- Labels Detection
- Faces Detection
- Faces Comparison
- Faces Indexing
- Faces Search
{ | |
let planetsArr = []; | |
let dwarfPlanets = []; | |
let planetsLandedOn = 0; | |
planetsArr.push("mercury", "Venus", "earth", "MArs", "jupiter", "saturn", "uranus", "Neptune"); | |
let planets = Object.create(null); | |
planets.setPlanetsLandedOn = function(count) { |
Node (v8.4.0): https://nodejs.org/en/
NPM/Yarn (>= v5.3.0 / v0.27.5): https://docs.npmjs.com/cli/install / https://yarnpkg.com/lang/en/docs/install/
React Native (v0.48): https://facebook.github.io/react-native/docs/getting-started.html
For Node, it's highly recommended you use a version manager. NVM is great and allows you to have multiple versions of Node installed simultaneously.
For a brief user-level introduction to CMake, watch C++ Weekly, Episode 78, Intro to CMake by Jason Turner. LLVM’s CMake Primer provides a good high-level introduction to the CMake syntax. Go read it now.
After that, watch Mathieu Ropert’s CppCon 2017 talk Using Modern CMake Patterns to Enforce a Good Modular Design (slides). It provides a thorough explanation of what modern CMake is and why it is so much better than “old school” CMake. The modular design ideas in this talk are based on the book [Large-Scale C++ Software Design](https://www.amazon.de/Large-Scale-Soft
/* | |
Twitch chat browsersource CSS for OBS | |
Original by twitch.tv/starvingpoet modified by github.com/Bluscream | |
Just set the URL as either one of | |
- https://www.twitch.tv/%%TWITCHCHANNEL%%/chat?popout=true | |
- https://www.twitch.tv/popout/%%TWITCHCHANNEL%%/chat | |
- https://www.twitch.tv/embed/%%TWITCHCHANNEL%%/chat?parent=localhost | |
And paste this entire file into the CSS box or paste direct import css like |
For the every-day programmer who needs to get shit done instead of fighting type errors.
If your application deals with times in any meaningful way, you should probably want to actually store time_points and durations and what-not; chrono has a pretty rich vocabulary for talking about time-related concepts using the type system. However, sometimes you just need to do something simple, like timing how long something takes, which is where chrono becomes overly complex, hence this cheat sheet.
All examples will assume #include <chrono>
.
This is a partial C# implementation of UnityEngine.Random
with (almost) 1-to-1 parity.
Unity uses Xorshift for psuedorandom number generation. In particular Xorshift128, which uses a state consisting of four unsigned 32-bit integer values. The state is initialized in UnityEngine.Random.InitState
using a signed 32-bit integer seed, which is shuffled around with a technique similar to the way a Mersenne Twister is initialized.
This has been tested as far back as Unity 4.7.0f1, and as recent as Unity 2020.1.17f1.
- Huge thanks to MoatShrimp for figuring out how Unity initializes the Xorshift state parameters in InitState, and floating point generation.
- C# - As below. Values may differ in .NET 5.0, but thankfully Unity doesn't yet support that.
- JavaScript - Check out MoatShrimp's JS implemention (and neat Undermine loot lookup tool) here:
aback | |
abase | |
abate | |
abbey | |
abbot | |
abhor | |
abide | |
abled | |
abode | |
abort |