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\usepackage[lined,boxed]{algorithm2e} %preamble | |
%algorithm usage | |
\begin{algorithm} | |
\KwIn{entities; actors; player; customRules;} | |
\KwOut{new world state} | |
let \textit{entities} be all entities, excluding actors and the player\; | |
let \textit{actors} be all actors, including the player\; | |
\ForEach{actor in actors}{ | |
actor.rules.Invoke()\; |
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using UnityEngine; | |
using System.Collections; | |
/* | |
* An algorithm to extrude an arbitrary mesh along a number of sections. | |
The mesh extrusion has 2 steps: | |
1. Extracting an edge representation from an arbitrary mesh | |
- A general edge extraction algorithm is employed. (Same algorithm as traditionally used for stencil shadows) Once all unique edges are found, all edges that connect to only one triangle are extracted. |
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public class Program { | |
static void Main(string[] args) { | |
string s; | |
for (int i = 1; i < 100; i++) { | |
s = (i % 15 == 0) ? "FizzBuzz" :(i % 3 == 0) ? "Fizz" : (i % 5 == 0) ? "Buzz" : i.ToString(); | |
System.Console.WriteLine(s); //LOG | |
} | |
} | |
} |
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using System; | |
namespace CrapTester_vs10 { | |
public class Program { | |
static void Main(string[] args) { | |
string s; | |
for (int i = 1; i < 100; i++) { | |
s = ""; | |
if (i % 3 == 0) | |
s += "Fizz"; | |
if (i % 5 == 0) |
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bool findChildren(Center* root, Center* dNeighbour, float depth){ | |
if(depth < 0) return false; | |
vector<vector<Center*>> checkLists; | |
vector<Center*> check; | |
if(dNeighbour != nullptr){ | |
check = findSharedNodes(root, dNeighbour); | |
checkLists.push_back(check); | |
} | |
Center* c1, * c2; |
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