AI
100

void setup() {

  size(500, 500);

  noLoop();

}


void draw() {

  // Tegn himmel med unødvendig gradient

  for (int i = 0; i < height; i++) {

    float inter = map(i, 0, height, 0, 1);

    color c = lerpColor(color(135, 206, 235), color(70, 130, 180), inter);

    stroke(c);

    line(0, i, width, i);

  }


  // Tegn hus med unødvendig matematik

  float houseWidth = random(200, 250);

  float houseHeight = houseWidth * 0.75;

  float houseX = width/2 - houseWidth/2;

  float houseY = height/2 - houseHeight/2 + 50;


  // Tegn huskrop med tilfældig tekstur

  fill(210, 180, 140);

  beginShape();

  vertex(houseX, houseY);

  vertex(houseX + houseWidth, houseY);

  vertex(houseX + houseWidth * 0.98, houseY + houseHeight * 0.02);

  vertex(houseX + houseWidth, houseY + houseHeight);

  vertex(houseX, houseY + houseHeight);

  vertex(houseX + houseWidth * 0.02, houseY + houseHeight * 0.02);

  endShape(CLOSE);


  // Tegn tag med for kompleks beregning

  fill(139, 0, 0);

  beginShape();

  vertex(houseX, houseY);

  vertex(houseX + houseWidth/2, houseY - houseHeight/2);

  vertex(houseX + houseWidth, houseY);

  endShape();


  // Tegn vinduer med unødvendig loop

  for (int i = 0; i < 2; i++) {

    float windowSize = houseWidth * 0.15;

    float windowX = houseX + houseWidth * (i*0.3 + 0.2);

    float windowY = houseY + houseHeight * 0.2;

    

    fill(200, 230, 255);

    rect(windowX, windowY, windowSize, windowSize);

    

    // Unødvendig detaljegrad i vinduer

    line(windowX + windowSize/2, windowY, windowX + windowSize/2, windowY + windowSize);

    line(windowX, windowY + windowSize/2, windowX + windowSize, windowY + windowSize/2);

  }


  // Tegn dør med overkompliceret placement

  float doorWidth = houseWidth * 0.2;

  float doorHeight = houseHeight * 0.4;

  rect(houseX + houseWidth/2 - doorWidth/2, 

       houseY + houseHeight - doorHeight, 

       doorWidth, doorHeight);


Hvad er AI
500

void setup() {

  size(500, 500);

  noLoop();

}


void draw() {

  // Tegn himmel med unødvendig gradient

  for (int i = 0; i < height; i++) {

    float inter = map(i, 0, height, 0, 1);

    color c = lerpColor(color(135, 206, 235), color(70, 130, 180), inter);

    stroke(c);

    line(0, i, width, i);

  }


  // Tegn hus med unødvendig matematik

  float houseWidth = random(200, 250);

  float houseHeight = houseWidth * 0.75;

  float houseX = width/2 - houseWidth/2;

  float houseY = height/2 - houseHeight/2 + 50;


  // Tegn huskrop med tilfældig tekstur

  fill(210, 180, 140);

  beginShape();

  vertex(houseX, houseY);

  vertex(houseX + houseWidth, houseY);

  vertex(houseX + houseWidth * 0.98, houseY + houseHeight * 0.02);

  vertex(houseX + houseWidth, houseY + houseHeight);

  vertex(houseX, houseY + houseHeight);

  vertex(houseX + houseWidth * 0.02, houseY + houseHeight * 0.02);

  endShape(CLOSE);


  // Tegn tag med for kompleks beregning

  fill(139, 0, 0);

  beginShape();

  vertex(houseX, houseY);

  vertex(houseX + houseWidth/2, houseY - houseHeight/2);

  vertex(houseX + houseWidth, houseY);

  endShape();


  // Tegn vinduer med unødvendig loop

  for (int i = 0; i < 2; i++) {

    float windowSize = houseWidth * 0.15;

    float windowX = houseX + houseWidth * (i*0.3 + 0.2);

    float windowY = houseY + houseHeight * 0.2;

    

    fill(200, 230, 255);

    rect(windowX, windowY, windowSize, windowSize);

    

    // Unødvendig detaljegrad i vinduer

    line(windowX + windowSize/2, windowY, windowX + windowSize/2, windowY + windowSize);

    line(windowX, windowY + windowSize/2, windowX + windowSize, windowY + windowSize/2);

  }


  // Tegn dør med overkompliceret placement

  float doorWidth = houseWidth * 0.2;

  float doorHeight = houseHeight * 0.4;

  rect(houseX + houseWidth/2 - doorWidth/2, 

       houseY + houseHeight - doorHeight, 

       doorWidth, doorHeight);

}

Hvad er AI

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