Prereq: Install Windows SDK
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- Clone the decaf-emu repository,
git clone https://github.com/decaf-emu/decaf-emu.git - Go into the downloaded repository and update the submodules
git submodule update --init
Prereq: Install Windows SDK
To see images scroll down
git clone https://github.com/decaf-emu/decaf-emu.gitgit submodule update --init| This is a quick and easy solution to DataTables server processing | |
| Read through the documentation, this solution supports Function columns/Variable columns | |
| in the format of {Function} where is stored in UsersTable_FilterReplace although | |
| you can change and modify anything. | |
| Javascript: | |
| <script> | |
| $(function() { | |
| if((typeof is_function != 'function')) { |
| ind { | |
| /*Indent with 4 line spacing, SUCK IT 2 LINE SPACING!*/ | |
| margin-left: 2em; | |
| } | |
| /* So apparently DEVIDERS in a MENU IS NOT A THING | |
| THAT THE MASSES WANT?? MY ASS, HAVE YOU EVER SEEN | |
| A BOOTSTRAP 2 SITE. WHAT BS */ | |
| using System; | |
| using System.Linq; | |
| using System.IO; | |
| using System.Text; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| /** | |
| * The while loop represents the game. | |
| * Each iteration represents a turn of the game |
| /* | |
| THIS IS THE DESIGN OF THE COMPILER, PLEASE NOTE EVERYTHING IS DUE TO CHANGE! | |
| EVEN THE NAME IS VAILABLE FOR A CHANGE! | |
| @author Callum Carmicheal | |
| @date | |
| 02/09/2016 UK - 19:30->00:23 = Started the whole design of the compiler and language | |
| @desc A simple resyntax of C#, making the code a bit more like Python's structure and syntax, | |
| allowing code to be displayed in a cleaner and clearer way! |
| <!DOCTYPE html> | |
| <html> | |
| <head> | |
| <title>Playground</title> | |
| <meta charset="UTF-8"> | |
| <meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
| <link rel="stylesheet" href="font-awesome/css/font-awesome.min.css"/> | |
| <link rel="stylesheet" href="css/Lobibox.min.css"/> | |
| <link rel="stylesheet" href="css/notificationCust.css"/> |
PLEASE NOTE THIS MAY NOT BE 100% ACCURATE BUT IM SURE YOU WILL GET THE IDEA!
Note 1: When creating a property, class etc... You are not required to use the private modifier because the compiler will assume its private - it can be seen as bad pratice by few or not... its usually a personal preference!
Note 2: VARIABLES CREATED FROM WITHIN A METHOD OR FUNCTION (VOID ETC) CAN ONLY
| /// NAME Unity3d: Stop useless rendering calls | |
| /// PROJ Tested on the Standard Assets demo | |
| /// AUTH Callum Carmicheal | |
| /// DESC This will disable Meshes that cant be seen by the | |
| /// camera to free up some rendering calls (does not disable | |
| /// the object so scripts will still work!) | |
| /// NOTE This does not disable meshes that are behind something yet! | |
| using UnityEngine; | |
| using System.Collections; |
| class Logger { | |
| function LogCalls($filePrepend = "", $folderLocation = "GETME") { | |
| // Get current working directory | |
| if(\strcmp($folderLocation, "GETME") == 0) | |
| $folderLocation = getcwd(). "/debug.output/"; | |
| $fileName = ""; | |
| /* Generate File Location */ { | |
| // Check if directory exists | |
| if(!\file_exists($folderLocation)) { |
| # encoding: UTF-8 | |
| # This file is auto-generated from the current state of the database. Instead | |
| # of editing this file, please use the migrations feature of Active Record to | |
| # incrementally modify your database, and then regenerate this schema definition. | |
| # | |
| # Note that this schema.rb definition is the authoritative source for your | |
| # database schema. If you need to create the application database on another | |
| # system, you should be using db:schema:load, not running all the migrations | |
| # from scratch. The latter is a flawed and unsustainable approach (the more migrations | |
| # you'll amass, the slower it'll run and the greater likelihood for issues). |