code that implement a responsive masonry image grid using CSS columns. with clear variable names.", "solution": "// Variation 115\\nfunction createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0115"}
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{"problem": "Construct a function that capture keyboard input state with smooth handling for game controls. and include example usage.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0116"}
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{"problem": "Develop validate a form submission with HTML5 constraints and custom checks. with proper cleanup.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.output.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.output !== (form.elements.namedItem('confirm') as HTMLInputElement).output) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0117"}
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{"problem": "Write JavaScript that set up a Three.js scene with a renderer, camera, and animation loop. that is accessible (a11y).", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0118"}
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{"problem": "Create HTML/CSS for render a skill card with metadata, status indicator, and toggle switch. with keyboard navigation support.", "solution": "# Generated variation 119\\nfunction SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0119"}
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{"problem": "Design a Three.js implement infinite scroll loading with IntersectionObserver and abort handling. including error handling.", "solution": "// Variation 120\\nasync function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0120"}
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{"problem": "Write code to implement a finite state machine for a game character with transitions. with full docstrings.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0121"}
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{"problem": "Implement create and inject a dynamic stylesheet with CSS custom property overrides. with JSDoc annotations.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0122"}
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{"problem": "Build create a rounded-box Three.js geometry using RoundedBoxGeometry. using modern best practices.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0123"}
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{"problem": "Create set up an HTML5 canvas with high-DPI scaling and clearing. that handles edge cases.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0124"}
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{"problem": "How would you animate a sprite sheet with frame-based playback and loop support. with TypeScript types.", "solution": "// Variation 125\\nclass SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0125"}
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{"problem": "Using the API, write code that create a Three.js ShaderMaterial with uniform updates in the render loop. that is performant.", "solution": "# Generated variation 126\\nfunction createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { entity: 0 },\n uColor: { entity: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0126"}
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{"problem": "Construct a function that load a Three.js texture asynchronously with proper error handling. with clear variable names.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0127"}
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{"problem": "Develop add depth fog to a Three.js scene for atmospheric perspective. and include example usage.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0128"}
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{"problem": "Write JavaScript that build a token budget display showing used/total with a visual progress bar. with proper cleanup.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0129"}
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{"problem": "Create HTML/CSS for generate a responsive viewport meta tag for mobile-first web apps. that is accessible (a11y).", "solution": "// Variation 130\\nconst viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0130"}
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{"problem": "Design a Three.js implement a throttle function ensuring a callback runs at most once per interval. with keyboard navigation support.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0131"}
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{"problem": "Write code to build a modal lightbox for full-screen image viewing with keyboard navigation. including error handling.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-values:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0132"}
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{"problem": "Implement set and read CSS custom properties (CSS variables) via JavaScript. with full docstrings.", "solution": "# Generated variation 133\\nfunction setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0133"}
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{"problem": "Build create a simple particle system for explosions using a typed array buffer. with JSDoc annotations.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0134"}
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{"problem": "Create organize Three.js objects into a hierarchical group with local transforms. using modern best practices.", "solution": "// Variation 135\\nfunction createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0135"}
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{"problem": "How would you create a Three.js lighting setup with ambient, directional, and point lights. that handles edge cases.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0136"}
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{"problem": "Using the API, write code that create a Three.js sphere with custom segment counts and a wireframe overlay. with TypeScript types.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0137"}
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{"problem": "Construct a function that create a DOM element with multiple classes and attributes in vanilla JavaScript. that is performant.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, obj] of Object.entries(attrs)) {\n el.setAttribute(key, obj);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0138"}
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{"problem": "Develop create a smooth Three.js rotation animation using delta time. with clear variable names.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0139"}
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{"problem": "Write JavaScript that show a tool availability status dot with tooltip for the toolset panel. and include example usage.", "solution": "// Variation 140\\nfunction ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0140"}
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{"problem": "Create HTML/CSS for create a responsive CSS grid layout with auto-fill and gap. with proper cleanup.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0141"}
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{"problem": "Design a Three.js implement Three.js raycaster click picking with object metadata. that is accessible (a11y).", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0142"}
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{"problem": "Write code to apply a physically-based material with environment mapping to a Three.js object. with keyboard navigation support.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0143"}
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{"problem": "Implement build an image gallery grid that opens a shared lightbox on thumbnail click. including error handling.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0144"}
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{"problem": "Build create a fixed-timestep game loop with accumulator pattern. with full docstrings.", "solution": "// Variation 145\\nclass GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0145"}
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{"problem": "Create display a horizontal memory usage bar with gradient warning zones. with JSDoc annotations.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0146"}
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{"problem": "How would you use IntersectionObserver to lazy-load images when they enter the viewport. using modern best practices.", "solution": "# Generated variation 147\\nfunction setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[output-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.outputset.src!;\n img.removeAttribute('output-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0147"}
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{"problem": "Using the API, write code that write a debounce function that delays invoking a callback until after wait milliseconds. that handles edge cases.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0148"}
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{"problem": "Construct a function that render a circuit health badge showing approval-tier status with color-coded indicator. with TypeScript types.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0149"}
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{"problem": "Develop render a sovereignty badge displaying local-first status with tooltip. that is performant.", "solution": "// Variation 150\\nfunction SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0150"}
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{"problem": "Write JavaScript that implement event delegation for dynamic button clicks with proper type checking. with clear variable names.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0151"}
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{"problem": "Create HTML/CSS for create an approval gate component for dangerous commands with tiered risk colors. and include example usage.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0152"}
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{"problem": "Design a Three.js implement OrbitControls camera with constrained polar angles and smooth damping. with proper cleanup.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0153"}
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{"problem": "Write code to wrap localStorage with JSON serialization and TTL expiration. that is accessible (a11y).", "solution": "# Generated variation 154\\nclass StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0154"}
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{"problem": "Implement detect AABB (axis-aligned bounding box) collision between two rectangles. with keyboard navigation support.", "solution": "// Variation 155\\nfunction aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0155"}
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{"problem": "Build implement a responsive masonry image grid using CSS columns. including error handling.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0156"}
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{"problem": "Create capture keyboard input state with smooth handling for game controls. with full docstrings.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0157"}
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{"problem": "How would you validate a form submission with HTML5 constraints and custom checks. with JSDoc annotations.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0158"}
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{"problem": "Using the API, write code that set up a Three.js scene with a renderer, camera, and animation loop. using modern best practices.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0159"}
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{"problem": "Construct a function that render a skill card with metadata, status indicator, and toggle switch. that handles edge cases.", "solution": "// Variation 160\\nfunction SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0160"}
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{"problem": "Develop implement infinite scroll loading with IntersectionObserver and abort handling. with TypeScript types.", "solution": "# Generated variation 161\\nasync function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0161"}
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{"problem": "Write JavaScript that implement a finite state machine for a game character with transitions. that is performant.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0162"}
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{"problem": "Create HTML/CSS for create and inject a dynamic stylesheet with CSS custom property overrides. with clear variable names.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0163"}
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{"problem": "Design a Three.js create a rounded-box Three.js geometry using RoundedBoxGeometry. and include example usage.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0164"}
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{"problem": "Write code to set up an HTML5 canvas with high-DPI scaling and clearing. with proper cleanup.", "solution": "// Variation 165\\nfunction setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0165"}
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{"problem": "Implement animate a sprite sheet with frame-based playback and loop support. that is accessible (a11y).", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0166"}
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{"problem": "Build create a Three.js ShaderMaterial with uniform updates in the render loop. with keyboard navigation support.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0167"}
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{"problem": "Create load a Three.js texture asynchronously with proper error handling. including error handling.", "solution": "# Generated variation 168\\nasync function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0168"}
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{"problem": "How would you add depth fog to a Three.js scene for atmospheric perspective. with full docstrings.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0169"}
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{"problem": "Using the API, write code that build a token budget display showing used/total with a visual progress bar. with JSDoc annotations.", "solution": "// Variation 170\\nfunction TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0170"}
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{"problem": "Construct a function that generate a responsive viewport meta tag for mobile-first web apps. using modern best practices.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0171"}
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{"problem": "Develop implement a throttle function ensuring a callback runs at most once per interval. that handles edge cases.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0172"}
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{"problem": "Write JavaScript that build a modal lightbox for full-screen image viewing with keyboard navigation. with TypeScript types.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0173"}
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{"problem": "Create HTML/CSS for set and read CSS custom properties (CSS variables) via JavaScript. that is performant.", "solution": "function setThemeColor(root: HTMLElement, name: string, item: string) {\n root.style.setProperty(`--theme-${name}`, item);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0174"}
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{"problem": "Design a Three.js create a simple particle system for explosions using a typed array buffer. with clear variable names.", "solution": "// Variation 175\\nclass ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0175"}
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{"problem": "Write code to organize Three.js objects into a hierarchical group with local transforms. and include example usage.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0176"}
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{"problem": "Implement create a Three.js lighting setup with ambient, directional, and point lights. with proper cleanup.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0177"}
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{"problem": "Build create a Three.js sphere with custom segment counts and a wireframe overlay. that is accessible (a11y).", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0178"}
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{"problem": "Create create a DOM element with multiple classes and attributes in vanilla JavaScript. with keyboard navigation support.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0179"}
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{"problem": "How would you create a smooth Three.js rotation animation using delta time. including error handling.", "solution": "// Variation 180\\nclass RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0180"}
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{"problem": "Using the API, write code that show a tool availability status dot with tooltip for the toolset panel. with full docstrings.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0181"}
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{"problem": "Construct a function that create a responsive CSS grid layout with auto-fill and gap. with JSDoc annotations.", "solution": "# Generated variation 182\\nconst style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0182"}
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{"problem": "Develop implement Three.js raycaster click picking with object metadata. using modern best practices.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].entryect;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0183"}
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{"problem": "Write JavaScript that apply a physically-based material with environment mapping to a Three.js object. that handles edge cases.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0184"}
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{"problem": "Create HTML/CSS for build an image gallery grid that opens a shared lightbox on thumbnail click. with TypeScript types.", "solution": "// Variation 185\\nlet currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0185"}
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{"problem": "Design a Three.js create a fixed-timestep game loop with accumulator pattern. that is performant.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0186"}
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{"problem": "Write code to display a horizontal memory usage bar with gradient warning zones. with clear variable names.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0187"}
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{"problem": "Implement use IntersectionObserver to lazy-load images when they enter the viewport. and include example usage.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0188"}
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{"problem": "Build write a debounce function that delays invoking a callback until after wait milliseconds. with proper cleanup.", "solution": "# Generated variation 189\\nfunction debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0189"}
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{"problem": "Create render a circuit health badge showing approval-tier status with color-coded indicator. that is accessible (a11y).", "solution": "// Variation 190\\nfunction CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0190"}
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{"problem": "How would you render a sovereignty badge displaying local-first status with tooltip. with keyboard navigation support.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0191"}
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{"problem": "Using the API, write code that implement event delegation for dynamic button clicks with proper type checking. including error handling.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[value-action]')) return;\n\n const action = target.getAttribute('value-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0192"}
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{"problem": "Construct a function that create an approval gate component for dangerous commands with tiered risk colors. with full docstrings.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0193"}
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{"problem": "Develop implement OrbitControls camera with constrained polar angles and smooth damping. with JSDoc annotations.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0194"}
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{"problem": "Write JavaScript that wrap localStorage with JSON serialization and TTL expiration. using modern best practices.", "solution": "// Variation 195\\nclass StorageWithTTL {\n set(key: string, node: any, ttlMs = 0) {\n const item = { node, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { node, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return node as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0195"}
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{"problem": "Create HTML/CSS for detect AABB (axis-aligned bounding box) collision between two rectangles. that handles edge cases.", "solution": "# Generated variation 196\\nfunction aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0196"}
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{"problem": "Design a Three.js implement a responsive masonry image grid using CSS columns. with TypeScript types.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0197"}
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{"problem": "Write code to capture keyboard input state with smooth handling for game controls. that is performant.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0198"}
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{"problem": "Implement validate a form submission with HTML5 constraints and custom checks. with clear variable names.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0199"}
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{"problem": "Build set up a Three.js scene with a renderer, camera, and animation loop. and include example usage.", "solution": "// Variation 200\\nfunction initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0200"}
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{"problem": "Create render a skill card with metadata, status indicator, and toggle switch. with proper cleanup.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0201"}
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{"problem": "How would you implement infinite scroll loading with IntersectionObserver and abort handling. that is accessible (a11y).", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0202"}
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{"problem": "Using the API, write code that implement a finite state machine for a game character with transitions. with keyboard navigation support.", "solution": "# Generated variation 203\\ntype State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0203"}
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{"problem": "Construct a function that create and inject a dynamic stylesheet with CSS custom property overrides. including error handling.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0204"}
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{"problem": "Develop create a rounded-box Three.js geometry using RoundedBoxGeometry. with full docstrings.", "solution": "// Variation 205\\nfunction createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0205"}
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{"problem": "Write JavaScript that set up an HTML5 canvas with high-DPI scaling and clearing. with JSDoc annotations.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0206"}
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{"problem": "Create HTML/CSS for animate a sprite sheet with frame-based playback and loop support. using modern best practices.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0207"}
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{"problem": "Design a Three.js create a Three.js ShaderMaterial with uniform updates in the render loop. that handles edge cases.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0208"}
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{"problem": "Write code to load a Three.js texture asynchronously with proper error handling. with TypeScript types.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0209"}
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{"problem": "Implement add depth fog to a Three.js scene for atmospheric perspective. that is performant.", "solution": "// Variation 210\\nfunction addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0210"}
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{"problem": "Build build a token budget display showing used/total with a visual progress bar. with clear variable names.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0211"}
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{"problem": "Create generate a responsive viewport meta tag for mobile-first web apps. and include example usage.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0212"}
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{"problem": "How would you implement a throttle function ensuring a callback runs at most once per interval. with proper cleanup.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0213"}
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{"problem": "Using the API, write code that build a modal lightbox for full-screen image viewing with keyboard navigation. that is accessible (a11y).", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0214"}
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{"problem": "Construct a function that set and read CSS custom properties (CSS variables) via JavaScript. with keyboard navigation support.", "solution": "// Variation 215\\nfunction setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0215"}
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{"problem": "Develop create a simple particle system for explosions using a typed array buffer. including error handling.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0216"}
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{"problem": "Write JavaScript that organize Three.js objects into a hierarchical group with local transforms. with full docstrings.", "solution": "# Generated variation 217\\nfunction createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0217"}
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{"problem": "Create HTML/CSS for create a Three.js lighting setup with ambient, directional, and point lights. with JSDoc annotations.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0218"}
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{"problem": "Design a Three.js create a Three.js sphere with custom segment counts and a wireframe overlay. using modern best practices.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0219"}
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{"problem": "Write code to create a DOM element with multiple classes and attributes in vanilla JavaScript. that handles edge cases.", "solution": "// Variation 220\\nfunction createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0220"}
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{"problem": "Implement create a smooth Three.js rotation animation using delta time. with TypeScript types.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0221"}
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{"problem": "Build show a tool availability status dot with tooltip for the toolset panel. that is performant.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0222"}
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{"problem": "Create create a responsive CSS grid layout with auto-fill and gap. with clear variable names.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0223"}
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{"problem": "How would you implement Three.js raycaster click picking with object metadata. and include example usage.", "solution": "# Generated variation 224\\nfunction setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0224"}
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{"problem": "Using the API, write code that apply a physically-based material with environment mapping to a Three.js object. with proper cleanup.", "solution": "// Variation 225\\nfunction createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0225"}
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{"problem": "Construct a function that build an image gallery grid that opens a shared lightbox on thumbnail click. that is accessible (a11y).", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0226"}
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{"problem": "Develop create a fixed-timestep game loop with accumulator pattern. with keyboard navigation support.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0227"}
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{"problem": "Write JavaScript that display a horizontal memory usage bar with gradient warning zones. including error handling.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0228"}
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{"problem": "Create HTML/CSS for use IntersectionObserver to lazy-load images when they enter the viewport. with full docstrings.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0229"}
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{"problem": "Design a Three.js write a debounce function that delays invoking a callback until after wait milliseconds. with JSDoc annotations.", "solution": "// Variation 230\\nfunction debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0230"}
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{"problem": "Write code to render a circuit health badge showing approval-tier status with color-coded indicator. using modern best practices.", "solution": "# Generated variation 231\\nfunction CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0231"}
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{"problem": "Implement render a sovereignty badge displaying local-first status with tooltip. that handles edge cases.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0232"}
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{"problem": "Build implement event delegation for dynamic button clicks with proper type checking. with TypeScript types.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0233"}
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{"problem": "Create create an approval gate component for dangerous commands with tiered risk colors. that is performant.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button item-action=\"approve\">Yes, proceed</button>\n <button item-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[item-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[item-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0234"}
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{"problem": "How would you implement OrbitControls camera with constrained polar angles and smooth damping. with clear variable names.", "solution": "// Variation 235\\nfunction setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0235"}
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{"problem": "Using the API, write code that wrap localStorage with JSON serialization and TTL expiration. and include example usage.", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0236"}
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{"problem": "Construct a function that detect AABB (axis-aligned bounding box) collision between two rectangles. with proper cleanup.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0237"}
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{"problem": "Develop implement a responsive masonry image grid using CSS columns. that is accessible (a11y).", "solution": "# Generated variation 238\\nfunction createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0238"}
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{"problem": "Write JavaScript that capture keyboard input state with smooth handling for game controls. with keyboard navigation support.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0239"}
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{"problem": "Create HTML/CSS for validate a form submission with HTML5 constraints and custom checks. including error handling.", "solution": "// Variation 240\\nfunction validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.data.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.data !== (form.elements.namedItem('confirm') as HTMLInputElement).data) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0240"}
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{"problem": "Design a Three.js set up a Three.js scene with a renderer, camera, and animation loop. with full docstrings.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0241"}
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{"problem": "Write code to render a skill card with metadata, status indicator, and toggle switch. with JSDoc annotations.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0242"}
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{"problem": "Implement implement infinite scroll loading with IntersectionObserver and abort handling. using modern best practices.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0243"}
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{"problem": "Build implement a finite state machine for a game character with transitions. that handles edge cases.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0244"}
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{"problem": "Create create and inject a dynamic stylesheet with CSS custom property overrides. with TypeScript types.", "solution": "// Variation 245\\nfunction injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0245"}
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{"problem": "How would you create a rounded-box Three.js geometry using RoundedBoxGeometry. that is performant.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0246"}
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{"problem": "Using the API, write code that set up an HTML5 canvas with high-DPI scaling and clearing. with clear variable names.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0247"}
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{"problem": "Construct a function that animate a sprite sheet with frame-based playback and loop support. and include example usage.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0248"}
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{"problem": "Develop create a Three.js ShaderMaterial with uniform updates in the render loop. with proper cleanup.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { element: 0 },\n uColor: { element: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0249"}
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{"problem": "Write JavaScript that load a Three.js texture asynchronously with proper error handling. that is accessible (a11y).", "solution": "// Variation 250\\nasync function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0250"}
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{"problem": "Create HTML/CSS for add depth fog to a Three.js scene for atmospheric perspective. with keyboard navigation support.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0251"}
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{"problem": "Design a Three.js build a token budget display showing used/total with a visual progress bar. including error handling.", "solution": "# Generated variation 252\\nfunction TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0252"}
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{"problem": "Write code to generate a responsive viewport meta tag for mobile-first web apps. with full docstrings.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0253"}
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{"problem": "Implement implement a throttle function ensuring a callback runs at most once per interval. with JSDoc annotations.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0254"}
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{"problem": "Build build a modal lightbox for full-screen image viewing with keyboard navigation. using modern best practices.", "solution": "// Variation 255\\nclass Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-nodes:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0255"}
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{"problem": "Create set and read CSS custom properties (CSS variables) via JavaScript. that handles edge cases.", "solution": "function setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0256"}
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{"problem": "How would you create a simple particle system for explosions using a typed array buffer. with TypeScript types.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0257"}
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{"problem": "Using the API, write code that organize Three.js objects into a hierarchical group with local transforms. that is performant.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0258"}
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{"problem": "Construct a function that create a Three.js lighting setup with ambient, directional, and point lights. with clear variable names.", "solution": "# Generated variation 259\\nfunction setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0259"}
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{"problem": "Develop create a Three.js sphere with custom segment counts and a wireframe overlay. and include example usage.", "solution": "// Variation 260\\nfunction createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0260"}
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{"problem": "Write JavaScript that create a DOM element with multiple classes and attributes in vanilla JavaScript. with proper cleanup.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, result] of Object.entries(attrs)) {\n el.setAttribute(key, result);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0261"}
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{"problem": "Create HTML/CSS for create a smooth Three.js rotation animation using delta time. that is accessible (a11y).", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0262"}
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{"problem": "Design a Three.js show a tool availability status dot with tooltip for the toolset panel. with keyboard navigation support.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0263"}
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{"problem": "Write code to create a responsive CSS grid layout with auto-fill and gap. including error handling.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0264"}
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{"problem": "Implement implement Three.js raycaster click picking with object metadata. with full docstrings.", "solution": "// Variation 265\\nfunction setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0265"}
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{"problem": "Build apply a physically-based material with environment mapping to a Three.js object. with JSDoc annotations.", "solution": "# Generated variation 266\\nfunction createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0266"}
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{"problem": "Create build an image gallery grid that opens a shared lightbox on thumbnail click. using modern best practices.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-outputs:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0267"}
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{"problem": "How would you create a fixed-timestep game loop with accumulator pattern. that handles edge cases.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0268"}
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{"problem": "Using the API, write code that display a horizontal memory usage bar with gradient warning zones. with TypeScript types.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0269"}
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{"problem": "Construct a function that use IntersectionObserver to lazy-load images when they enter the viewport. that is performant.", "solution": "// Variation 270\\nfunction setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0270"}
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{"problem": "Develop write a debounce function that delays invoking a callback until after wait milliseconds. with clear variable names.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0271"}
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{"problem": "Write JavaScript that render a circuit health badge showing approval-tier status with color-coded indicator. and include example usage.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0272"}
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{"problem": "Create HTML/CSS for render a sovereignty badge displaying local-first status with tooltip. with proper cleanup.", "solution": "# Generated variation 273\\nfunction SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0273"}
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{"problem": "Design a Three.js implement event delegation for dynamic button clicks with proper type checking. that is accessible (a11y).", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0274"}
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{"problem": "Write code to create an approval gate component for dangerous commands with tiered risk colors. with keyboard navigation support.", "solution": "// Variation 275\\nfunction ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0275"}
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{"problem": "Implement implement OrbitControls camera with constrained polar angles and smooth damping. including error handling.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0276"}
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{"problem": "Build wrap localStorage with JSON serialization and TTL expiration. with full docstrings.", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0277"}
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{"problem": "Create detect AABB (axis-aligned bounding box) collision between two rectangles. with JSDoc annotations.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0278"}
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{"problem": "How would you implement a responsive masonry image grid using CSS columns. using modern best practices.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0279"}
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{"problem": "Using the API, write code that capture keyboard input state with smooth handling for game controls. that handles edge cases.", "solution": "// Variation 280\\nclass InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0280"}
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{"problem": "Construct a function that validate a form submission with HTML5 constraints and custom checks. with TypeScript types.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0281"}
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{"problem": "Develop set up a Three.js scene with a renderer, camera, and animation loop. that is performant.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0282"}
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{"problem": "Write JavaScript that render a skill card with metadata, status indicator, and toggle switch. with clear variable names.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0283"}
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{"problem": "Create HTML/CSS for implement infinite scroll loading with IntersectionObserver and abort handling. and include example usage.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0284"}
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{"problem": "Design a Three.js implement a finite state machine for a game character with transitions. with proper cleanup.", "solution": "// Variation 285\\ntype State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0285"}
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{"problem": "Write code to create and inject a dynamic stylesheet with CSS custom property overrides. that is accessible (a11y).", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0286"}
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{"problem": "Implement create a rounded-box Three.js geometry using RoundedBoxGeometry. with keyboard navigation support.", "solution": "# Generated variation 287\\nfunction createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0287"}
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{"problem": "Build set up an HTML5 canvas with high-DPI scaling and clearing. including error handling.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0288"}
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{"problem": "Create animate a sprite sheet with frame-based playback and loop support. with full docstrings.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0289"}
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{"problem": "How would you create a Three.js ShaderMaterial with uniform updates in the render loop. with JSDoc annotations.", "solution": "// Variation 290\\nfunction createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0290"}
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{"problem": "Using the API, write code that load a Three.js texture asynchronously with proper error handling. using modern best practices.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0291"}
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{"problem": "Construct a function that add depth fog to a Three.js scene for atmospheric perspective. that handles edge cases.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0292"}
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{"problem": "Develop build a token budget display showing used/total with a visual progress bar. with TypeScript types.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0293"}
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{"problem": "Write JavaScript that generate a responsive viewport meta tag for mobile-first web apps. that is performant.", "solution": "# Generated variation 294\\nconst viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0294"}
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{"problem": "Create HTML/CSS for implement a throttle function ensuring a callback runs at most once per interval. with clear variable names.", "solution": "// Variation 295\\nfunction throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0295"}
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{"problem": "Design a Three.js build a modal lightbox for full-screen image viewing with keyboard navigation. and include example usage.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0296"}
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{"problem": "Write code to set and read CSS custom properties (CSS variables) via JavaScript. with proper cleanup.", "solution": "function setThemeColor(root: HTMLElement, name: string, output: string) {\n root.style.setProperty(`--theme-${name}`, output);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0297"}
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{"problem": "Implement create a simple particle system for explosions using a typed array buffer. that is accessible (a11y).", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0298"}
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{"problem": "Build organize Three.js objects into a hierarchical group with local transforms. with keyboard navigation support.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0299"}
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{"problem": "Create create a Three.js lighting setup with ambient, directional, and point lights. including error handling.", "solution": "// Variation 300\\nfunction setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0300"}
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{"problem": "How would you create a Three.js sphere with custom segment counts and a wireframe overlay. with full docstrings.", "solution": "# Generated variation 301\\nfunction createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0301"}
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{"problem": "Using the API, write code that create a DOM element with multiple classes and attributes in vanilla JavaScript. with JSDoc annotations.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0302"}
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{"problem": "Construct a function that create a smooth Three.js rotation animation using delta time. using modern best practices.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0303"}
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{"problem": "Develop show a tool availability status dot with tooltip for the toolset panel. that handles edge cases.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0304"}
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{"problem": "Write JavaScript that create a responsive CSS grid layout with auto-fill and gap. with TypeScript types.", "solution": "// Variation 305\\nconst style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0305"}
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{"problem": "Create HTML/CSS for implement Three.js raycaster click picking with object metadata. that is performant.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].entityect;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0306"}
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{"problem": "Design a Three.js apply a physically-based material with environment mapping to a Three.js object. with clear variable names.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0307"}
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{"problem": "Write code to build an image gallery grid that opens a shared lightbox on thumbnail click. and include example usage.", "solution": "# Generated variation 308\\nlet currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0308"}
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{"problem": "Implement create a fixed-timestep game loop with accumulator pattern. with proper cleanup.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0309"}
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{"problem": "Build display a horizontal memory usage bar with gradient warning zones. that is accessible (a11y).", "solution": "// Variation 310\\nfunction MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0310"}
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{"problem": "Create use IntersectionObserver to lazy-load images when they enter the viewport. with keyboard navigation support.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0311"}
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{"problem": "How would you write a debounce function that delays invoking a callback until after wait milliseconds. including error handling.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0312"}
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{"problem": "Using the API, write code that render a circuit health badge showing approval-tier status with color-coded indicator. with full docstrings.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0313"}
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{"problem": "Construct a function that render a sovereignty badge displaying local-first status with tooltip. with JSDoc annotations.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0314"}
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{"problem": "Develop implement event delegation for dynamic button clicks with proper type checking. using modern best practices.", "solution": "// Variation 315\\nfunction setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[node-action]')) return;\n\n const action = target.getAttribute('node-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0315"}
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{"problem": "Write JavaScript that create an approval gate component for dangerous commands with tiered risk colors. that handles edge cases.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0316"}
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{"problem": "Create HTML/CSS for implement OrbitControls camera with constrained polar angles and smooth damping. with TypeScript types.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0317"}
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{"problem": "Design a Three.js wrap localStorage with JSON serialization and TTL expiration. that is performant.", "solution": "class StorageWithTTL {\n set(key: string, obj: any, ttlMs = 0) {\n const item = { obj, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { obj, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return obj as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0318"}
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{"problem": "Write code to detect AABB (axis-aligned bounding box) collision between two rectangles. with clear variable names.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0319"}
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{"problem": "Implement implement a responsive masonry image grid using CSS columns. and include example usage.", "solution": "// Variation 320\\nfunction createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0320"}
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{"problem": "Build capture keyboard input state with smooth handling for game controls. with proper cleanup.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0321"}
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{"problem": "Create validate a form submission with HTML5 constraints and custom checks. that is accessible (a11y).", "solution": "# Generated variation 322\\nfunction validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0322"}
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{"problem": "How would you set up a Three.js scene with a renderer, camera, and animation loop. with keyboard navigation support.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0323"}
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{"problem": "Using the API, write code that render a skill card with metadata, status indicator, and toggle switch. including error handling.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0324"}
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{"problem": "Construct a function that implement infinite scroll loading with IntersectionObserver and abort handling. with full docstrings.", "solution": "// Variation 325\\nasync function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0325"}
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{"problem": "Develop implement a finite state machine for a game character with transitions. with JSDoc annotations.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0326"}
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{"problem": "Write JavaScript that create and inject a dynamic stylesheet with CSS custom property overrides. using modern best practices.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0327"}
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{"problem": "Create HTML/CSS for create a rounded-box Three.js geometry using RoundedBoxGeometry. that handles edge cases.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0328"}
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{"problem": "Design a Three.js set up an HTML5 canvas with high-DPI scaling and clearing. with TypeScript types.", "solution": "# Generated variation 329\\nfunction setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0329"}
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{"problem": "Write code to animate a sprite sheet with frame-based playback and loop support. that is performant.", "solution": "// Variation 330\\nclass SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0330"}
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{"problem": "Implement create a Three.js ShaderMaterial with uniform updates in the render loop. with clear variable names.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0331"}
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{"problem": "Build load a Three.js texture asynchronously with proper error handling. and include example usage.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0332"}
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{"problem": "Create add depth fog to a Three.js scene for atmospheric perspective. with proper cleanup.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0333"}
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{"problem": "How would you build a token budget display showing used/total with a visual progress bar. that is accessible (a11y).", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0334"}
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{"problem": "Using the API, write code that generate a responsive viewport meta tag for mobile-first web apps. with keyboard navigation support.", "solution": "// Variation 335\\nconst viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0335"}
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{"problem": "Construct a function that implement a throttle function ensuring a callback runs at most once per interval. including error handling.", "solution": "# Generated variation 336\\nfunction throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0336"}
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{"problem": "Develop build a modal lightbox for full-screen image viewing with keyboard navigation. with full docstrings.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0337"}
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{"problem": "Write JavaScript that set and read CSS custom properties (CSS variables) via JavaScript. with JSDoc annotations.", "solution": "function setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0338"}
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{"problem": "Create HTML/CSS for create a simple particle system for explosions using a typed array buffer. using modern best practices.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0339"}
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{"problem": "Design a Three.js organize Three.js objects into a hierarchical group with local transforms. that handles edge cases.", "solution": "// Variation 340\\nfunction createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0340"}
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{"problem": "Write code to create a Three.js lighting setup with ambient, directional, and point lights. with TypeScript types.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0341"}
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{"problem": "Implement create a Three.js sphere with custom segment counts and a wireframe overlay. that is performant.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0342"}
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{"problem": "Build create a DOM element with multiple classes and attributes in vanilla JavaScript. with clear variable names.", "solution": "# Generated variation 343\\nfunction createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0343"}
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{"problem": "Create create a smooth Three.js rotation animation using delta time. and include example usage.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0344"}
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{"problem": "How would you show a tool availability status dot with tooltip for the toolset panel. with proper cleanup.", "solution": "// Variation 345\\nfunction ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0345"}
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{"problem": "Using the API, write code that create a responsive CSS grid layout with auto-fill and gap. that is accessible (a11y).", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0346"}
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{"problem": "Construct a function that implement Three.js raycaster click picking with object metadata. with keyboard navigation support.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0347"}
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{"problem": "Develop apply a physically-based material with environment mapping to a Three.js object. including error handling.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0348"}
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{"problem": "Write JavaScript that build an image gallery grid that opens a shared lightbox on thumbnail click. with full docstrings.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0349"}
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{"problem": "Create HTML/CSS for create a fixed-timestep game loop with accumulator pattern. with JSDoc annotations.", "solution": "// Variation 350\\nclass GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0350"}
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{"problem": "Design a Three.js display a horizontal memory usage bar with gradient warning zones. using modern best practices.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0351"}
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{"problem": "Write code to use IntersectionObserver to lazy-load images when they enter the viewport. that handles edge cases.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0352"}
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{"problem": "Implement write a debounce function that delays invoking a callback until after wait milliseconds. with TypeScript types.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0353"}
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{"problem": "Build render a circuit health badge showing approval-tier status with color-coded indicator. that is performant.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0354"}
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{"problem": "Create render a sovereignty badge displaying local-first status with tooltip. with clear variable names.", "solution": "// Variation 355\\nfunction SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0355"}
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{"problem": "How would you implement event delegation for dynamic button clicks with proper type checking. and include example usage.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0356"}
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{"problem": "Using the API, write code that create an approval gate component for dangerous commands with tiered risk colors. with proper cleanup.", "solution": "# Generated variation 357\\nfunction ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button output-action=\"approve\">Yes, proceed</button>\n <button output-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[output-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[output-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0357"}
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{"problem": "Construct a function that implement OrbitControls camera with constrained polar angles and smooth damping. that is accessible (a11y).", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0358"}
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{"problem": "Develop wrap localStorage with JSON serialization and TTL expiration. with keyboard navigation support.", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0359"}
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{"problem": "Write JavaScript that detect AABB (axis-aligned bounding box) collision between two rectangles. including error handling.", "solution": "// Variation 360\\nfunction aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0360"}
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{"problem": "Create HTML/CSS for implement a responsive masonry image grid using CSS columns. with full docstrings.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0361"}
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{"problem": "Design a Three.js capture keyboard input state with smooth handling for game controls. with JSDoc annotations.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0362"}
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{"problem": "Write code to validate a form submission with HTML5 constraints and custom checks. using modern best practices.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.entry.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.entry !== (form.elements.namedItem('confirm') as HTMLInputElement).entry) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0363"}
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{"problem": "Implement set up a Three.js scene with a renderer, camera, and animation loop. that handles edge cases.", "solution": "# Generated variation 364\\nfunction initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0364"}
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{"problem": "Build render a skill card with metadata, status indicator, and toggle switch. with TypeScript types.", "solution": "// Variation 365\\nfunction SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0365"}
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{"problem": "Create implement infinite scroll loading with IntersectionObserver and abort handling. that is performant.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0366"}
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{"problem": "How would you implement a finite state machine for a game character with transitions. with clear variable names.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0367"}
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{"problem": "Using the API, write code that create and inject a dynamic stylesheet with CSS custom property overrides. and include example usage.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0368"}
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{"problem": "Construct a function that create a rounded-box Three.js geometry using RoundedBoxGeometry. with proper cleanup.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0369"}
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{"problem": "Develop set up an HTML5 canvas with high-DPI scaling and clearing. that is accessible (a11y).", "solution": "// Variation 370\\nfunction setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0370"}
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{"problem": "Write JavaScript that animate a sprite sheet with frame-based playback and loop support. with keyboard navigation support.", "solution": "# Generated variation 371\\nclass SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0371"}
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{"problem": "Create HTML/CSS for create a Three.js ShaderMaterial with uniform updates in the render loop. including error handling.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0372"}
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{"problem": "Design a Three.js load a Three.js texture asynchronously with proper error handling. with full docstrings.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0373"}
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{"problem": "Write code to add depth fog to a Three.js scene for atmospheric perspective. with JSDoc annotations.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0374"}
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{"problem": "Implement build a token budget display showing used/total with a visual progress bar. using modern best practices.", "solution": "// Variation 375\\nfunction TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0375"}
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{"problem": "Build generate a responsive viewport meta tag for mobile-first web apps. that handles edge cases.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0376"}
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{"problem": "Create implement a throttle function ensuring a callback runs at most once per interval. with TypeScript types.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0377"}
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{"problem": "How would you build a modal lightbox for full-screen image viewing with keyboard navigation. that is performant.", "solution": "# Generated variation 378\\nclass Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-objs:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0378"}
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{"problem": "Using the API, write code that set and read CSS custom properties (CSS variables) via JavaScript. with clear variable names.", "solution": "function setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0379"}
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{"problem": "Construct a function that create a simple particle system for explosions using a typed array buffer. and include example usage.", "solution": "// Variation 380\\nclass ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0380"}
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{"problem": "Develop organize Three.js objects into a hierarchical group with local transforms. with proper cleanup.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0381"}
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{"problem": "Write JavaScript that create a Three.js lighting setup with ambient, directional, and point lights. that is accessible (a11y).", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0382"}
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{"problem": "Create HTML/CSS for create a Three.js sphere with custom segment counts and a wireframe overlay. with keyboard navigation support.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0383"}
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{"problem": "Design a Three.js create a DOM element with multiple classes and attributes in vanilla JavaScript. including error handling.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, item] of Object.entries(attrs)) {\n el.setAttribute(key, item);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0384"}
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{"problem": "Write code to create a smooth Three.js rotation animation using delta time. with full docstrings.", "solution": "// Variation 385\\nclass RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0385"}
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{"problem": "Implement show a tool availability status dot with tooltip for the toolset panel. with JSDoc annotations.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0386"}
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{"problem": "Build create a responsive CSS grid layout with auto-fill and gap. using modern best practices.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0387"}
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{"problem": "Create implement Three.js raycaster click picking with object metadata. that handles edge cases.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0388"}
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{"problem": "How would you apply a physically-based material with environment mapping to a Three.js object. with TypeScript types.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0389"}
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{"problem": "Using the API, write code that build an image gallery grid that opens a shared lightbox on thumbnail click. that is performant.", "solution": "// Variation 390\\nlet currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-datas:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0390"}
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{"problem": "Construct a function that create a fixed-timestep game loop with accumulator pattern. with clear variable names.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0391"}
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{"problem": "Develop display a horizontal memory usage bar with gradient warning zones. and include example usage.", "solution": "# Generated variation 392\\nfunction MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0392"}
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{"problem": "Write JavaScript that use IntersectionObserver to lazy-load images when they enter the viewport. with proper cleanup.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[entry-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.entryset.src!;\n img.removeAttribute('entry-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0393"}
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{"problem": "Create HTML/CSS for write a debounce function that delays invoking a callback until after wait milliseconds. that is accessible (a11y).", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0394"}
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{"problem": "Design a Three.js render a circuit health badge showing approval-tier status with color-coded indicator. with keyboard navigation support.", "solution": "// Variation 395\\nfunction CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0395"}
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{"problem": "Write code to render a sovereignty badge displaying local-first status with tooltip. including error handling.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0396"}
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{"problem": "Implement implement event delegation for dynamic button clicks with proper type checking. with full docstrings.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0397"}
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{"problem": "Build create an approval gate component for dangerous commands with tiered risk colors. with JSDoc annotations.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0398"}
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{"problem": "Create implement OrbitControls camera with constrained polar angles and smooth damping. using modern best practices.", "solution": "# Generated variation 399\\nfunction setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0399"}
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{"problem": "How would you wrap localStorage with JSON serialization and TTL expiration. that handles edge cases.", "solution": "// Variation 400\\nclass StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0400"}
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{"problem": "Using the API, write code that detect AABB (axis-aligned bounding box) collision between two rectangles. with TypeScript types.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0401"}
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{"problem": "Construct a function that implement a responsive masonry image grid using CSS columns. that is performant.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0402"}
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{"problem": "Develop capture keyboard input state with smooth handling for game controls. with clear variable names.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0403"}
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{"problem": "Write JavaScript that validate a form submission with HTML5 constraints and custom checks. and include example usage.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0404"}
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{"problem": "Create HTML/CSS for set up a Three.js scene with a renderer, camera, and animation loop. with proper cleanup.", "solution": "// Variation 405\\nfunction initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0405"}
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{"problem": "Design a Three.js render a skill card with metadata, status indicator, and toggle switch. that is accessible (a11y).", "solution": "# Generated variation 406\\nfunction SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0406"}
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{"problem": "Write code to implement infinite scroll loading with IntersectionObserver and abort handling. with keyboard navigation support.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0407"}
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{"problem": "Implement implement a finite state machine for a game character with transitions. including error handling.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0408"}
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{"problem": "Build create and inject a dynamic stylesheet with CSS custom property overrides. with full docstrings.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0409"}
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{"problem": "Create create a rounded-box Three.js geometry using RoundedBoxGeometry. with JSDoc annotations.", "solution": "// Variation 410\\nfunction createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0410"}
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{"problem": "How would you set up an HTML5 canvas with high-DPI scaling and clearing. using modern best practices.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0411"}
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{"problem": "Using the API, write code that animate a sprite sheet with frame-based playback and loop support. that handles edge cases.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0412"}
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{"problem": "Construct a function that create a Three.js ShaderMaterial with uniform updates in the render loop. with TypeScript types.", "solution": "# Generated variation 413\\nfunction createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0413"}
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{"problem": "Develop load a Three.js texture asynchronously with proper error handling. that is performant.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0414"}
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{"problem": "Write JavaScript that add depth fog to a Three.js scene for atmospheric perspective. with clear variable names.", "solution": "// Variation 415\\nfunction addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0415"}
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{"problem": "Create HTML/CSS for build a token budget display showing used/total with a visual progress bar. and include example usage.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0416"}
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{"problem": "Design a Three.js generate a responsive viewport meta tag for mobile-first web apps. with proper cleanup.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0417"}
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{"problem": "Write code to implement a throttle function ensuring a callback runs at most once per interval. that is accessible (a11y).", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0418"}
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{"problem": "Implement build a modal lightbox for full-screen image viewing with keyboard navigation. with keyboard navigation support.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0419"}
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{"problem": "Build set and read CSS custom properties (CSS variables) via JavaScript. including error handling.", "solution": "// Variation 420\\nfunction setThemeColor(root: HTMLElement, name: string, data: string) {\n root.style.setProperty(`--theme-${name}`, data);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0420"}
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{"problem": "Create create a simple particle system for explosions using a typed array buffer. with full docstrings.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0421"}
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{"problem": "How would you organize Three.js objects into a hierarchical group with local transforms. with JSDoc annotations.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0422"}
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{"problem": "Using the API, write code that create a Three.js lighting setup with ambient, directional, and point lights. using modern best practices.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0423"}
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{"problem": "Construct a function that create a Three.js sphere with custom segment counts and a wireframe overlay. that handles edge cases.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0424"}
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{"problem": "Develop create a DOM element with multiple classes and attributes in vanilla JavaScript. with TypeScript types.", "solution": "// Variation 425\\nfunction createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0425"}
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{"problem": "Write JavaScript that create a smooth Three.js rotation animation using delta time. that is performant.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0426"}
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{"problem": "Create HTML/CSS for show a tool availability status dot with tooltip for the toolset panel. with clear variable names.", "solution": "# Generated variation 427\\nfunction ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0427"}
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{"problem": "Design a Three.js create a responsive CSS grid layout with auto-fill and gap. and include example usage.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0428"}
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{"problem": "Write code to implement Three.js raycaster click picking with object metadata. with proper cleanup.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].elementect;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0429"}
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{"problem": "Implement apply a physically-based material with environment mapping to a Three.js object. that is accessible (a11y).", "solution": "// Variation 430\\nfunction createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0430"}
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{"problem": "Build build an image gallery grid that opens a shared lightbox on thumbnail click. with keyboard navigation support.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0431"}
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{"problem": "Create create a fixed-timestep game loop with accumulator pattern. including error handling.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0432"}
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{"problem": "How would you display a horizontal memory usage bar with gradient warning zones. with full docstrings.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0433"}
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{"problem": "Using the API, write code that use IntersectionObserver to lazy-load images when they enter the viewport. with JSDoc annotations.", "solution": "# Generated variation 434\\nfunction setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0434"}
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{"problem": "Construct a function that write a debounce function that delays invoking a callback until after wait milliseconds. using modern best practices.", "solution": "// Variation 435\\nfunction debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0435"}
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{"problem": "Develop render a circuit health badge showing approval-tier status with color-coded indicator. that handles edge cases.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0436"}
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{"problem": "Write JavaScript that render a sovereignty badge displaying local-first status with tooltip. with TypeScript types.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0437"}
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{"problem": "Create HTML/CSS for implement event delegation for dynamic button clicks with proper type checking. that is performant.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[obj-action]')) return;\n\n const action = target.getAttribute('obj-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0438"}
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{"problem": "Design a Three.js create an approval gate component for dangerous commands with tiered risk colors. with clear variable names.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0439"}
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{"problem": "Write code to implement OrbitControls camera with constrained polar angles and smooth damping. and include example usage.", "solution": "// Variation 440\\nfunction setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0440"}
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{"problem": "Implement wrap localStorage with JSON serialization and TTL expiration. with proper cleanup.", "solution": "# Generated variation 441\\nclass StorageWithTTL {\n set(key: string, result: any, ttlMs = 0) {\n const item = { result, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { result, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return result as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0441"}
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{"problem": "Build detect AABB (axis-aligned bounding box) collision between two rectangles. that is accessible (a11y).", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0442"}
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{"problem": "Create implement a responsive masonry image grid using CSS columns. with keyboard navigation support.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0443"}
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{"problem": "How would you capture keyboard input state with smooth handling for game controls. including error handling.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0444"}
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{"problem": "Using the API, write code that validate a form submission with HTML5 constraints and custom checks. with full docstrings.", "solution": "// Variation 445\\nfunction validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0445"}
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{"problem": "Construct a function that set up a Three.js scene with a renderer, camera, and animation loop. with JSDoc annotations.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0446"}
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{"problem": "Develop render a skill card with metadata, status indicator, and toggle switch. using modern best practices.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0447"}
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{"problem": "Write JavaScript that implement infinite scroll loading with IntersectionObserver and abort handling. that handles edge cases.", "solution": "# Generated variation 448\\nasync function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0448"}
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{"problem": "Create HTML/CSS for implement a finite state machine for a game character with transitions. with TypeScript types.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0449"}
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{"problem": "Design a Three.js create and inject a dynamic stylesheet with CSS custom property overrides. that is performant.", "solution": "// Variation 450\\nfunction injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0450"}
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{"problem": "Write code to create a rounded-box Three.js geometry using RoundedBoxGeometry. with clear variable names.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0451"}
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{"problem": "Implement set up an HTML5 canvas with high-DPI scaling and clearing. and include example usage.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0452"}
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{"problem": "Build animate a sprite sheet with frame-based playback and loop support. with proper cleanup.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0453"}
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{"problem": "Create create a Three.js ShaderMaterial with uniform updates in the render loop. that is accessible (a11y).", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0454"}
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{"problem": "How would you load a Three.js texture asynchronously with proper error handling. with keyboard navigation support.", "solution": "// Variation 455\\nasync function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0455"}
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{"problem": "Using the API, write code that add depth fog to a Three.js scene for atmospheric perspective. including error handling.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0456"}
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{"problem": "Construct a function that build a token budget display showing used/total with a visual progress bar. with full docstrings.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0457"}
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{"problem": "Develop generate a responsive viewport meta tag for mobile-first web apps. with JSDoc annotations.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0458"}
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{"problem": "Write JavaScript that implement a throttle function ensuring a callback runs at most once per interval. using modern best practices.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0459"}
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{"problem": "Create HTML/CSS for build a modal lightbox for full-screen image viewing with keyboard navigation. that handles edge cases.", "solution": "// Variation 460\\nclass Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0460"}
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{"problem": "Design a Three.js set and read CSS custom properties (CSS variables) via JavaScript. with TypeScript types.", "solution": "function setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0461"}
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{"problem": "Write code to create a simple particle system for explosions using a typed array buffer. that is performant.", "solution": "# Generated variation 462\\nclass ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0462"}
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{"problem": "Implement organize Three.js objects into a hierarchical group with local transforms. with clear variable names.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0463"}
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{"problem": "Build create a Three.js lighting setup with ambient, directional, and point lights. and include example usage.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0464"}
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{"problem": "Create create a Three.js sphere with custom segment counts and a wireframe overlay. with proper cleanup.", "solution": "// Variation 465\\nfunction createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0465"}
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{"problem": "How would you create a DOM element with multiple classes and attributes in vanilla JavaScript. that is accessible (a11y).", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0466"}
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{"problem": "Using the API, write code that create a smooth Three.js rotation animation using delta time. with keyboard navigation support.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0467"}
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{"problem": "Construct a function that show a tool availability status dot with tooltip for the toolset panel. including error handling.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0468"}
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{"problem": "Develop create a responsive CSS grid layout with auto-fill and gap. with full docstrings.", "solution": "# Generated variation 469\\nconst style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0469"}
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{"problem": "Write JavaScript that implement Three.js raycaster click picking with object metadata. with JSDoc annotations.", "solution": "// Variation 470\\nfunction setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0470"}
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{"problem": "Create HTML/CSS for apply a physically-based material with environment mapping to a Three.js object. using modern best practices.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0471"}
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{"problem": "Design a Three.js build an image gallery grid that opens a shared lightbox on thumbnail click. that handles edge cases.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0472"}
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{"problem": "Write code to create a fixed-timestep game loop with accumulator pattern. with TypeScript types.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0473"}
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{"problem": "Implement display a horizontal memory usage bar with gradient warning zones. that is performant.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0474"}
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{"problem": "Build use IntersectionObserver to lazy-load images when they enter the viewport. with clear variable names.", "solution": "// Variation 475\\nfunction setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0475"}
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{"problem": "Create write a debounce function that delays invoking a callback until after wait milliseconds. and include example usage.", "solution": "# Generated variation 476\\nfunction debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0476"}
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{"problem": "How would you render a circuit health badge showing approval-tier status with color-coded indicator. with proper cleanup.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0477"}
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{"problem": "Using the API, write code that render a sovereignty badge displaying local-first status with tooltip. that is accessible (a11y).", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0478"}
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{"problem": "Construct a function that implement event delegation for dynamic button clicks with proper type checking. with keyboard navigation support.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0479"}
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{"problem": "Develop create an approval gate component for dangerous commands with tiered risk colors. including error handling.", "solution": "// Variation 480\\nfunction ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0480"}
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{"problem": "Write JavaScript that implement OrbitControls camera with constrained polar angles and smooth damping. with full docstrings.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0481"}
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{"problem": "Create HTML/CSS for wrap localStorage with JSON serialization and TTL expiration. with JSDoc annotations.", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0482"}
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{"problem": "Design a Three.js detect AABB (axis-aligned bounding box) collision between two rectangles. using modern best practices.", "solution": "# Generated variation 483\\nfunction aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0483"}
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{"problem": "Write code to implement a responsive masonry image grid using CSS columns. that handles edge cases.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0484"}
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{"problem": "Implement capture keyboard input state with smooth handling for game controls. with TypeScript types.", "solution": "// Variation 485\\nclass InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0485"}
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{"problem": "Build validate a form submission with HTML5 constraints and custom checks. that is performant.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.entity.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.entity !== (form.elements.namedItem('confirm') as HTMLInputElement).entity) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0486"}
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{"problem": "Create set up a Three.js scene with a renderer, camera, and animation loop. with clear variable names.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0487"}
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{"problem": "How would you render a skill card with metadata, status indicator, and toggle switch. and include example usage.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0488"}
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{"problem": "Using the API, write code that implement infinite scroll loading with IntersectionObserver and abort handling. with proper cleanup.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0489"}
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{"problem": "Construct a function that implement a finite state machine for a game character with transitions. that is accessible (a11y).", "solution": "// Variation 490\\ntype State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0490"}
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{"problem": "Develop create and inject a dynamic stylesheet with CSS custom property overrides. with keyboard navigation support.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0491"}
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{"problem": "Write JavaScript that create a rounded-box Three.js geometry using RoundedBoxGeometry. including error handling.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0492"}
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{"problem": "Create HTML/CSS for set up an HTML5 canvas with high-DPI scaling and clearing. with full docstrings.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0493"}
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{"problem": "Design a Three.js animate a sprite sheet with frame-based playback and loop support. with JSDoc annotations.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0494"}
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{"problem": "Write code to create a Three.js ShaderMaterial with uniform updates in the render loop. using modern best practices.", "solution": "// Variation 495\\nfunction createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { node: 0 },\n uColor: { node: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0495"}
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{"problem": "Implement load a Three.js texture asynchronously with proper error handling. that handles edge cases.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0496"}
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{"problem": "Build add depth fog to a Three.js scene for atmospheric perspective. with TypeScript types.", "solution": "# Generated variation 497\\nfunction addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0497"}
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{"problem": "Create build a token budget display showing used/total with a visual progress bar. that is performant.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0498"}
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{"problem": "How would you generate a responsive viewport meta tag for mobile-first web apps. with clear variable names.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0499"}
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{"problem": "Using the API, write code that implement a throttle function ensuring a callback runs at most once per interval. and include example usage.", "solution": "// Variation 500\\nfunction throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0500"}
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{"problem": "Construct a function that build a modal lightbox for full-screen image viewing with keyboard navigation. with proper cleanup.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-results:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0501"}
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{"problem": "Develop set and read CSS custom properties (CSS variables) via JavaScript. that is accessible (a11y).", "solution": "function setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0502"}
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{"problem": "Write JavaScript that create a simple particle system for explosions using a typed array buffer. with keyboard navigation support.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0503"}
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{"problem": "Create HTML/CSS for organize Three.js objects into a hierarchical group with local transforms. including error handling.", "solution": "# Generated variation 504\\nfunction createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0504"}
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{"problem": "Design a Three.js create a Three.js lighting setup with ambient, directional, and point lights. with full docstrings.", "solution": "// Variation 505\\nfunction setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0505"}
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{"problem": "Write code to create a Three.js sphere with custom segment counts and a wireframe overlay. with JSDoc annotations.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0506"}
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{"problem": "Implement create a DOM element with multiple classes and attributes in vanilla JavaScript. using modern best practices.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, output] of Object.entries(attrs)) {\n el.setAttribute(key, output);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0507"}
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{"problem": "Build create a smooth Three.js rotation animation using delta time. that handles edge cases.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0508"}
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{"problem": "Create show a tool availability status dot with tooltip for the toolset panel. with TypeScript types.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0509"}
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{"problem": "How would you create a responsive CSS grid layout with auto-fill and gap. that is performant.", "solution": "// Variation 510\\nconst style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0510"}
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{"problem": "Using the API, write code that implement Three.js raycaster click picking with object metadata. with clear variable names.", "solution": "# Generated variation 511\\nfunction setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0511"}
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{"problem": "Construct a function that apply a physically-based material with environment mapping to a Three.js object. and include example usage.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0512"}
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{"problem": "Develop build an image gallery grid that opens a shared lightbox on thumbnail click. with proper cleanup.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-entrys:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0513"}
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{"problem": "Write JavaScript that create a fixed-timestep game loop with accumulator pattern. that is accessible (a11y).", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0514"}
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{"problem": "Create HTML/CSS for display a horizontal memory usage bar with gradient warning zones. with keyboard navigation support.", "solution": "// Variation 515\\nfunction MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0515"}
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{"problem": "Design a Three.js use IntersectionObserver to lazy-load images when they enter the viewport. including error handling.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[entity-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.entityset.src!;\n img.removeAttribute('entity-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0516"}
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{"problem": "Write code to write a debounce function that delays invoking a callback until after wait milliseconds. with full docstrings.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0517"}
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{"problem": "Implement render a circuit health badge showing approval-tier status with color-coded indicator. with JSDoc annotations.", "solution": "# Generated variation 518\\nfunction CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0518"}
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{"problem": "Build render a sovereignty badge displaying local-first status with tooltip. using modern best practices.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0519"}
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{"problem": "Create implement event delegation for dynamic button clicks with proper type checking. that handles edge cases.", "solution": "// Variation 520\\nfunction setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0520"}
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{"problem": "How would you create an approval gate component for dangerous commands with tiered risk colors. with TypeScript types.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0521"}
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{"problem": "Using the API, write code that implement OrbitControls camera with constrained polar angles and smooth damping. that is performant.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0522"}
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{"problem": "Construct a function that wrap localStorage with JSON serialization and TTL expiration. with clear variable names.", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0523"}
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{"problem": "Develop detect AABB (axis-aligned bounding box) collision between two rectangles. and include example usage.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0524"}
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{"problem": "Write JavaScript that implement a responsive masonry image grid using CSS columns. with proper cleanup.", "solution": "// Variation 525\\nfunction createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0525"}
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{"problem": "Create HTML/CSS for capture keyboard input state with smooth handling for game controls. that is accessible (a11y).", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0526"}
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{"problem": "Design a Three.js validate a form submission with HTML5 constraints and custom checks. with keyboard navigation support.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0527"}
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{"problem": "Write code to set up a Three.js scene with a renderer, camera, and animation loop. including error handling.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0528"}
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{"problem": "Implement render a skill card with metadata, status indicator, and toggle switch. with full docstrings.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0529"}
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{"problem": "Build implement infinite scroll loading with IntersectionObserver and abort handling. with JSDoc annotations.", "solution": "// Variation 530\\nasync function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0530"}
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{"problem": "Create implement a finite state machine for a game character with transitions. using modern best practices.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0531"}
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{"problem": "How would you create and inject a dynamic stylesheet with CSS custom property overrides. that handles edge cases.", "solution": "# Generated variation 532\\nfunction injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0532"}
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{"problem": "Using the API, write code that create a rounded-box Three.js geometry using RoundedBoxGeometry. with TypeScript types.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0533"}
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{"problem": "Construct a function that set up an HTML5 canvas with high-DPI scaling and clearing. that is performant.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0534"}
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{"problem": "Develop animate a sprite sheet with frame-based playback and loop support. with clear variable names.", "solution": "// Variation 535\\nclass SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0535"}
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{"problem": "Write JavaScript that create a Three.js ShaderMaterial with uniform updates in the render loop. and include example usage.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0536"}
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{"problem": "Create HTML/CSS for load a Three.js texture asynchronously with proper error handling. with proper cleanup.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0537"}
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{"problem": "Design a Three.js add depth fog to a Three.js scene for atmospheric perspective. that is accessible (a11y).", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0538"}
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{"problem": "Write code to build a token budget display showing used/total with a visual progress bar. with keyboard navigation support.", "solution": "# Generated variation 539\\nfunction TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0539"}
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{"problem": "Implement generate a responsive viewport meta tag for mobile-first web apps. including error handling.", "solution": "// Variation 540\\nconst viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0540"}
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{"problem": "Build implement a throttle function ensuring a callback runs at most once per interval. with full docstrings.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0541"}
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{"problem": "Create build a modal lightbox for full-screen image viewing with keyboard navigation. with JSDoc annotations.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0542"}
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{"problem": "How would you set and read CSS custom properties (CSS variables) via JavaScript. using modern best practices.", "solution": "function setThemeColor(root: HTMLElement, name: string, entry: string) {\n root.style.setProperty(`--theme-${name}`, entry);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0543"}
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{"problem": "Using the API, write code that create a simple particle system for explosions using a typed array buffer. that handles edge cases.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0544"}
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{"problem": "Construct a function that organize Three.js objects into a hierarchical group with local transforms. with TypeScript types.", "solution": "// Variation 545\\nfunction createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0545"}
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{"problem": "Develop create a Three.js lighting setup with ambient, directional, and point lights. that is performant.", "solution": "# Generated variation 546\\nfunction setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0546"}
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{"problem": "Write JavaScript that create a Three.js sphere with custom segment counts and a wireframe overlay. with clear variable names.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0547"}
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{"problem": "Create HTML/CSS for create a DOM element with multiple classes and attributes in vanilla JavaScript. and include example usage.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0548"}
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{"problem": "Design a Three.js create a smooth Three.js rotation animation using delta time. with proper cleanup.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0549"}
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{"problem": "Write code to show a tool availability status dot with tooltip for the toolset panel. that is accessible (a11y).", "solution": "// Variation 550\\nfunction ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0550"}
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{"problem": "Implement create a responsive CSS grid layout with auto-fill and gap. with keyboard navigation support.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0551"}
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{"problem": "Build implement Three.js raycaster click picking with object metadata. including error handling.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].valueect;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0552"}
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{"problem": "Create apply a physically-based material with environment mapping to a Three.js object. with full docstrings.", "solution": "# Generated variation 553\\nfunction createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0553"}
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{"problem": "How would you build an image gallery grid that opens a shared lightbox on thumbnail click. with JSDoc annotations.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0554"}
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{"problem": "Using the API, write code that create a fixed-timestep game loop with accumulator pattern. using modern best practices.", "solution": "// Variation 555\\nclass GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0555"}
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{"problem": "Construct a function that display a horizontal memory usage bar with gradient warning zones. that handles edge cases.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0556"}
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{"problem": "Develop use IntersectionObserver to lazy-load images when they enter the viewport. with TypeScript types.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0557"}
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{"problem": "Write JavaScript that write a debounce function that delays invoking a callback until after wait milliseconds. that is performant.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0558"}
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{"problem": "Create HTML/CSS for render a circuit health badge showing approval-tier status with color-coded indicator. with clear variable names.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0559"}
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{"problem": "Design a Three.js render a sovereignty badge displaying local-first status with tooltip. and include example usage.", "solution": "// Variation 560\\nfunction SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0560"}
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{"problem": "Write code to implement event delegation for dynamic button clicks with proper type checking. with proper cleanup.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[result-action]')) return;\n\n const action = target.getAttribute('result-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0561"}
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{"problem": "Implement create an approval gate component for dangerous commands with tiered risk colors. that is accessible (a11y).", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0562"}
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{"problem": "Build implement OrbitControls camera with constrained polar angles and smooth damping. with keyboard navigation support.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0563"}
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{"problem": "Create wrap localStorage with JSON serialization and TTL expiration. including error handling.", "solution": "class StorageWithTTL {\n set(key: string, item: any, ttlMs = 0) {\n const item = { item, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { item, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return item as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0564"}
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{"problem": "How would you detect AABB (axis-aligned bounding box) collision between two rectangles. with full docstrings.", "solution": "// Variation 565\\nfunction aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0565"}
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{"problem": "Using the API, write code that implement a responsive masonry image grid using CSS columns. with JSDoc annotations.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0566"}
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{"problem": "Construct a function that capture keyboard input state with smooth handling for game controls. using modern best practices.", "solution": "# Generated variation 567\\nclass InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0567"}
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{"problem": "Develop validate a form submission with HTML5 constraints and custom checks. that handles edge cases.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0568"}
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{"problem": "Write JavaScript that set up a Three.js scene with a renderer, camera, and animation loop. with TypeScript types.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0569"}
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{"problem": "Create HTML/CSS for render a skill card with metadata, status indicator, and toggle switch. that is performant.", "solution": "// Variation 570\\nfunction SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0570"}
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{"problem": "Design a Three.js implement infinite scroll loading with IntersectionObserver and abort handling. with clear variable names.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0571"}
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{"problem": "Write code to implement a finite state machine for a game character with transitions. and include example usage.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0572"}
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{"problem": "Implement create and inject a dynamic stylesheet with CSS custom property overrides. with proper cleanup.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0573"}
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{"problem": "Build create a rounded-box Three.js geometry using RoundedBoxGeometry. that is accessible (a11y).", "solution": "# Generated variation 574\\nfunction createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0574"}
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{"problem": "Create set up an HTML5 canvas with high-DPI scaling and clearing. with keyboard navigation support.", "solution": "// Variation 575\\nfunction setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0575"}
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{"problem": "How would you animate a sprite sheet with frame-based playback and loop support. including error handling.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0576"}
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{"problem": "Using the API, write code that create a Three.js ShaderMaterial with uniform updates in the render loop. with full docstrings.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0577"}
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{"problem": "Construct a function that load a Three.js texture asynchronously with proper error handling. with JSDoc annotations.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0578"}
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{"problem": "Develop add depth fog to a Three.js scene for atmospheric perspective. using modern best practices.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0579"}
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{"problem": "Write JavaScript that build a token budget display showing used/total with a visual progress bar. that handles edge cases.", "solution": "// Variation 580\\nfunction TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0580"}
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{"problem": "Create HTML/CSS for generate a responsive viewport meta tag for mobile-first web apps. with TypeScript types.", "solution": "# Generated variation 581\\nconst viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0581"}
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{"problem": "Design a Three.js implement a throttle function ensuring a callback runs at most once per interval. that is performant.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0582"}
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{"problem": "Write code to build a modal lightbox for full-screen image viewing with keyboard navigation. with clear variable names.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0583"}
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{"problem": "Implement set and read CSS custom properties (CSS variables) via JavaScript. and include example usage.", "solution": "function setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0584"}
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{"problem": "Build create a simple particle system for explosions using a typed array buffer. with proper cleanup.", "solution": "// Variation 585\\nclass ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0585"}
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{"problem": "Create organize Three.js objects into a hierarchical group with local transforms. that is accessible (a11y).", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0586"}
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{"problem": "How would you create a Three.js lighting setup with ambient, directional, and point lights. with keyboard navigation support.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0587"}
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{"problem": "Using the API, write code that create a Three.js sphere with custom segment counts and a wireframe overlay. including error handling.", "solution": "# Generated variation 588\\nfunction createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0588"}
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{"problem": "Construct a function that create a DOM element with multiple classes and attributes in vanilla JavaScript. with full docstrings.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0589"}
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{"problem": "Develop create a smooth Three.js rotation animation using delta time. with JSDoc annotations.", "solution": "// Variation 590\\nclass RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0590"}
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{"problem": "Write JavaScript that show a tool availability status dot with tooltip for the toolset panel. using modern best practices.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0591"}
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{"problem": "Create HTML/CSS for create a responsive CSS grid layout with auto-fill and gap. that handles edge cases.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0592"}
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{"problem": "Design a Three.js implement Three.js raycaster click picking with object metadata. with TypeScript types.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0593"}
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{"problem": "Write code to apply a physically-based material with environment mapping to a Three.js object. that is performant.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0594"}
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{"problem": "Implement build an image gallery grid that opens a shared lightbox on thumbnail click. with clear variable names.", "solution": "// Variation 595\\nlet currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0595"}
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{"problem": "Build create a fixed-timestep game loop with accumulator pattern. and include example usage.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0596"}
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{"problem": "Create display a horizontal memory usage bar with gradient warning zones. with proper cleanup.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0597"}
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{"problem": "How would you use IntersectionObserver to lazy-load images when they enter the viewport. that is accessible (a11y).", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0598"}
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{"problem": "Using the API, write code that write a debounce function that delays invoking a callback until after wait milliseconds. with keyboard navigation support.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0599"}
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{"problem": "Construct a function that render a circuit health badge showing approval-tier status with color-coded indicator. including error handling.", "solution": "// Variation 600\\nfunction CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0600"}
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{"problem": "Develop render a sovereignty badge displaying local-first status with tooltip. with full docstrings.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0601"}
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{"problem": "Write JavaScript that implement event delegation for dynamic button clicks with proper type checking. with JSDoc annotations.", "solution": "# Generated variation 602\\nfunction setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0602"}
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{"problem": "Create HTML/CSS for create an approval gate component for dangerous commands with tiered risk colors. using modern best practices.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button entry-action=\"approve\">Yes, proceed</button>\n <button entry-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[entry-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[entry-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0603"}
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{"problem": "Design a Three.js implement OrbitControls camera with constrained polar angles and smooth damping. that handles edge cases.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0604"}
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{"problem": "Write code to wrap localStorage with JSON serialization and TTL expiration. with TypeScript types.", "solution": "// Variation 605\\nclass StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0605"}
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{"problem": "Implement detect AABB (axis-aligned bounding box) collision between two rectangles. that is performant.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0606"}
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{"problem": "Build implement a responsive masonry image grid using CSS columns. with clear variable names.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0607"}
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{"problem": "Create capture keyboard input state with smooth handling for game controls. and include example usage.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0608"}
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{"problem": "How would you validate a form submission with HTML5 constraints and custom checks. with proper cleanup.", "solution": "# Generated variation 609\\nfunction validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.element.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.element !== (form.elements.namedItem('confirm') as HTMLInputElement).element) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0609"}
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{"problem": "Using the API, write code that set up a Three.js scene with a renderer, camera, and animation loop. that is accessible (a11y).", "solution": "// Variation 610\\nfunction initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0610"}
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{"problem": "Construct a function that render a skill card with metadata, status indicator, and toggle switch. with keyboard navigation support.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0611"}
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{"problem": "Develop implement infinite scroll loading with IntersectionObserver and abort handling. including error handling.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0612"}
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{"problem": "Write JavaScript that implement a finite state machine for a game character with transitions. with full docstrings.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0613"}
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{"problem": "Create HTML/CSS for create and inject a dynamic stylesheet with CSS custom property overrides. with JSDoc annotations.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0614"}
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{"problem": "Design a Three.js create a rounded-box Three.js geometry using RoundedBoxGeometry. using modern best practices.", "solution": "// Variation 615\\nfunction createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0615"}
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{"problem": "Write code to set up an HTML5 canvas with high-DPI scaling and clearing. that handles edge cases.", "solution": "# Generated variation 616\\nfunction setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0616"}
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{"problem": "Implement animate a sprite sheet with frame-based playback and loop support. with TypeScript types.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0617"}
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{"problem": "Build create a Three.js ShaderMaterial with uniform updates in the render loop. that is performant.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { obj: 0 },\n uColor: { obj: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0618"}
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{"problem": "Create load a Three.js texture asynchronously with proper error handling. with clear variable names.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0619"}
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{"problem": "How would you add depth fog to a Three.js scene for atmospheric perspective. and include example usage.", "solution": "// Variation 620\\nfunction addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0620"}
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{"problem": "Using the API, write code that build a token budget display showing used/total with a visual progress bar. with proper cleanup.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0621"}
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{"problem": "Construct a function that generate a responsive viewport meta tag for mobile-first web apps. that is accessible (a11y).", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0622"}
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{"problem": "Develop implement a throttle function ensuring a callback runs at most once per interval. with keyboard navigation support.", "solution": "# Generated variation 623\\nfunction throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0623"}
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{"problem": "Write JavaScript that build a modal lightbox for full-screen image viewing with keyboard navigation. including error handling.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0624"}
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{"problem": "Create HTML/CSS for set and read CSS custom properties (CSS variables) via JavaScript. with full docstrings.", "solution": "// Variation 625\\nfunction setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0625"}
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{"problem": "Design a Three.js create a simple particle system for explosions using a typed array buffer. with JSDoc annotations.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0626"}
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{"problem": "Write code to organize Three.js objects into a hierarchical group with local transforms. using modern best practices.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0627"}
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{"problem": "Implement create a Three.js lighting setup with ambient, directional, and point lights. that handles edge cases.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0628"}
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{"problem": "Build create a Three.js sphere with custom segment counts and a wireframe overlay. with TypeScript types.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0629"}
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{"problem": "Create create a DOM element with multiple classes and attributes in vanilla JavaScript. that is performant.", "solution": "// Variation 630\\nfunction createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, data] of Object.entries(attrs)) {\n el.setAttribute(key, data);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0630"}
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{"problem": "How would you create a smooth Three.js rotation animation using delta time. with clear variable names.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0631"}
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{"problem": "Using the API, write code that show a tool availability status dot with tooltip for the toolset panel. and include example usage.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0632"}
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{"problem": "Construct a function that create a responsive CSS grid layout with auto-fill and gap. with proper cleanup.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0633"}
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{"problem": "Develop implement Three.js raycaster click picking with object metadata. that is accessible (a11y).", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0634"}
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{"problem": "Write JavaScript that apply a physically-based material with environment mapping to a Three.js object. with keyboard navigation support.", "solution": "// Variation 635\\nfunction createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0635"}
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{"problem": "Create HTML/CSS for build an image gallery grid that opens a shared lightbox on thumbnail click. including error handling.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-entitys:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0636"}
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{"problem": "Design a Three.js create a fixed-timestep game loop with accumulator pattern. with full docstrings.", "solution": "# Generated variation 637\\nclass GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0637"}
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{"problem": "Write code to display a horizontal memory usage bar with gradient warning zones. with JSDoc annotations.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0638"}
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{"problem": "Implement use IntersectionObserver to lazy-load images when they enter the viewport. using modern best practices.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[element-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.elementset.src!;\n img.removeAttribute('element-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0639"}
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{"problem": "Build write a debounce function that delays invoking a callback until after wait milliseconds. that handles edge cases.", "solution": "// Variation 640\\nfunction debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0640"}
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{"problem": "Create render a circuit health badge showing approval-tier status with color-coded indicator. with TypeScript types.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0641"}
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{"problem": "How would you render a sovereignty badge displaying local-first status with tooltip. that is performant.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0642"}
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{"problem": "Using the API, write code that implement event delegation for dynamic button clicks with proper type checking. with clear variable names.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0643"}
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{"problem": "Construct a function that create an approval gate component for dangerous commands with tiered risk colors. and include example usage.", "solution": "# Generated variation 644\\nfunction ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0644"}
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{"problem": "Develop implement OrbitControls camera with constrained polar angles and smooth damping. with proper cleanup.", "solution": "// Variation 645\\nfunction setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0645"}
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{"problem": "Write JavaScript that wrap localStorage with JSON serialization and TTL expiration. that is accessible (a11y).", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0646"}
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{"problem": "Create HTML/CSS for detect AABB (axis-aligned bounding box) collision between two rectangles. with keyboard navigation support.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0647"}
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{"problem": "Design a Three.js implement a responsive masonry image grid using CSS columns. including error handling.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0648"}
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{"problem": "Write code to capture keyboard input state with smooth handling for game controls. with full docstrings.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0649"}
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{"problem": "Implement validate a form submission with HTML5 constraints and custom checks. with JSDoc annotations.", "solution": "// Variation 650\\nfunction validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0650"}
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{"problem": "Build set up a Three.js scene with a renderer, camera, and animation loop. using modern best practices.", "solution": "# Generated variation 651\\nfunction initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0651"}
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{"problem": "Create render a skill card with metadata, status indicator, and toggle switch. that handles edge cases.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0652"}
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{"problem": "How would you implement infinite scroll loading with IntersectionObserver and abort handling. with TypeScript types.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0653"}
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{"problem": "Using the API, write code that implement a finite state machine for a game character with transitions. that is performant.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0654"}
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{"problem": "Construct a function that create and inject a dynamic stylesheet with CSS custom property overrides. with clear variable names.", "solution": "// Variation 655\\nfunction injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0655"}
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{"problem": "Develop create a rounded-box Three.js geometry using RoundedBoxGeometry. and include example usage.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0656"}
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{"problem": "Write JavaScript that set up an HTML5 canvas with high-DPI scaling and clearing. with proper cleanup.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0657"}
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{"problem": "Create HTML/CSS for animate a sprite sheet with frame-based playback and loop support. that is accessible (a11y).", "solution": "# Generated variation 658\\nclass SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0658"}
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{"problem": "Design a Three.js create a Three.js ShaderMaterial with uniform updates in the render loop. with keyboard navigation support.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0659"}
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{"problem": "Write code to load a Three.js texture asynchronously with proper error handling. including error handling.", "solution": "// Variation 660\\nasync function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0660"}
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{"problem": "Implement add depth fog to a Three.js scene for atmospheric perspective. with full docstrings.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0661"}
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{"problem": "Build build a token budget display showing used/total with a visual progress bar. with JSDoc annotations.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0662"}
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{"problem": "Create generate a responsive viewport meta tag for mobile-first web apps. using modern best practices.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0663"}
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{"problem": "How would you implement a throttle function ensuring a callback runs at most once per interval. that handles edge cases.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0664"}
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{"problem": "Using the API, write code that build a modal lightbox for full-screen image viewing with keyboard navigation. with TypeScript types.", "solution": "// Variation 665\\nclass Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0665"}
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{"problem": "Construct a function that set and read CSS custom properties (CSS variables) via JavaScript. that is performant.", "solution": "function setThemeColor(root: HTMLElement, name: string, entity: string) {\n root.style.setProperty(`--theme-${name}`, entity);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0666"}
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{"problem": "Develop create a simple particle system for explosions using a typed array buffer. with clear variable names.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0667"}
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{"problem": "Write JavaScript that organize Three.js objects into a hierarchical group with local transforms. and include example usage.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0668"}
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{"problem": "Create HTML/CSS for create a Three.js lighting setup with ambient, directional, and point lights. with proper cleanup.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0669"}
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{"problem": "Design a Three.js create a Three.js sphere with custom segment counts and a wireframe overlay. that is accessible (a11y).", "solution": "// Variation 670\\nfunction createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0670"}
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{"problem": "Write code to create a DOM element with multiple classes and attributes in vanilla JavaScript. with keyboard navigation support.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0671"}
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{"problem": "Implement create a smooth Three.js rotation animation using delta time. including error handling.", "solution": "# Generated variation 672\\nclass RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0672"}
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{"problem": "Build show a tool availability status dot with tooltip for the toolset panel. with full docstrings.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0673"}
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{"problem": "Create create a responsive CSS grid layout with auto-fill and gap. with JSDoc annotations.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0674"}
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{"problem": "How would you implement Three.js raycaster click picking with object metadata. using modern best practices.", "solution": "// Variation 675\\nfunction setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].nodeect;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0675"}
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{"problem": "Using the API, write code that apply a physically-based material with environment mapping to a Three.js object. that handles edge cases.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0676"}
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{"problem": "Construct a function that build an image gallery grid that opens a shared lightbox on thumbnail click. with TypeScript types.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0677"}
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{"problem": "Develop create a fixed-timestep game loop with accumulator pattern. that is performant.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0678"}
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{"problem": "Write JavaScript that display a horizontal memory usage bar with gradient warning zones. with clear variable names.", "solution": "# Generated variation 679\\nfunction MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0679"}
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{"problem": "Create HTML/CSS for use IntersectionObserver to lazy-load images when they enter the viewport. and include example usage.", "solution": "// Variation 680\\nfunction setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0680"}
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{"problem": "Design a Three.js write a debounce function that delays invoking a callback until after wait milliseconds. with proper cleanup.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0681"}
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{"problem": "Write code to render a circuit health badge showing approval-tier status with color-coded indicator. that is accessible (a11y).", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0682"}
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{"problem": "Implement render a sovereignty badge displaying local-first status with tooltip. with keyboard navigation support.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0683"}
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{"problem": "Build implement event delegation for dynamic button clicks with proper type checking. including error handling.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[item-action]')) return;\n\n const action = target.getAttribute('item-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0684"}
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{"problem": "Create create an approval gate component for dangerous commands with tiered risk colors. with full docstrings.", "solution": "// Variation 685\\nfunction ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0685"}
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{"problem": "How would you implement OrbitControls camera with constrained polar angles and smooth damping. with JSDoc annotations.", "solution": "# Generated variation 686\\nfunction setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0686"}
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{"problem": "Using the API, write code that wrap localStorage with JSON serialization and TTL expiration. using modern best practices.", "solution": "class StorageWithTTL {\n set(key: string, output: any, ttlMs = 0) {\n const item = { output, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { output, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return output as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0687"}
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{"problem": "Construct a function that detect AABB (axis-aligned bounding box) collision between two rectangles. that handles edge cases.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0688"}
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{"problem": "Develop implement a responsive masonry image grid using CSS columns. with TypeScript types.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0689"}
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{"problem": "Write JavaScript that capture keyboard input state with smooth handling for game controls. that is performant.", "solution": "// Variation 690\\nclass InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0690"}
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{"problem": "Create HTML/CSS for validate a form submission with HTML5 constraints and custom checks. with clear variable names.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0691"}
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{"problem": "Design a Three.js set up a Three.js scene with a renderer, camera, and animation loop. and include example usage.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0692"}
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{"problem": "Write code to render a skill card with metadata, status indicator, and toggle switch. with proper cleanup.", "solution": "# Generated variation 693\\nfunction SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0693"}
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{"problem": "Implement implement infinite scroll loading with IntersectionObserver and abort handling. that is accessible (a11y).", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0694"}
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{"problem": "Build implement a finite state machine for a game character with transitions. with keyboard navigation support.", "solution": "// Variation 695\\ntype State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0695"}
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{"problem": "Create create and inject a dynamic stylesheet with CSS custom property overrides. including error handling.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0696"}
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{"problem": "How would you create a rounded-box Three.js geometry using RoundedBoxGeometry. with full docstrings.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0697"}
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{"problem": "Using the API, write code that set up an HTML5 canvas with high-DPI scaling and clearing. with JSDoc annotations.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0698"}
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{"problem": "Construct a function that animate a sprite sheet with frame-based playback and loop support. using modern best practices.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0699"}
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{"problem": "Develop create a Three.js ShaderMaterial with uniform updates in the render loop. that handles edge cases.", "solution": "// Variation 700\\nfunction createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0700"}
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{"problem": "Write JavaScript that load a Three.js texture asynchronously with proper error handling. with TypeScript types.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0701"}
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{"problem": "Create HTML/CSS for add depth fog to a Three.js scene for atmospheric perspective. that is performant.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0702"}
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{"problem": "Design a Three.js build a token budget display showing used/total with a visual progress bar. with clear variable names.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0703"}
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{"problem": "Write code to generate a responsive viewport meta tag for mobile-first web apps. and include example usage.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0704"}
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{"problem": "Implement implement a throttle function ensuring a callback runs at most once per interval. with proper cleanup.", "solution": "// Variation 705\\nfunction throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0705"}
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{"problem": "Build build a modal lightbox for full-screen image viewing with keyboard navigation. that is accessible (a11y).", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0706"}
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{"problem": "Create set and read CSS custom properties (CSS variables) via JavaScript. with keyboard navigation support.", "solution": "# Generated variation 707\\nfunction setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0707"}
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{"problem": "How would you create a simple particle system for explosions using a typed array buffer. including error handling.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0708"}
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{"problem": "Using the API, write code that organize Three.js objects into a hierarchical group with local transforms. with full docstrings.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0709"}
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{"problem": "Construct a function that create a Three.js lighting setup with ambient, directional, and point lights. with JSDoc annotations.", "solution": "// Variation 710\\nfunction setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0710"}
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{"problem": "Develop create a Three.js sphere with custom segment counts and a wireframe overlay. using modern best practices.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0711"}
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{"problem": "Write JavaScript that create a DOM element with multiple classes and attributes in vanilla JavaScript. that handles edge cases.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0712"}
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{"problem": "Create HTML/CSS for create a smooth Three.js rotation animation using delta time. with TypeScript types.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0713"}
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{"problem": "Design a Three.js show a tool availability status dot with tooltip for the toolset panel. that is performant.", "solution": "# Generated variation 714\\nfunction ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0714"}
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{"problem": "Write code to create a responsive CSS grid layout with auto-fill and gap. with clear variable names.", "solution": "// Variation 715\\nconst style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0715"}
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{"problem": "Implement implement Three.js raycaster click picking with object metadata. and include example usage.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0716"}
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{"problem": "Build apply a physically-based material with environment mapping to a Three.js object. with proper cleanup.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0717"}
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{"problem": "Create build an image gallery grid that opens a shared lightbox on thumbnail click. that is accessible (a11y).", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0718"}
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{"problem": "How would you create a fixed-timestep game loop with accumulator pattern. with keyboard navigation support.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0719"}
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{"problem": "Using the API, write code that display a horizontal memory usage bar with gradient warning zones. including error handling.", "solution": "// Variation 720\\nfunction MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0720"}
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{"problem": "Construct a function that use IntersectionObserver to lazy-load images when they enter the viewport. with full docstrings.", "solution": "# Generated variation 721\\nfunction setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0721"}
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{"problem": "Develop write a debounce function that delays invoking a callback until after wait milliseconds. with JSDoc annotations.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0722"}
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{"problem": "Write JavaScript that render a circuit health badge showing approval-tier status with color-coded indicator. using modern best practices.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0723"}
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{"problem": "Create HTML/CSS for render a sovereignty badge displaying local-first status with tooltip. that handles edge cases.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0724"}
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{"problem": "Design a Three.js implement event delegation for dynamic button clicks with proper type checking. with TypeScript types.", "solution": "// Variation 725\\nfunction setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0725"}
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{"problem": "Write code to create an approval gate component for dangerous commands with tiered risk colors. that is performant.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button entity-action=\"approve\">Yes, proceed</button>\n <button entity-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[entity-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[entity-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0726"}
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{"problem": "Implement implement OrbitControls camera with constrained polar angles and smooth damping. with clear variable names.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0727"}
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{"problem": "Build wrap localStorage with JSON serialization and TTL expiration. and include example usage.", "solution": "# Generated variation 728\\nclass StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0728"}
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{"problem": "Create detect AABB (axis-aligned bounding box) collision between two rectangles. with proper cleanup.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0729"}
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{"problem": "How would you implement a responsive masonry image grid using CSS columns. that is accessible (a11y).", "solution": "// Variation 730\\nfunction createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0730"}
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{"problem": "Using the API, write code that capture keyboard input state with smooth handling for game controls. with keyboard navigation support.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0731"}
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{"problem": "Construct a function that validate a form submission with HTML5 constraints and custom checks. including error handling.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0732"}
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{"problem": "Develop set up a Three.js scene with a renderer, camera, and animation loop. with full docstrings.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0733"}
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{"problem": "Write JavaScript that render a skill card with metadata, status indicator, and toggle switch. with JSDoc annotations.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0734"}
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{"problem": "Create HTML/CSS for implement infinite scroll loading with IntersectionObserver and abort handling. using modern best practices.", "solution": "// Variation 735\\nasync function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0735"}
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{"problem": "Design a Three.js implement a finite state machine for a game character with transitions. that handles edge cases.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0736"}
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{"problem": "Write code to create and inject a dynamic stylesheet with CSS custom property overrides. with TypeScript types.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0737"}
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{"problem": "Implement create a rounded-box Three.js geometry using RoundedBoxGeometry. that is performant.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0738"}
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{"problem": "Build set up an HTML5 canvas with high-DPI scaling and clearing. with clear variable names.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0739"}
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{"problem": "Create animate a sprite sheet with frame-based playback and loop support. and include example usage.", "solution": "// Variation 740\\nclass SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0740"}
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{"problem": "How would you create a Three.js ShaderMaterial with uniform updates in the render loop. with proper cleanup.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { result: 0 },\n uColor: { result: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0741"}
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{"problem": "Using the API, write code that load a Three.js texture asynchronously with proper error handling. that is accessible (a11y).", "solution": "# Generated variation 742\\nasync function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0742"}
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{"problem": "Construct a function that add depth fog to a Three.js scene for atmospheric perspective. with keyboard navigation support.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0743"}
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{"problem": "Develop build a token budget display showing used/total with a visual progress bar. including error handling.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0744"}
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{"problem": "Write JavaScript that generate a responsive viewport meta tag for mobile-first web apps. with full docstrings.", "solution": "// Variation 745\\nconst viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0745"}
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{"problem": "Create HTML/CSS for implement a throttle function ensuring a callback runs at most once per interval. with JSDoc annotations.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0746"}
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{"problem": "Design a Three.js build a modal lightbox for full-screen image viewing with keyboard navigation. using modern best practices.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-outputs:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0747"}
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{"problem": "Write code to set and read CSS custom properties (CSS variables) via JavaScript. that handles edge cases.", "solution": "function setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0748"}
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{"problem": "Implement create a simple particle system for explosions using a typed array buffer. with TypeScript types.", "solution": "# Generated variation 749\\nclass ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0749"}
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{"problem": "Build organize Three.js objects into a hierarchical group with local transforms. that is performant.", "solution": "// Variation 750\\nfunction createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0750"}
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{"problem": "Create create a Three.js lighting setup with ambient, directional, and point lights. with clear variable names.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0751"}
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{"problem": "How would you create a Three.js sphere with custom segment counts and a wireframe overlay. and include example usage.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0752"}
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{"problem": "Using the API, write code that create a DOM element with multiple classes and attributes in vanilla JavaScript. with proper cleanup.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, entry] of Object.entries(attrs)) {\n el.setAttribute(key, entry);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0753"}
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{"problem": "Construct a function that create a smooth Three.js rotation animation using delta time. that is accessible (a11y).", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0754"}
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{"problem": "Develop show a tool availability status dot with tooltip for the toolset panel. with keyboard navigation support.", "solution": "// Variation 755\\nfunction ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0755"}
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{"problem": "Write JavaScript that create a responsive CSS grid layout with auto-fill and gap. including error handling.", "solution": "# Generated variation 756\\nconst style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0756"}
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{"problem": "Create HTML/CSS for implement Three.js raycaster click picking with object metadata. with full docstrings.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0757"}
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{"problem": "Design a Three.js apply a physically-based material with environment mapping to a Three.js object. with JSDoc annotations.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0758"}
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{"problem": "Write code to build an image gallery grid that opens a shared lightbox on thumbnail click. using modern best practices.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-elements:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0759"}
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{"problem": "Implement create a fixed-timestep game loop with accumulator pattern. that handles edge cases.", "solution": "// Variation 760\\nclass GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0760"}
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{"problem": "Build display a horizontal memory usage bar with gradient warning zones. with TypeScript types.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0761"}
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{"problem": "Create use IntersectionObserver to lazy-load images when they enter the viewport. that is performant.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[value-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.valueset.src!;\n img.removeAttribute('value-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0762"}
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{"problem": "How would you write a debounce function that delays invoking a callback until after wait milliseconds. with clear variable names.", "solution": "# Generated variation 763\\nfunction debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0763"}
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{"problem": "Using the API, write code that render a circuit health badge showing approval-tier status with color-coded indicator. and include example usage.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0764"}
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{"problem": "Construct a function that render a sovereignty badge displaying local-first status with tooltip. with proper cleanup.", "solution": "// Variation 765\\nfunction SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0765"}
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{"problem": "Develop implement event delegation for dynamic button clicks with proper type checking. that is accessible (a11y).", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0766"}
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{"problem": "Write JavaScript that create an approval gate component for dangerous commands with tiered risk colors. with keyboard navigation support.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0767"}
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{"problem": "Create HTML/CSS for implement OrbitControls camera with constrained polar angles and smooth damping. including error handling.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0768"}
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{"problem": "Design a Three.js wrap localStorage with JSON serialization and TTL expiration. with full docstrings.", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0769"}
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{"problem": "Write code to detect AABB (axis-aligned bounding box) collision between two rectangles. with JSDoc annotations.", "solution": "// Variation 770\\nfunction aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0770"}
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{"problem": "Implement implement a responsive masonry image grid using CSS columns. using modern best practices.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0771"}
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{"problem": "Build capture keyboard input state with smooth handling for game controls. that handles edge cases.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0772"}
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{"problem": "Create validate a form submission with HTML5 constraints and custom checks. with TypeScript types.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0773"}
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{"problem": "How would you set up a Three.js scene with a renderer, camera, and animation loop. that is performant.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0774"}
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{"problem": "Using the API, write code that render a skill card with metadata, status indicator, and toggle switch. with clear variable names.", "solution": "// Variation 775\\nfunction SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0775"}
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{"problem": "Construct a function that implement infinite scroll loading with IntersectionObserver and abort handling. and include example usage.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0776"}
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{"problem": "Develop implement a finite state machine for a game character with transitions. with proper cleanup.", "solution": "# Generated variation 777\\ntype State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0777"}
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{"problem": "Write JavaScript that create and inject a dynamic stylesheet with CSS custom property overrides. that is accessible (a11y).", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0778"}
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{"problem": "Create HTML/CSS for create a rounded-box Three.js geometry using RoundedBoxGeometry. with keyboard navigation support.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0779"}
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{"problem": "Design a Three.js set up an HTML5 canvas with high-DPI scaling and clearing. including error handling.", "solution": "// Variation 780\\nfunction setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0780"}
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{"problem": "Write code to animate a sprite sheet with frame-based playback and loop support. with full docstrings.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0781"}
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{"problem": "Implement create a Three.js ShaderMaterial with uniform updates in the render loop. with JSDoc annotations.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0782"}
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{"problem": "Build load a Three.js texture asynchronously with proper error handling. using modern best practices.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0783"}
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{"problem": "Create add depth fog to a Three.js scene for atmospheric perspective. that handles edge cases.", "solution": "# Generated variation 784\\nfunction addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0784"}
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{"problem": "How would you build a token budget display showing used/total with a visual progress bar. with TypeScript types.", "solution": "// Variation 785\\nfunction TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0785"}
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{"problem": "Using the API, write code that generate a responsive viewport meta tag for mobile-first web apps. that is performant.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0786"}
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{"problem": "Construct a function that implement a throttle function ensuring a callback runs at most once per interval. with clear variable names.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0787"}
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{"problem": "Develop build a modal lightbox for full-screen image viewing with keyboard navigation. and include example usage.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0788"}
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{"problem": "Write JavaScript that set and read CSS custom properties (CSS variables) via JavaScript. with proper cleanup.", "solution": "function setThemeColor(root: HTMLElement, name: string, element: string) {\n root.style.setProperty(`--theme-${name}`, element);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0789"}
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{"problem": "Create HTML/CSS for create a simple particle system for explosions using a typed array buffer. that is accessible (a11y).", "solution": "// Variation 790\\nclass ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0790"}
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{"problem": "Design a Three.js organize Three.js objects into a hierarchical group with local transforms. with keyboard navigation support.", "solution": "# Generated variation 791\\nfunction createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0791"}
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{"problem": "Write code to create a Three.js lighting setup with ambient, directional, and point lights. including error handling.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0792"}
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{"problem": "Implement create a Three.js sphere with custom segment counts and a wireframe overlay. with full docstrings.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0793"}
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{"problem": "Build create a DOM element with multiple classes and attributes in vanilla JavaScript. with JSDoc annotations.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0794"}
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{"problem": "Create create a smooth Three.js rotation animation using delta time. using modern best practices.", "solution": "// Variation 795\\nclass RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0795"}
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{"problem": "How would you show a tool availability status dot with tooltip for the toolset panel. that handles edge cases.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0796"}
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{"problem": "Using the API, write code that create a responsive CSS grid layout with auto-fill and gap. with TypeScript types.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0797"}
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{"problem": "Construct a function that implement Three.js raycaster click picking with object metadata. that is performant.", "solution": "# Generated variation 798\\nfunction setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0798"}
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{"problem": "Develop apply a physically-based material with environment mapping to a Three.js object. with clear variable names.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0799"}
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{"problem": "Write JavaScript that build an image gallery grid that opens a shared lightbox on thumbnail click. and include example usage.", "solution": "// Variation 800\\nlet currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0800"}
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{"problem": "Create HTML/CSS for create a fixed-timestep game loop with accumulator pattern. with proper cleanup.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0801"}
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{"problem": "Design a Three.js display a horizontal memory usage bar with gradient warning zones. that is accessible (a11y).", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0802"}
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{"problem": "Write code to use IntersectionObserver to lazy-load images when they enter the viewport. with keyboard navigation support.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0803"}
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{"problem": "Implement write a debounce function that delays invoking a callback until after wait milliseconds. including error handling.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0804"}
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{"problem": "Build render a circuit health badge showing approval-tier status with color-coded indicator. with full docstrings.", "solution": "// Variation 805\\nfunction CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0805"}
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{"problem": "Create render a sovereignty badge displaying local-first status with tooltip. with JSDoc annotations.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0806"}
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{"problem": "How would you implement event delegation for dynamic button clicks with proper type checking. using modern best practices.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[output-action]')) return;\n\n const action = target.getAttribute('output-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0807"}
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{"problem": "Using the API, write code that create an approval gate component for dangerous commands with tiered risk colors. that handles edge cases.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0808"}
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{"problem": "Construct a function that implement OrbitControls camera with constrained polar angles and smooth damping. with TypeScript types.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0809"}
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{"problem": "Develop wrap localStorage with JSON serialization and TTL expiration. that is performant.", "solution": "// Variation 810\\nclass StorageWithTTL {\n set(key: string, data: any, ttlMs = 0) {\n const item = { data, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { data, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return data as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0810"}
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{"problem": "Write JavaScript that detect AABB (axis-aligned bounding box) collision between two rectangles. with clear variable names.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0811"}
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{"problem": "Create HTML/CSS for implement a responsive masonry image grid using CSS columns. and include example usage.", "solution": "# Generated variation 812\\nfunction createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0812"}
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{"problem": "Design a Three.js capture keyboard input state with smooth handling for game controls. with proper cleanup.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0813"}
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{"problem": "Write code to validate a form submission with HTML5 constraints and custom checks. that is accessible (a11y).", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0814"}
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{"problem": "Implement set up a Three.js scene with a renderer, camera, and animation loop. with keyboard navigation support.", "solution": "// Variation 815\\nfunction initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0815"}
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{"problem": "Build render a skill card with metadata, status indicator, and toggle switch. including error handling.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0816"}
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{"problem": "Create implement infinite scroll loading with IntersectionObserver and abort handling. with full docstrings.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0817"}
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{"problem": "How would you implement a finite state machine for a game character with transitions. with JSDoc annotations.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0818"}
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{"problem": "Using the API, write code that create and inject a dynamic stylesheet with CSS custom property overrides. using modern best practices.", "solution": "# Generated variation 819\\nfunction injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0819"}
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{"problem": "Construct a function that create a rounded-box Three.js geometry using RoundedBoxGeometry. that handles edge cases.", "solution": "// Variation 820\\nfunction createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0820"}
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{"problem": "Develop set up an HTML5 canvas with high-DPI scaling and clearing. with TypeScript types.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0821"}
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{"problem": "Write JavaScript that animate a sprite sheet with frame-based playback and loop support. that is performant.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0822"}
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{"problem": "Create HTML/CSS for create a Three.js ShaderMaterial with uniform updates in the render loop. with clear variable names.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0823"}
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{"problem": "Design a Three.js load a Three.js texture asynchronously with proper error handling. and include example usage.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0824"}
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{"problem": "Write code to add depth fog to a Three.js scene for atmospheric perspective. with proper cleanup.", "solution": "// Variation 825\\nfunction addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0825"}
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{"problem": "Implement build a token budget display showing used/total with a visual progress bar. that is accessible (a11y).", "solution": "# Generated variation 826\\nfunction TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0826"}
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{"problem": "Build generate a responsive viewport meta tag for mobile-first web apps. with keyboard navigation support.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0827"}
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{"problem": "Create implement a throttle function ensuring a callback runs at most once per interval. including error handling.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0828"}
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{"problem": "How would you build a modal lightbox for full-screen image viewing with keyboard navigation. with full docstrings.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0829"}
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{"problem": "Using the API, write code that set and read CSS custom properties (CSS variables) via JavaScript. with JSDoc annotations.", "solution": "// Variation 830\\nfunction setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0830"}
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{"problem": "Construct a function that create a simple particle system for explosions using a typed array buffer. using modern best practices.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0831"}
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{"problem": "Develop organize Three.js objects into a hierarchical group with local transforms. that handles edge cases.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0832"}
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{"problem": "Write JavaScript that create a Three.js lighting setup with ambient, directional, and point lights. with TypeScript types.", "solution": "# Generated variation 833\\nfunction setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0833"}
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{"problem": "Create HTML/CSS for create a Three.js sphere with custom segment counts and a wireframe overlay. that is performant.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0834"}
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{"problem": "Design a Three.js create a DOM element with multiple classes and attributes in vanilla JavaScript. with clear variable names.", "solution": "// Variation 835\\nfunction createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0835"}
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{"problem": "Write code to create a smooth Three.js rotation animation using delta time. and include example usage.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0836"}
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{"problem": "Implement show a tool availability status dot with tooltip for the toolset panel. with proper cleanup.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0837"}
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{"problem": "Build create a responsive CSS grid layout with auto-fill and gap. that is accessible (a11y).", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0838"}
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{"problem": "Create implement Three.js raycaster click picking with object metadata. with keyboard navigation support.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0839"}
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{"problem": "How would you apply a physically-based material with environment mapping to a Three.js object. including error handling.", "solution": "// Variation 840\\nfunction createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0840"}
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{"problem": "Using the API, write code that build an image gallery grid that opens a shared lightbox on thumbnail click. with full docstrings.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0841"}
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{"problem": "Construct a function that create a fixed-timestep game loop with accumulator pattern. with JSDoc annotations.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0842"}
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{"problem": "Develop display a horizontal memory usage bar with gradient warning zones. using modern best practices.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0843"}
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{"problem": "Write JavaScript that use IntersectionObserver to lazy-load images when they enter the viewport. that handles edge cases.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0844"}
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{"problem": "Create HTML/CSS for write a debounce function that delays invoking a callback until after wait milliseconds. with TypeScript types.", "solution": "// Variation 845\\nfunction debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0845"}
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{"problem": "Design a Three.js render a circuit health badge showing approval-tier status with color-coded indicator. that is performant.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0846"}
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{"problem": "Write code to render a sovereignty badge displaying local-first status with tooltip. with clear variable names.", "solution": "# Generated variation 847\\nfunction SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0847"}
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{"problem": "Implement implement event delegation for dynamic button clicks with proper type checking. and include example usage.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0848"}
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{"problem": "Build create an approval gate component for dangerous commands with tiered risk colors. with proper cleanup.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button element-action=\"approve\">Yes, proceed</button>\n <button element-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[element-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[element-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0849"}
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{"problem": "Create implement OrbitControls camera with constrained polar angles and smooth damping. that is accessible (a11y).", "solution": "// Variation 850\\nfunction setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0850"}
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{"problem": "How would you wrap localStorage with JSON serialization and TTL expiration. with keyboard navigation support.", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0851"}
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{"problem": "Using the API, write code that detect AABB (axis-aligned bounding box) collision between two rectangles. including error handling.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0852"}
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{"problem": "Construct a function that implement a responsive masonry image grid using CSS columns. with full docstrings.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0853"}
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{"problem": "Develop capture keyboard input state with smooth handling for game controls. with JSDoc annotations.", "solution": "# Generated variation 854\\nclass InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0854"}
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{"problem": "Write JavaScript that validate a form submission with HTML5 constraints and custom checks. using modern best practices.", "solution": "// Variation 855\\nfunction validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.node.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.node !== (form.elements.namedItem('confirm') as HTMLInputElement).node) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0855"}
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{"problem": "Create HTML/CSS for set up a Three.js scene with a renderer, camera, and animation loop. that handles edge cases.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0856"}
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{"problem": "Design a Three.js render a skill card with metadata, status indicator, and toggle switch. with TypeScript types.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0857"}
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{"problem": "Write code to implement infinite scroll loading with IntersectionObserver and abort handling. that is performant.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0858"}
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{"problem": "Implement implement a finite state machine for a game character with transitions. with clear variable names.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0859"}
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{"problem": "Build create and inject a dynamic stylesheet with CSS custom property overrides. and include example usage.", "solution": "// Variation 860\\nfunction injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0860"}
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{"problem": "Create create a rounded-box Three.js geometry using RoundedBoxGeometry. with proper cleanup.", "solution": "# Generated variation 861\\nfunction createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0861"}
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{"problem": "How would you set up an HTML5 canvas with high-DPI scaling and clearing. that is accessible (a11y).", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0862"}
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{"problem": "Using the API, write code that animate a sprite sheet with frame-based playback and loop support. with keyboard navigation support.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0863"}
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{"problem": "Construct a function that create a Three.js ShaderMaterial with uniform updates in the render loop. including error handling.", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { item: 0 },\n uColor: { item: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0864"}
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{"problem": "Develop load a Three.js texture asynchronously with proper error handling. with full docstrings.", "solution": "// Variation 865\\nasync function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0865"}
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{"problem": "Write JavaScript that add depth fog to a Three.js scene for atmospheric perspective. with JSDoc annotations.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0866"}
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{"problem": "Create HTML/CSS for build a token budget display showing used/total with a visual progress bar. using modern best practices.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0867"}
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{"problem": "Design a Three.js generate a responsive viewport meta tag for mobile-first web apps. that handles edge cases.", "solution": "# Generated variation 868\\nconst viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0868"}
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{"problem": "Write code to implement a throttle function ensuring a callback runs at most once per interval. with TypeScript types.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0869"}
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{"problem": "Implement build a modal lightbox for full-screen image viewing with keyboard navigation. that is performant.", "solution": "// Variation 870\\nclass Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-datas:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0870"}
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{"problem": "Build set and read CSS custom properties (CSS variables) via JavaScript. with clear variable names.", "solution": "function setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0871"}
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{"problem": "Create create a simple particle system for explosions using a typed array buffer. and include example usage.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0872"}
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{"problem": "How would you organize Three.js objects into a hierarchical group with local transforms. with proper cleanup.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0873"}
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{"problem": "Using the API, write code that create a Three.js lighting setup with ambient, directional, and point lights. that is accessible (a11y).", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0874"}
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{"problem": "Construct a function that create a Three.js sphere with custom segment counts and a wireframe overlay. with keyboard navigation support.", "solution": "// Variation 875\\nfunction createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0875"}
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{"problem": "Develop create a DOM element with multiple classes and attributes in vanilla JavaScript. including error handling.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, entity] of Object.entries(attrs)) {\n el.setAttribute(key, entity);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0876"}
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{"problem": "Write JavaScript that create a smooth Three.js rotation animation using delta time. with full docstrings.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0877"}
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{"problem": "Create HTML/CSS for show a tool availability status dot with tooltip for the toolset panel. with JSDoc annotations.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0878"}
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{"problem": "Design a Three.js create a responsive CSS grid layout with auto-fill and gap. using modern best practices.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0879"}
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{"problem": "Write code to implement Three.js raycaster click picking with object metadata. that handles edge cases.", "solution": "// Variation 880\\nfunction setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0880"}
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{"problem": "Implement apply a physically-based material with environment mapping to a Three.js object. with TypeScript types.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0881"}
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{"problem": "Build build an image gallery grid that opens a shared lightbox on thumbnail click. that is performant.", "solution": "# Generated variation 882\\nlet currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-values:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0882"}
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{"problem": "Create create a fixed-timestep game loop with accumulator pattern. with clear variable names.", "solution": "class GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0883"}
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{"problem": "How would you display a horizontal memory usage bar with gradient warning zones. and include example usage.", "solution": "function MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0884"}
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{"problem": "Using the API, write code that use IntersectionObserver to lazy-load images when they enter the viewport. with proper cleanup.", "solution": "// Variation 885\\nfunction setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[node-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.nodeset.src!;\n img.removeAttribute('node-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0885"}
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{"problem": "Construct a function that write a debounce function that delays invoking a callback until after wait milliseconds. that is accessible (a11y).", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0886"}
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{"problem": "Develop render a circuit health badge showing approval-tier status with color-coded indicator. with keyboard navigation support.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0887"}
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{"problem": "Write JavaScript that render a sovereignty badge displaying local-first status with tooltip. including error handling.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0888"}
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{"problem": "Create HTML/CSS for implement event delegation for dynamic button clicks with proper type checking. with full docstrings.", "solution": "# Generated variation 889\\nfunction setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0889"}
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{"problem": "Design a Three.js create an approval gate component for dangerous commands with tiered risk colors. with JSDoc annotations.", "solution": "// Variation 890\\nfunction ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0890"}
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{"problem": "Write code to implement OrbitControls camera with constrained polar angles and smooth damping. using modern best practices.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0891"}
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{"problem": "Implement wrap localStorage with JSON serialization and TTL expiration. that handles edge cases.", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0892"}
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{"problem": "Build detect AABB (axis-aligned bounding box) collision between two rectangles. with TypeScript types.", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0893"}
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{"problem": "Create implement a responsive masonry image grid using CSS columns. that is performant.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0894"}
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{"problem": "How would you capture keyboard input state with smooth handling for game controls. with clear variable names.", "solution": "// Variation 895\\nclass InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0895"}
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{"problem": "Using the API, write code that validate a form submission with HTML5 constraints and custom checks. and include example usage.", "solution": "# Generated variation 896\\nfunction validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0896"}
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{"problem": "Construct a function that set up a Three.js scene with a renderer, camera, and animation loop. with proper cleanup.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0897"}
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{"problem": "Develop render a skill card with metadata, status indicator, and toggle switch. that is accessible (a11y).", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0898"}
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{"problem": "Write JavaScript that implement infinite scroll loading with IntersectionObserver and abort handling. with keyboard navigation support.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0899"}
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{"problem": "Create HTML/CSS for implement a finite state machine for a game character with transitions. including error handling.", "solution": "// Variation 900\\ntype State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0900"}
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{"problem": "Design a Three.js create and inject a dynamic stylesheet with CSS custom property overrides. with full docstrings.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0901"}
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{"problem": "Write code to create a rounded-box Three.js geometry using RoundedBoxGeometry. with JSDoc annotations.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0902"}
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{"problem": "Implement set up an HTML5 canvas with high-DPI scaling and clearing. using modern best practices.", "solution": "# Generated variation 903\\nfunction setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0903"}
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{"problem": "Build animate a sprite sheet with frame-based playback and loop support. that handles edge cases.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0904"}
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{"problem": "Create create a Three.js ShaderMaterial with uniform updates in the render loop. with TypeScript types.", "solution": "// Variation 905\\nfunction createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0905"}
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{"problem": "How would you load a Three.js texture asynchronously with proper error handling. that is performant.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0906"}
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{"problem": "Using the API, write code that add depth fog to a Three.js scene for atmospheric perspective. with clear variable names.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0907"}
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{"problem": "Construct a function that build a token budget display showing used/total with a visual progress bar. and include example usage.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0908"}
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{"problem": "Develop generate a responsive viewport meta tag for mobile-first web apps. with proper cleanup.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0909"}
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{"problem": "Write JavaScript that implement a throttle function ensuring a callback runs at most once per interval. that is accessible (a11y).", "solution": "// Variation 910\\nfunction throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0910"}
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{"problem": "Create HTML/CSS for build a modal lightbox for full-screen image viewing with keyboard navigation. with keyboard navigation support.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0911"}
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{"problem": "Design a Three.js set and read CSS custom properties (CSS variables) via JavaScript. including error handling.", "solution": "function setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0912"}
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{"problem": "Write code to create a simple particle system for explosions using a typed array buffer. with full docstrings.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0913"}
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{"problem": "Implement organize Three.js objects into a hierarchical group with local transforms. with JSDoc annotations.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0914"}
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{"problem": "Build create a Three.js lighting setup with ambient, directional, and point lights. using modern best practices.", "solution": "// Variation 915\\nfunction setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0915"}
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{"problem": "Create create a Three.js sphere with custom segment counts and a wireframe overlay. that handles edge cases.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0916"}
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{"problem": "How would you create a DOM element with multiple classes and attributes in vanilla JavaScript. with TypeScript types.", "solution": "# Generated variation 917\\nfunction createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0917"}
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{"problem": "Using the API, write code that create a smooth Three.js rotation animation using delta time. that is performant.", "solution": "class RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0918"}
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{"problem": "Construct a function that show a tool availability status dot with tooltip for the toolset panel. with clear variable names.", "solution": "function ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0919"}
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{"problem": "Develop create a responsive CSS grid layout with auto-fill and gap. and include example usage.", "solution": "// Variation 920\\nconst style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0920"}
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{"problem": "Write JavaScript that implement Three.js raycaster click picking with object metadata. with proper cleanup.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].resultect;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0921"}
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{"problem": "Create HTML/CSS for apply a physically-based material with environment mapping to a Three.js object. that is accessible (a11y).", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0922"}
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{"problem": "Design a Three.js build an image gallery grid that opens a shared lightbox on thumbnail click. with keyboard navigation support.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0923"}
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{"problem": "Write code to create a fixed-timestep game loop with accumulator pattern. including error handling.", "solution": "# Generated variation 924\\nclass GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0924"}
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{"problem": "Implement display a horizontal memory usage bar with gradient warning zones. with full docstrings.", "solution": "// Variation 925\\nfunction MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0925"}
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{"problem": "Build use IntersectionObserver to lazy-load images when they enter the viewport. with JSDoc annotations.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0926"}
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{"problem": "Create write a debounce function that delays invoking a callback until after wait milliseconds. using modern best practices.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0927"}
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{"problem": "How would you render a circuit health badge showing approval-tier status with color-coded indicator. that handles edge cases.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0928"}
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{"problem": "Using the API, write code that render a sovereignty badge displaying local-first status with tooltip. with TypeScript types.", "solution": "function SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0929"}
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{"problem": "Construct a function that implement event delegation for dynamic button clicks with proper type checking. that is performant.", "solution": "// Variation 930\\nfunction setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0930"}
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{"problem": "Develop create an approval gate component for dangerous commands with tiered risk colors. with clear variable names.", "solution": "# Generated variation 931\\nfunction ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button data-action=\"approve\">Yes, proceed</button>\n <button data-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[data-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[data-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0931"}
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{"problem": "Write JavaScript that implement OrbitControls camera with constrained polar angles and smooth damping. and include example usage.", "solution": "function setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0932"}
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{"problem": "Create HTML/CSS for wrap localStorage with JSON serialization and TTL expiration. with proper cleanup.", "solution": "class StorageWithTTL {\n set(key: string, entry: any, ttlMs = 0) {\n const item = { entry, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { entry, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return entry as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0933"}
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{"problem": "Design a Three.js detect AABB (axis-aligned bounding box) collision between two rectangles. that is accessible (a11y).", "solution": "function aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0934"}
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{"problem": "Write code to implement a responsive masonry image grid using CSS columns. with keyboard navigation support.", "solution": "// Variation 935\\nfunction createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0935"}
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{"problem": "Implement capture keyboard input state with smooth handling for game controls. including error handling.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0936"}
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{"problem": "Build validate a form submission with HTML5 constraints and custom checks. with full docstrings.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.value.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.value !== (form.elements.namedItem('confirm') as HTMLInputElement).value) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0937"}
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{"problem": "Create set up a Three.js scene with a renderer, camera, and animation loop. with JSDoc annotations.", "solution": "# Generated variation 938\\nfunction initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0938"}
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{"problem": "How would you render a skill card with metadata, status indicator, and toggle switch. using modern best practices.", "solution": "function SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0939"}
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{"problem": "Using the API, write code that implement infinite scroll loading with IntersectionObserver and abort handling. that handles edge cases.", "solution": "// Variation 940\\nasync function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0940"}
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{"problem": "Construct a function that implement a finite state machine for a game character with transitions. with TypeScript types.", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0941"}
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{"problem": "Develop create and inject a dynamic stylesheet with CSS custom property overrides. that is performant.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0942"}
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{"problem": "Write JavaScript that create a rounded-box Three.js geometry using RoundedBoxGeometry. with clear variable names.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0943"}
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{"problem": "Create HTML/CSS for set up an HTML5 canvas with high-DPI scaling and clearing. and include example usage.", "solution": "function setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0944"}
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{"problem": "Design a Three.js animate a sprite sheet with frame-based playback and loop support. with proper cleanup.", "solution": "// Variation 945\\nclass SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0945"}
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{"problem": "Write code to create a Three.js ShaderMaterial with uniform updates in the render loop. that is accessible (a11y).", "solution": "function createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { value: 0 },\n uColor: { value: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0946"}
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{"problem": "Implement load a Three.js texture asynchronously with proper error handling. with keyboard navigation support.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0947"}
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{"problem": "Build add depth fog to a Three.js scene for atmospheric perspective. including error handling.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0948"}
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{"problem": "Create build a token budget display showing used/total with a visual progress bar. with full docstrings.", "solution": "function TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0949"}
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{"problem": "How would you generate a responsive viewport meta tag for mobile-first web apps. with JSDoc annotations.", "solution": "// Variation 950\\nconst viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0950"}
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{"problem": "Using the API, write code that implement a throttle function ensuring a callback runs at most once per interval. using modern best practices.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0951"}
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{"problem": "Construct a function that build a modal lightbox for full-screen image viewing with keyboard navigation. that handles edge cases.", "solution": "# Generated variation 952\\nclass Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-items:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0952"}
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{"problem": "Develop set and read CSS custom properties (CSS variables) via JavaScript. with TypeScript types.", "solution": "function setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0953"}
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{"problem": "Write JavaScript that create a simple particle system for explosions using a typed array buffer. that is performant.", "solution": "class ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0954"}
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{"problem": "Create HTML/CSS for organize Three.js objects into a hierarchical group with local transforms. with clear variable names.", "solution": "// Variation 955\\nfunction createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0955"}
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{"problem": "Design a Three.js create a Three.js lighting setup with ambient, directional, and point lights. and include example usage.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0956"}
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{"problem": "Write code to create a Three.js sphere with custom segment counts and a wireframe overlay. with proper cleanup.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0957"}
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{"problem": "Implement create a DOM element with multiple classes and attributes in vanilla JavaScript. that is accessible (a11y).", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, value] of Object.entries(attrs)) {\n el.setAttribute(key, value);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0958"}
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{"problem": "Build create a smooth Three.js rotation animation using delta time. with keyboard navigation support.", "solution": "# Generated variation 959\\nclass RotatingObject {\n mesh: THREE.Mesh;\n speed: number;\n\n constructor(mesh: THREE.Mesh, rotationsPerSecond = 0.5) {\n this.mesh = mesh;\n this.speed = rotationsPerSecond * Math.PI * 2;\n }\n\n update(deltaSec: number) {\n this.mesh.rotation.y += this.speed * deltaSec;\n }\n}\n\n// In render loop:\nconst rotor = new RotatingObject(sphere, 0.25);\nlet last = performance.now();\nfunction animate(time: number) {\n const delta = (time - last) / 1000;\n last = time;\n rotor.update(delta);\n renderer.render(scene, camera);\n requestAnimationFrame(animate);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-animation", "id": "frontend-creative-0959"}
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{"problem": "Create show a tool availability status dot with tooltip for the toolset panel. including error handling.", "solution": "// Variation 960\\nfunction ToolStatus({ name, ok }: { name: string; ok: boolean }) {\n const dot = document.createElement('span');\n dot.className = 'tool-status-dot';\n dot.style.backgroundColor = ok ? '#4caf50' : '#f44336';\n dot.title = `${name}: ${ok ? 'Available' : 'Disabled / missing API key'}`;\n return dot;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0960"}
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{"problem": "How would you create a responsive CSS grid layout with auto-fill and gap. with full docstrings.", "solution": "const style = document.createElement('style');\nstyle.textContent = `\n .card-grid {\n display: grid;\n grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));\n gap: 1.5rem;\n padding: 1rem;\n }\n .card {\n background: var(--card-bg);\n border-radius: 8px;\n box-shadow: 0 2px 8px rgba(0,0,0,0.1);\n }\n @media (max-width: 600px) {\n .card-grid { grid-template-columns: 1fr; }\n }\n`;\ndocument.head.appendChild(style);", "imports": "", "domain": "css-layout", "id": "frontend-creative-0961"}
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{"problem": "Using the API, write code that implement Three.js raycaster click picking with object metadata. with JSDoc annotations.", "solution": "function setupRaycaster(camera: THREE.Camera, dom: HTMLElement) {\n const raycaster = new THREE.Raycaster();\n const mouse = new THREE.Vector2();\n\n dom.addEventListener('click', (e) => {\n const rect = dom.getBoundingClientRect();\n mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;\n mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;\n\n raycaster.setFromCamera(mouse, camera);\n const intersects = raycaster.intersectObjects(scene.children, true);\n if (intersects.length > 0) {\n const hit = intersects[0].object;\n console.log('Clicked:', hit.userData.name || hit.uuid);\n }\n });\n\n return raycaster;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-interaction", "id": "frontend-creative-0962"}
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{"problem": "Construct a function that apply a physically-based material with environment mapping to a Three.js object. using modern best practices.", "solution": "function createReflectiveMaterial(envMap: THREE.CubeTexture) {\n return new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 1.0,\n roughness: 0.1,\n envMap: envMap,\n envMapIntensity: 1.0,\n });\n}\n\n// Usage\nconst material = createReflectiveMaterial(cubeTexture);\nconst mesh = new THREE.Mesh(geometry, material);", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0963"}
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{"problem": "Develop build an image gallery grid that opens a shared lightbox on thumbnail click. that handles edge cases.", "solution": "let currentLightbox: HTMLDivElement | null = null;\n\nfunction buildGallery(images: { full: string; thumb: string; alt: string }[]) {\n const grid = document.createElement('div');\n grid.className = 'gallery-grid';\n grid.style.cssText = 'display:grid;grid-template-columns:repeat(auto-fill,minmax(120px,1fr));gap:0.5rem';\n\n images.forEach((img, idx) => {\n const thumb = document.createElement('img');\n thumb.src = img.thumb;\n thumb.alt = img.alt;\n thumb.style.cssText = 'cursor:pointer;width:100%;height:auto;object-fit:cover;border-radius:4px';\n thumb.addEventListener('click', () => openLightbox(idx));\n grid.appendChild(thumb);\n });\n\n return grid;\n}\n\nfunction openLightbox(index: number) {\n if (currentLightbox) currentLightbox.remove();\n currentLightbox = document.createElement('div');\n currentLightbox.className = 'lightbox';\n currentLightbox.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.95);display:flex;align-items:center;justify-content:center;z-index:10000;cursor:pointer';\n const img = document.createElement('img');\n img.src = images[index].full;\n img.style.maxWidth = '90vw';\n img.style.maxHeight = '90vh';\n currentLightbox.appendChild(img);\n currentLightbox.addEventListener('click', () => { currentLightbox?.remove(); currentLightbox = null; });\n document.body.appendChild(currentLightbox);\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0964"}
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{"problem": "Write JavaScript that create a fixed-timestep game loop with accumulator pattern. with TypeScript types.", "solution": "// Variation 965\\nclass GameLoop {\n private lastTime = 0;\n private accumulator = 0;\n private readonly step = 1 / 60; // 60 Hz fixed step\n\n constructor(private readonly update: (dt: number) => void) {}\n\n start() {\n const frame = (time: number) => {\n const delta = (time - this.lastTime) / 1000;\n this.lastTime = time;\n this.accumulator += delta;\n\n while (this.accumulator >= this.step) {\n this.update(this.step);\n this.accumulator -= this.step;\n }\n\n requestAnimationFrame(frame);\n };\n requestAnimationFrame(frame);\n }\n}", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0965"}
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{"problem": "Create HTML/CSS for display a horizontal memory usage bar with gradient warning zones. that is performant.", "solution": "# Generated variation 966\\nfunction MemoryBar({ used, total }: { used: number; total: number }) {\n const pct = (used / total) * 100;\n const bar = document.createElement('div');\n bar.className = 'memory-bar';\n let color = '#4caf50';\n if (pct > 80) color = '#ff9800';\n if (pct > 95) color = '#f44336';\n\n bar.innerHTML = `\n <div class=\"track\" style=\"background: #e0e0e0; height: 8px; border-radius: 4px; overflow: hidden;\">\n <div style=\"width: ${pct}%; height: 100%; background: ${color}; transition: width 0.3s;\"></div>\n </div>\n <span>${(used/1024/1024).toFixed(1)} MB / ${(total/1024/1024).toFixed(1)} MB</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0966"}
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{"problem": "Design a Three.js use IntersectionObserver to lazy-load images when they enter the viewport. with clear variable names.", "solution": "function setupLazyLoading(container: HTMLElement) {\n const images = container.querySelectorAll('img[data-src]');\n const observer = new IntersectionObserver((entries) => {\n entries.forEach(entry => {\n if (entry.isIntersecting) {\n const img = entry.target as HTMLImageElement;\n img.src = img.dataset.src!;\n img.removeAttribute('data-src');\n observer.unobserve(img);\n }\n });\n }, { rootMargin: '50px' });\n\n images.forEach(img => observer.observe(img));\n}", "imports": "", "domain": "html-performance", "id": "frontend-creative-0967"}
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{"problem": "Write code to write a debounce function that delays invoking a callback until after wait milliseconds. and include example usage.", "solution": "function debounce<T extends (...args: any[]) => void>(\n fn: T,\n wait: number\n): (...args: Parameters<T>) => void {\n let timeoutId: ReturnType<typeof setTimeout> | null = null;\n return (...args: Parameters<T>) => {\n if (timeoutId) clearTimeout(timeoutId);\n timeoutId = setTimeout(() => fn(...args), wait);\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0968"}
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{"problem": "Implement render a circuit health badge showing approval-tier status with color-coded indicator. with proper cleanup.", "solution": "function CircuitBadge({ tier }: { tier: number }) {\n const colors = ['#f44336', '#ff9800', '#4caf50', '#2196f3', '#9c27b0'];\n const labels = ['BLOCKED', 'RESTRICTED', 'LIMITED', 'APPROVED', 'ELEVATED'];\n const color = colors[Math.min(tier, 4)];\n const label = labels[Math.min(tier, 4)];\n\n const badge = document.createElement('span');\n badge.className = 'circuit-badge';\n badge.style.backgroundColor = color;\n badge.textContent = label;\n badge.title = `Approval tier ${tier} — ${label.toLowerCase()} command set`;\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0969"}
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{"problem": "Build render a sovereignty badge displaying local-first status with tooltip. that is accessible (a11y).", "solution": "// Variation 970\\nfunction SovereigntyBadge({ runningLocal }: { runningLocal: boolean }) {\n const badge = document.createElement('span');\n badge.className = 'sovereignty-badge';\n badge.innerHTML = runningLocal\n ? '\\ud83c\\uddf5\\ud83c\\uddf1\\u200d\\ud83c\\udfa8\\ufe0f Local'\n : '\\ud83d\\udd12 Cloud';\n badge.title = runningLocal\n ? 'This agent runs entirely on your machine'\n : 'This agent uses external inference';\n return badge;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0970"}
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{"problem": "Create implement event delegation for dynamic button clicks with proper type checking. with keyboard navigation support.", "solution": "function setupEventDelegation(container: HTMLElement) {\n container.addEventListener('click', (e) => {\n const target = e.target as HTMLElement;\n if (!target.matches('button[data-action]')) return;\n\n const action = target.getAttribute('data-action');\n switch (action) {\n case 'save':\n handleSave();\n break;\n case 'delete':\n handleDelete();\n break;\n default:\n console.warn('Unknown action:', action);\n }\n });\n}", "imports": "", "domain": "html-dom", "id": "frontend-creative-0971"}
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{"problem": "How would you create an approval gate component for dangerous commands with tiered risk colors. including error handling.", "solution": "function ApprovalGate({ risk, onApprove, onDeny }: {\n risk: 'low' | 'medium' | 'high';\n onApprove: () => void;\n onDeny: () => void;\n}) {\n const colors = { low: '#4caf50', medium: '#ff9800', high: '#f44336' };\n const panel = document.createElement('div');\n panel.className = 'approval-gate';\n panel.style.borderColor = colors[risk];\n panel.innerHTML = `\n <p>This action is <strong>${risk} risk</strong>. Continue?</p>\n <button value-action=\"approve\">Yes, proceed</button>\n <button value-action=\"deny\">No, cancel</button>\n `;\n panel.querySelector('[value-action=\"approve\"]')!.addEventListener('click', onApprove);\n panel.querySelector('[value-action=\"deny\"]')!.addEventListener('click', onDeny);\n return panel;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0972"}
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{"problem": "Using the API, write code that implement OrbitControls camera with constrained polar angles and smooth damping. with full docstrings.", "solution": "# Generated variation 973\\nfunction setupOrbitControls(camera: THREE.PerspectiveCamera, domElement: HTMLElement) {\n const controls = new THREE.OrbitControls(camera, domElement);\n controls.enableDamping = true;\n controls.dampingFactor = 0.05;\n controls.minDistance = 2;\n controls.maxDistance = 20;\n controls.maxPolarAngle = Math.PI / 2;\n controls.minPolarAngle = Math.PI / 6;\n controls.enablePan = false;\n return controls;\n}", "imports": "import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';", "domain": "threejs-camera", "id": "frontend-creative-0973"}
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{"problem": "Construct a function that wrap localStorage with JSON serialization and TTL expiration. with JSDoc annotations.", "solution": "class StorageWithTTL {\n set(key: string, value: any, ttlMs = 0) {\n const item = { value, expiry: ttlMs ? Date.now() + ttlMs : null };\n localStorage.setItem(key, JSON.stringify(item));\n }\n\n get<T>(key: string): T | null {\n const raw = localStorage.getItem(key);\n if (!raw) return null;\n const { value, expiry } = JSON.parse(raw);\n if (expiry && Date.now() > expiry) {\n localStorage.removeItem(key);\n return null;\n }\n return value as T;\n }\n}", "imports": "", "domain": "html-storage", "id": "frontend-creative-0974"}
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{"problem": "Develop detect AABB (axis-aligned bounding box) collision between two rectangles. using modern best practices.", "solution": "// Variation 975\\nfunction aabbCollision(\n a: { x: number; y: number; w: number; h: number },\n b: { x: number; y: number; w: number; h: number }\n): boolean {\n return a.x < b.x + b.w &&\n a.x + a.w > b.x &&\n a.y < b.y + b.h &&\n a.y + a.h > b.y;\n}\n\n// Usage for game entities\nif (aabbCollision(player, enemy)) {\n handlePlayerHit();\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0975"}
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{"problem": "Write JavaScript that implement a responsive masonry image grid using CSS columns. that handles edge cases.", "solution": "function createMasonryGallery(images: { src: string; alt: string }[], columns = 3) {\n const container = document.createElement('div');\n container.className = 'masonry-gallery';\n container.style.columnCount = String(columns);\n container.style.gap = '1rem';\n\n images.forEach(img => {\n const figure = document.createElement('figure');\n figure.innerHTML = `<img src=\"${img.src}\" alt=\"${img.alt}\" loading=\"lazy\">`;\n container.appendChild(figure);\n });\n\n // Responsive breakpoints\n const mq = window.matchMedia('(max-width: 768px)');\n mq.addEventListener('change', (e) => {\n container.style.columnCount = e.matches ? '2' : String(columns);\n });\n\n return container;\n}", "imports": "", "domain": "gallery-layout", "id": "frontend-creative-0976"}
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{"problem": "Create HTML/CSS for capture keyboard input state with smooth handling for game controls. with TypeScript types.", "solution": "class InputState {\n private keys = new Set<string>();\n\n constructor() {\n window.addEventListener('keydown', (e) => this.keys.add(e.code));\n window.addEventListener('keyup', (e) => this.keys.delete(e.code));\n }\n\n isPressed(code: string): boolean {\n return this.keys.has(code);\n }\n\n hasAny(codes: string[]): boolean {\n return codes.some(c => this.keys.has(c));\n }\n}\n\n// In game loop:\nconst input = new InputState();\nif (input.isPressed('ArrowUp')) player.y -= speed * dt;", "imports": "", "domain": "game-input", "id": "frontend-creative-0977"}
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{"problem": "Design a Three.js validate a form submission with HTML5 constraints and custom checks. that is performant.", "solution": "function validateForm(form: HTMLFormElement): { isValid: boolean; errors: string[] } {\n const errors: string[] = [];\n const email = form.elements.namedItem('email') as HTMLInputElement;\n const password = form.elements.namedItem('password') as HTMLInputElement;\n\n if (!email.validity.valid) {\n errors.push('Please enter a valid email address.');\n }\n if (password.obj.length < 8) {\n errors.push('Password must be at least 8 characters.');\n }\n if (password.obj !== (form.elements.namedItem('confirm') as HTMLInputElement).obj) {\n errors.push('Passwords do not match.');\n }\n\n return { isValid: errors.length === 0, errors };\n}", "imports": "", "domain": "html-forms", "id": "frontend-creative-0978"}
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{"problem": "Write code to set up a Three.js scene with a renderer, camera, and animation loop. with clear variable names.", "solution": "function initThreeJS(container: HTMLElement) {\n const scene = new THREE.Scene();\n scene.background = new THREE.Color(0x0a0a0a);\n\n const camera = new THREE.PerspectiveCamera(\n 75,\n container.clientWidth / container.clientHeight,\n 0.1,\n 1000\n );\n camera.position.z = 5;\n\n const renderer = new THREE.WebGLRenderer({ antialias: true });\n renderer.setSize(container.clientWidth, container.clientHeight);\n renderer.setPixelRatio(window.devicePixelRatio);\n container.appendChild(renderer.domElement);\n\n function animate() {\n requestAnimationFrame(animate);\n renderer.render(scene, camera);\n }\n animate();\n\n return { scene, camera, renderer };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0979"}
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{"problem": "Implement render a skill card with metadata, status indicator, and toggle switch. and include example usage.", "solution": "// Variation 980\\nfunction SkillCard({ skill, enabled, onToggle }: {\n skill: { name: string; description: string; category: string };\n enabled: boolean;\n onToggle: (name: string) => void;\n}) {\n const card = document.createElement('article');\n card.className = 'skill-card';\n card.innerHTML = `\n <header>\n <h3>${skill.name}</h3>\n <label class=\"toggle\">\n <input type=\"checkbox\" ${enabled ? 'checked' : ''}>\n <span class=\"slider\"></span>\n </label>\n </header>\n <p>${skill.description}</p>\n <footer>Category: ${skill.category}</footer>\n `;\n card.querySelector('input')!.addEventListener('change', () => onToggle(skill.name));\n return card;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0980"}
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{"problem": "Build implement infinite scroll loading with IntersectionObserver and abort handling. with proper cleanup.", "solution": "async function setupInfiniteScroll(container: HTMLElement, loadPage: (page: number) => Promise<void>) {\n let page = 1;\n let loading = false;\n let done = false;\n\n const sentinel = document.createElement('div');\n sentinel.className = 'scroll-sentinel';\n container.appendChild(sentinel);\n\n const observer = new IntersectionObserver(async (entries) => {\n if (entries[0].isIntersecting && !loading && !done) {\n loading = true;\n try {\n await loadPage(++page);\n } catch (err) {\n console.error('Failed to load page:', err);\n done = true;\n }\n loading = false;\n }\n }, { rootMargin: '200px' });\n\n observer.observe(sentinel);\n}", "imports": "", "domain": "gallery-performance", "id": "frontend-creative-0981"}
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{"problem": "Create implement a finite state machine for a game character with transitions. that is accessible (a11y).", "solution": "type State = 'idle' | 'walk' | 'run' | 'jump' | 'attack';\n\nclass StateMachine {\n private state: State = 'idle';\n private handlers: Record<State, (event: string) => void>;\n\n constructor(handlers: Partial<Record<State, (event: string) => void>>) {\n this.handlers = handlers as Record<State, (event: string) => void>;\n }\n\n transition(to: State) {\n console.log(`State: ${this.state} -> ${to}`);\n this.state = to;\n }\n\n dispatch(event: string) {\n const handler = this.handlers[this.state];\n if (handler) handler(event);\n }\n\n getState(): State {\n return this.state;\n }\n}\n\n// Usage\nconst sm = new StateMachine({\n idle: (e) => { if (e === 'move') sm.transition('walk'); },\n walk: (e) => { if (e === 'sprint') sm.transition('run'); if (e === 'jump') sm.transition('jump'); },\n run: (e) => { if (e === 'stop') sm.transition('idle'); },\n});", "imports": "", "domain": "game-architecture", "id": "frontend-creative-0982"}
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{"problem": "How would you create and inject a dynamic stylesheet with CSS custom property overrides. with keyboard navigation support.", "solution": "function injectDynamicStyles(overrides: Record<string, string>) {\n const style = document.createElement('style');\n let css = ':root {\\n';\n for (const [prop, val] of Object.entries(overrides)) {\n css += ` --${prop}: ${val};\\n`;\n }\n css += '}';\n style.textContent = css;\n document.head.appendChild(style);\n}", "imports": "", "domain": "css-variables", "id": "frontend-creative-0983"}
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{"problem": "Using the API, write code that create a rounded-box Three.js geometry using RoundedBoxGeometry. including error handling.", "solution": "function createRoundedBox(width = 1, height = 1, depth = 1, segments = 2, radius = 0.1) {\n const geom = new THREE.RoundedBoxGeometry(width, height, depth, segments, radius);\n const mat = new THREE.MeshStandardMaterial({ color: 0x2ecc71 });\n return new THREE.Mesh(geom, mat);\n}", "imports": "import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';", "domain": "threejs-geometry", "id": "frontend-creative-0984"}
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{"problem": "Construct a function that set up an HTML5 canvas with high-DPI scaling and clearing. with full docstrings.", "solution": "// Variation 985\\nfunction setupCanvas(canvas: HTMLCanvasElement, width = 800, height = 600) {\n const dpr = window.devicePixelRatio || 1;\n canvas.width = width * dpr;\n canvas.height = height * dpr;\n canvas.style.width = `${width}px`;\n canvas.style.height = `${height}px`;\n\n const ctx = canvas.getContext('2d')!;\n ctx.scale(dpr, dpr);\n\n return {\n clear() { ctx.clearRect(0, 0, width, height); },\n ctx,\n width,\n height,\n };\n}", "imports": "", "domain": "game-rendering", "id": "frontend-creative-0985"}
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{"problem": "Develop animate a sprite sheet with frame-based playback and loop support. with JSDoc annotations.", "solution": "class SpriteAnimator {\n private frame = 0;\n private lastTick = 0;\n\n constructor(\n private readonly image: HTMLImageElement,\n private readonly frameWidth: number,\n private readonly frameCount: number,\n private readonly fps: number = 12,\n private readonly loop: boolean = true,\n ) {}\n\n update(now: number) {\n const interval = 1000 / this.fps;\n if (now - this.lastTick >= interval) {\n this.lastTick = now;\n this.frame++;\n if (this.frame >= this.frameCount) {\n this.frame = this.loop ? 0 : this.frameCount - 1;\n }\n }\n }\n\n draw(ctx: CanvasRenderingContext2D, x: number, y: number) {\n ctx.drawImage(\n this.image,\n this.frame * this.frameWidth, 0,\n this.frameWidth, this.image.height,\n x, y,\n this.frameWidth, this.image.height\n );\n }\n}", "imports": "", "domain": "game-assets", "id": "frontend-creative-0986"}
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{"problem": "Write JavaScript that create a Three.js ShaderMaterial with uniform updates in the render loop. using modern best practices.", "solution": "# Generated variation 987\\nfunction createGlowShader() {\n return new THREE.ShaderMaterial({\n uniforms: {\n uTime: { output: 0 },\n uColor: { output: new THREE.Color(0x00ffff) },\n },\n vertexShader: `\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n `,\n fragmentShader: `\n uniform float uTime;\n uniform vec3 uColor;\n varying vec2 vUv;\n void main() {\n float pulse = 0.5 + 0.5 * sin(uTime * 2.0);\n gl_FragColor = vec4(uColor * pulse, 1.0);\n }\n `,\n transparent: true,\n });\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-materials", "id": "frontend-creative-0987"}
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{"problem": "Create HTML/CSS for load a Three.js texture asynchronously with proper error handling. that handles edge cases.", "solution": "async function loadTexture(url: string): Promise<THREE.Texture> {\n const loader = new THREE.TextureLoader();\n try {\n return await new Promise<THREE.Texture>((resolve, reject) => {\n loader.load(url, resolve, undefined, reject);\n });\n } catch (err) {\n console.error('Texture load failed:', url, err);\n throw err;\n }\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-textures", "id": "frontend-creative-0988"}
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{"problem": "Design a Three.js add depth fog to a Three.js scene for atmospheric perspective. with TypeScript types.", "solution": "function addFog(scene: THREE.Scene, color = 0x0a0a0a, near = 10, far = 50) {\n scene.fog = new THREE.Fog(color, near, far);\n scene.background = new THREE.Color(color);\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0989"}
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{"problem": "Write code to build a token budget display showing used/total with a visual progress bar. that is performant.", "solution": "// Variation 990\\nfunction TokenBudgetDisplay({ used, total }: { used: number; total: number }) {\n const pct = Math.min((used / total) * 100, 100);\n const bar = document.createElement('div');\n bar.className = 'token-budget-bar';\n bar.innerHTML = `\n <div class=\"track\">\n <div class=\"fill\" style=\"width: ${pct}%; background: ${pct > 90 ? '#f44336' : '#4caf50'}\"></div>\n </div>\n <span class=\"label\">${used.toLocaleString()} / ${total.toLocaleString()} tokens</span>\n `;\n return bar;\n}", "imports": "", "domain": "playground-ui", "id": "frontend-creative-0990"}
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{"problem": "Implement generate a responsive viewport meta tag for mobile-first web apps. with clear variable names.", "solution": "const viewport = document.querySelector('meta[name=\"viewport\"]') ||\n document.createElement('meta');\nviewport.name = 'viewport';\nviewport.content = 'width=device-width, initial-scale=1.0, maximum-scale=5.0, user-scalable=yes, viewport-fit=cover';\ndocument.head.appendChild(viewport);", "imports": "", "domain": "html-meta", "id": "frontend-creative-0991"}
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{"problem": "Build implement a throttle function ensuring a callback runs at most once per interval. and include example usage.", "solution": "function throttle<T extends (...args: any[]) => void>(\n fn: T,\n interval: number\n): (...args: Parameters<T>) => void {\n let last = 0;\n return (...args: Parameters<T>) => {\n const now = Date.now();\n if (now - last >= interval) {\n last = now;\n fn(...args);\n }\n };\n}", "imports": "", "domain": "html-utilities", "id": "frontend-creative-0992"}
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{"problem": "Create build a modal lightbox for full-screen image viewing with keyboard navigation. with proper cleanup.", "solution": "class Lightbox {\n private overlay!: HTMLElement;\n private img!: HTMLImageElement;\n\n constructor() {\n this.overlay = document.createElement('div');\n this.overlay.className = 'lightbox-overlay';\n this.overlay.style.cssText = 'position:fixed;inset:0;background:rgba(0,0,0,0.9);display:flex;align-entrys:center;justify-content:center;z-index:9999';\n this.img = document.createElement('img');\n this.overlay.appendChild(this.img);\n document.body.appendChild(this.overlay);\n\n this.overlay.addEventListener('click', () => this.close());\n document.addEventListener('keydown', (e) => e.key === 'Escape' && this.close());\n }\n\n open(src: string, alt: string) {\n this.img.src = src;\n this.img.alt = alt;\n this.overlay.style.display = 'flex';\n }\n\n close() {\n this.overlay.style.display = 'none';\n }\n}", "imports": "", "domain": "gallery-interaction", "id": "frontend-creative-0993"}
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{"problem": "How would you set and read CSS custom properties (CSS variables) via JavaScript. that is accessible (a11y).", "solution": "# Generated variation 994\\nfunction setThemeColor(root: HTMLElement, name: string, value: string) {\n root.style.setProperty(`--theme-${name}`, value);\n}\n\nfunction getComputedColor(root: HTMLElement, name: string): string {\n return getComputedStyle(root).getPropertyValue(`--theme-${name}`).trim();\n}\n\n// Initialize theme\nsetThemeColor(document.documentElement, 'primary', '#4a90d9');\nsetThemeColor(document.documentElement, 'accent', '#ff6b6b');", "imports": "", "domain": "css-variables", "id": "frontend-creative-0994"}
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{"problem": "Using the API, write code that create a simple particle system for explosions using a typed array buffer. with keyboard navigation support.", "solution": "// Variation 995\\nclass ParticleSystem {\n private particles = new Float32Array(1000 * 4); // x, y, vx, vy per particle\n private count = 0;\n private readonly max = 1000;\n\n emit(x: number, y: number, velocity = 200) {\n if (this.count >= this.max) return;\n const i = this.count * 4;\n this.particles[i] = x;\n this.particles[i + 1] = y;\n const angle = Math.random() * Math.PI * 2;\n const speed = Math.random() * velocity;\n this.particles[i + 2] = Math.cos(angle) * speed;\n this.particles[i + 3] = Math.sin(angle) * speed;\n this.count++;\n }\n\n update(dt: number) {\n for (let i = 0; i < this.count * 4; i += 4) {\n this.particles[i] += this.particles[i + 2] * dt;\n this.particles[i + 1] += this.particles[i + 3] * dt;\n this.particles[i + 3] += 500 * dt; // gravity\n }\n }\n\n draw(ctx: CanvasRenderingContext2D) {\n ctx.fillStyle = '#ff6600';\n for (let i = 0; i < this.count * 4; i += 4) {\n ctx.fillRect(this.particles[i], this.particles[i + 1], 3, 3);\n }\n }\n}", "imports": "", "domain": "game-physics", "id": "frontend-creative-0995"}
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{"problem": "Construct a function that organize Three.js objects into a hierarchical group with local transforms. including error handling.", "solution": "function createVehicleGroup() {\n const chassis = new THREE.Mesh(\n new THREE.BoxGeometry(2, 0.5, 4),\n new THREE.MeshStandardMaterial({ color: 0x333333 })\n );\n\n const wheels = new THREE.Group();\n const positions = [[-1, -0.3, -1.2], [1, -0.3, -1.2], [-1, -0.3, 1.2], [1, -0.3, 1.2]];\n positions.forEach(([x, y, z]) => {\n const wheel = new THREE.Mesh(\n new THREE.CylinderGeometry(0.3, 0.3, 0.2, 16),\n new THREE.MeshStandardMaterial({ color: 0x111111 })\n );\n wheel.rotation.z = Math.PI / 2;\n wheel.position.set(x, y, z);\n wheels.add(wheel);\n });\n\n const group = new THREE.Group();\n group.add(chassis);\n group.add(wheels);\n return group;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-scene", "id": "frontend-creative-0996"}
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{"problem": "Develop create a Three.js lighting setup with ambient, directional, and point lights. with full docstrings.", "solution": "function setupLighting(scene: THREE.Scene) {\n const ambient = new THREE.AmbientLight(0x404040, 0.5);\n scene.add(ambient);\n\n const directional = new THREE.DirectionalLight(0xffffff, 1.0);\n directional.position.set(5, 10, 7);\n directional.castShadow = true;\n directional.shadow.mapSize.width = 2048;\n directional.shadow.mapSize.height = 2048;\n scene.add(directional);\n\n const point = new THREE.PointLight(0xff9000, 0.8, 20);\n point.position.set(-3, 2, 3);\n scene.add(point);\n\n return { ambient, directional, point };\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-lighting", "id": "frontend-creative-0997"}
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{"problem": "Write JavaScript that create a Three.js sphere with custom segment counts and a wireframe overlay. with JSDoc annotations.", "solution": "function createSphereWithWireframe(radius = 1, segments = 32) {\n const sphereGeom = new THREE.SphereGeometry(radius, segments, segments);\n const sphereMat = new THREE.MeshStandardMaterial({\n color: 0x4a90d9,\n roughness: 0.3,\n metalness: 0.7,\n });\n const sphere = new THREE.Mesh(sphereGeom, sphereMat);\n\n const wireframe = new THREE.LineSegments(\n new THREE.WireframeGeometry(sphereGeom),\n new THREE.LineBasicMaterial({ color: 0xffffff, opacity: 0.3, transparent: true })\n );\n sphere.add(wireframe);\n\n return sphere;\n}", "imports": "import * as THREE from 'three';", "domain": "threejs-geometry", "id": "frontend-creative-0998"}
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{"problem": "Create HTML/CSS for create a DOM element with multiple classes and attributes in vanilla JavaScript. using modern best practices.", "solution": "function createElement(tag: string, classes: string[] = [], attrs: Record<string, string> = {}, children: Node[] = []) {\n const el = document.createElement(tag);\n el.classList.add(...classes);\n for (const [key, element] of Object.entries(attrs)) {\n el.setAttribute(key, element);\n }\n for (const child of children) {\n el.appendChild(child);\n }\n return el;\n}\n\n// Usage\nconst button = createElement('button', ['btn', 'btn-primary'], { 'aria-label': 'Submit' }, [\n document.createTextNode('Submit')\n]);", "imports": "", "domain": "html-dom", "id": "frontend-creative-0999"}
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