<commit_before>#include <GL/glut.h>
#include <stdio.h>

void display(void) 
{
	// Clear the color buffer, restore the background
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	// Load the identity matrix, clear all the previous transformations
	glLoadIdentity();
	// Set up the camera
	gluLookAt(0, 10, -10, 0, 0, 0, 0, 1, 0);
	// Set the drawing color to white
	glColor3f(1, 1, 1);
	// Draw a wireframe teapot of size 5
	glutWireTeapot(5);
	// Swap buffers in GPU
	glutSwapBuffers();
}

void reshape(int width, int height)
{
	// Set the viewport to the full window size
	glViewport(0, 0, (GLsizei) width, (GLsizei) height);
	// Load the projection matrix
	glMatrixMode(GL_PROJECTION);
	// Clear all the transformations on the projection matrix
	glLoadIdentity();
	// Set the perspective according to the window size
	gluPerspective(60, (GLdouble) width / (GLdouble) height, 0.1, 60000);
	// Load back the modelview matrix
	glMatrixMode(GL_MODELVIEW);
}

void initialize(void)
{
	// Set the backgroun to black
	glClearColor(0, 0, 0, 1);
}

int main(int argc, char *argv[])
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
	glutInitWindowSize(800, 600);
	glutCreateWindow("Game");
	glutDisplayFunc(display); 
	glutReshapeFunc(reshape);
	initialize();
	glutMainLoop();
	return 0;
}<commit_msg>fixed typo in comment<commit_after>#include <GL/glut.h>
#include <stdio.h>

void display(void) 
{
	// Clear the color buffer, restore the background
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	// Load the identity matrix, clear all the previous transformations
	glLoadIdentity();
	// Set up the camera
	gluLookAt(0, 10, -10, 0, 0, 0, 0, 1, 0);
	// Set the drawing color to white
	glColor3f(1, 1, 1);
	// Draw a wireframe teapot of size 5
	glutWireTeapot(5);
	// Swap buffers in GPU
	glutSwapBuffers();
}

void reshape(int width, int height)
{
	// Set the viewport to the full window size
	glViewport(0, 0, (GLsizei) width, (GLsizei) height);
	// Load the projection matrix
	glMatrixMode(GL_PROJECTION);
	// Clear all the transformations on the projection matrix
	glLoadIdentity();
	// Set the perspective according to the window size
	gluPerspective(60, (GLdouble) width / (GLdouble) height, 0.1, 60000);
	// Load back the modelview matrix
	glMatrixMode(GL_MODELVIEW);
}

void initialize(void)
{
	// Set the background to black
	glClearColor(0, 0, 0, 1);
}

int main(int argc, char *argv[])
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
	glutInitWindowSize(800, 600);
	glutCreateWindow("Game");
	glutDisplayFunc(display); 
	glutReshapeFunc(reshape);
	initialize();
	glutMainLoop();
	return 0;
}
{'fraction_non_alphanumeric': 0.11844586948321388, 'fraction_numerical': 0.02942285929837797, 'mean_word_length': 4.61864406779661, 'pattern_counts': {'":': 0, '<': 7, '<?xml version=': 0, '>': 7, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '1278931', 'n_tokens_mistral': 1018, 'n_tokens_neox': 927, 'n_words': 289}