In order to retrieve data from Arweave, you can use the following example query to retrieve the entire transaction output.
query {
transactions {
cursor
I'll preface this with three things. 1. I prefer schemes over Common Lisps, and I prefer Racket of the Schemes. 2. There is more to it than the points I raise here. 3. I assume you have no previous experience with Lisp, and don't have a preference for Schemes over Common Lisp. With all that out of the way... I would say Common Lisp/SBCL. Let me explain
Now as to why Common Lisp over Scheme
To deploy a contract send the init_code
of the contract to the Universal deployer. The deployed contract will have the same counter-factual address on all networks.
Universal deployer address:
0x1b926fbb24a9f78dcdd3272f2d86f5d0660e59c0
Signed transaction:
0xf9010880852416b84e01830222e08080b8b66080604052348015600f57600080fd5b50609980601d6000396000f3fe60a06020601f369081018290049091028201604052608081815260009260609284918190838280828437600092018290525084519495509392505060208401905034f5604080516001600160a01b0383168152905191935081900360200190a0505000fea26469706673582212205a310755225e3c740b2f013fb6343f4c205e7141fcdf15947f5f0e0e818727fb64736f6c634300060a00331ca01820182018201820182018201820182018201820182018201820182018201820a01820182018201820182018201820182018201820182018201820182018201820
It's 2024. You should use tsup instead of this.
🔥 Blazing fast builds
😇 CommonJS bundle
🌲 .mjs
bundle
✨ .d.ts
bundle + type-checking
// Copyright (c) 2020, the Dart project authors. Please see the AUTHORS file | |
// for details. All rights reserved. Use of this source code is governed by a | |
// BSD-style license that can be found in the LICENSE file. | |
// ============================================================================ | |
// Already existing definitions in dart:ffi. | |
// ============================================================================ | |
class NativeType { | |
const NativeType(); |
// struct XrApplicationInfo { | |
// char applicationName[128]; // 128 bytes | |
// uint32_t applicationVersion; // 4 bytes | |
// char engineName[128]; // 128 bytes | |
// uint32_t engineVersion; // 4 bytes | |
// XrVersion apiVersion; // assume this is a uint64_t, i.e. 8 bytes | |
// }; | |
class XrApplicationInfo extends Struct { | |
Pointer<Utf8> get applicationName => addressOf.cast<Utf8>(); |
$ clang -I/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/ test.c && ./a.out | |
int : 4 | |
unsigned int : 4 | |
long : 8 | |
unsigned long : 8 | |
size_t : 8 | |
ssize_t : 8 | |
off_t : 8 | |
wchar_t : 4 |
// | |
// main.m | |
// tbdswizzler | |
// | |
// Created by Steven Troughton-Smith on 10/12/2016. | |
// Copyright © 2016 High Caffeine Content. All rights reserved. | |
// | |
#import <Foundation/Foundation.h> |
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https:
"""Performs automatic speed edits to audio books. | |
Example usage: | |
Assuming you have an audiobook book.aax on your Desktop: | |
1. Convert it to wav: | |
ffmpeg -i ~/Desktop/book.aax ~/Desktop/book.wav | |
2. Adjust the speed: |