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| puts "hello" |
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| bubbleSort :: (Ord a) => [a] -> [a] | |
| bubbleSort [] = [] | |
| bubbleSort [x] = [x] | |
| bubbleSort (x:y:xs) = if sorted thisSort then thisSort else bubbleSort thisSort | |
| where thisSort = (min x y) : bubbleSort ((max x y):xs) | |
| sorted :: (Ord a) => [a] -> Bool | |
| sorted [] = True | |
| sorted [x] = True | |
| sorted (x:y:xs) = if x <= y then sorted (y:xs) else False |
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| puts "Hello world" |
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| bubbleSort :: (Ord a) => [a] -> [a] | |
| bubbleSort [] = [] | |
| bubbleSort [x] = [x] | |
| bubbleSort (x:y:xs) = if sorted thisSort then thisSort else bubbleSort thisSort | |
| where thisSort = (min x y) : bubbleSort ((max x y):xs) | |
| sorted :: (Ord a) => [a] -> Bool | |
| sorted [] = True | |
| sorted [x] = True | |
| sorted (x:y:xs) = if x <= y then sorted (y:xs) else False |
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| import Data.List | |
| insertionSort :: (Ord a) => [a] -> [a] | |
| insertionSort = foldr insert [] |
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| quickSort :: (Ord a) => [a] -> [a] | |
| quickSort [] = [] | |
| quickSort (x:xs) = quickSort smaller ++ [x] ++ quickSort larger | |
| where smaller = filter (<=x) xs | |
| larger = filter (>x) xs |
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| data Count = Multiple Int Char | |
| | Single Char | |
| deriving (Eq, Show) | |
| encodeDirect :: [Char] -> [Count] | |
| encodeDirect = map toCount . foldr encode [] | |
| where | |
| toCount (x, y) = case x of | |
| 1 -> Single y | |
| _ -> Multiple x y |
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| var target : Transform; | |
| var distance = 10.0; | |
| var xSpeed = 250.0; | |
| var ySpeed = 120.0; | |
| var zoomSpeed = 10; | |
| var yMinLimit = -20; | |
| var yMaxLimit = 80; | |
| var zoomMinLimit = 10; |
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| if(Input.GetKey("w")){ | |
| xDisplacement = Mathf.Sin(Mathf.Deg2Rad * transform.eulerAngles.y); | |
| zDisplacement = Mathf.Cos(Mathf.Deg2Rad * transform.eulerAngles.y); | |
| displacement = Vector3(xDisplacement, 0, zDisplacement) * forwardSpeed * Time.deltaTime; | |
| transform.position += displacement; | |
| } |
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| #pragma strict | |
| var forwardSpeed = 10; | |
| var backwardSpeed = 8; | |
| var sideSpeed = 10; | |
| var xDisplacement:float; | |
| var zDisplacement:float; | |
| var displacement:Vector3; |
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