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# My attempt to implement a simple virtual machine with a minimal instruction set | |
# 8-bit computer, fixed-size memory, single cpu, 0-registers, based on von-neumann architecture | |
# No support for interrupts or I/O although we cheat and provide a "print" instruction :) | |
# The goal is to find a minimal, but turing-complete, instruction set | |
# For simplicity, every instruction has two operands, which are located adjacent to it in the memory | |
# This code is just to experiment with various instruction sets and not to be taken seriously | |
# Next fun step would be to develop a language/compiler for this virtual machine | |
class Memory | |
def initialize(size, program) |
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using UnityEngine; | |
using System; | |
using System.Collections.Generic; | |
/// <summary> | |
/// A console that displays the contents of Unity's debug log. | |
/// </summary> | |
/// <remarks> | |
/// Developed by Matthew Miner (www.matthewminer.com) | |
/// Permission is given to use this script however you please with absolutely no restrictions. |
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using UnityEngine; | |
using System.Collections; | |
public class CameraShake : MonoBehaviour | |
{ | |
// Transform of the camera to shake. Grabs the gameObject's transform | |
// if null. | |
public Transform camTransform; | |
// How long the object should shake for. |
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class Ladder(object): | |
def __init__(self): | |
self.hight = 20 | |
class Table(object): | |
def __init__(self): | |
self.legs = 4 | |
my_factory = { | |
"target1": Ladder, |
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{% macro render_field(field) -%} | |
{% set with_label = kwargs.pop('with_label', False) %} | |
{% set placeholder = '' %} | |
{% if not with_label %} | |
{% set placeholder = field.label.text %} | |
{% endif %} | |
<div class="form-group {% if field.errors %}error{% endif %}"> | |
{% if with_label %} | |
<label for="{{ field.id }}" class="control-label"> | |
{{ field.label.text }}{% if field.flags.required %} *{% endif %}: |
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A collection of useful C# extension methods for the Unity engine. |
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private static string[] _persistentDataPaths; | |
public static bool IsDirectoryWritable(string path) { | |
try { | |
if (!Directory.Exists(path)) return false; | |
string file = Path.Combine(path, Path.GetRandomFileName()); | |
using (FileStream fs = File.Create(file, 1)) {} | |
File.Delete(file); | |
return true; | |
} catch { |
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/// | |
/// Simple pooling for Unity. | |
/// Author: Martin "quill18" Glaude ([email protected]) | |
/// Extended: Simon "Draugor" Wagner (https://www.twitter.com/Draugor_/) | |
/// Latest Version: https://gist.github.com/Draugor/00f2a47e5f649945fe4466dea7697024 | |
/// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) | |
/// UPDATES: | |
/// 2020-07-09: - Fixed a Bug with already inactive members getting Despawned again. thx AndySum (see: https://gist.github.com/Draugor/00f2a47e5f649945fe4466dea7697024#gistcomment-2642441) | |
/// 2020-06-30: - made the "parent" parameter avaible in the public API to spawn GameObjects as children | |
/// 2018-01-04: - Added Extension Method for Despawn on GameObjects |
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using System; | |
using UnityEngine; | |
[Serializable] | |
public struct MinMax | |
{ | |
[SerializeField] | |
private float min; | |
[SerializeField] |
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#!/bin/bash | |
### usage ./convert.sh game | |
## where game is baseName of the export | |
if [ ! "$1" ]; then | |
read -p 'Game name: ' game | |
else | |
game="$1" | |
fi |
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