This document defines a network protocol for a key-value store that may be read from and written to by multiple remote clients. A central server, most often running on a FIRST FRC robot controller, is responsible for providing information consistency and for facilitating communication between clients.
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{-# LANGUAGE RebindableSyntax, NoMonomorphismRestriction, ConstraintKinds #-} | |
{-# LANGUAGE DeriveDataTypeable, StandaloneDeriving #-} | |
{-# LANGUAGE Safe #-} | |
{-# LANGUAGE FlexibleContexts #-} | |
{-# LANGUAGE UndecidableInstances #-} | |
{-# LANGUAGE ViewPatterns #-} | |
{-# LANGUAGE ScopedTypeVariables #-} | |
----------------------------------------------------------------------------- | |
-- | |
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{-# LANGUAGE RebindableSyntax, NoMonomorphismRestriction, ConstraintKinds #-} | |
{-# LANGUAGE NamedFieldPuns #-} | |
module Aura.Package | |
where | |
import YAPP | |
import Data.Rose --(Rose (rootLabel, getSubBush)) | |
import qualified Data.Map.Lazy as M |
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def setKeyB(key, pred): | |
if pred: | |
keyboard.setKeyDown(key) | |
elif keyboard.getKeyDown(key): | |
keyboard.setKeyUp(key) | |
def tapKeyB(key, pred): | |
if pred: | |
keyboard.setKeyDown(key) | |
keyboard.setKeyUp(key) |
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io.popen: 'pwd' 2> /dev/null | |
Cloning into 'loverocks'... | |
os.execute: cd '/home/bb010g/src/loverocks' && test '-e' '/home/bb010g/.luarocks/lib/luarocks/rocks-5.3' | |
Results: 1 | |
1 (number): 0 | |
os.execute: cd '/home/bb010g/src/loverocks' && test '-d' '/home/bb010g/.luarocks/lib/luarocks/rocks-5.3' | |
Results: 1 |
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Brawl ID | Normal Stage | Alternate Stage | Secret Stage | Link 1 | Link 2 | |
STGBATTLEFIELD | Battlefield | Battlefield (Melee) | Battlefield (64) | Battlefield (64) - http://forums.kc-mm.com/Gallery/BrawlView.php?Number=210220 | | |
STGCRAYON | Yoshi's Island (Brawl) | Yoshi's Island (Melee) | N/A | | | |
STGDOLPIC | Delfino's Secret | Delfino Plaza | N/A | | | |
STGDONKEY | Venus Lighthouse | Mercury Lighthouse | N/A | Venus Lightouse - http://forums.kc-mm.com/Gallery/B |
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STAGE SLOT: Battlefield | |
A: Battlefield (Brawl) | |
L: Battlefield (Melee) | |
Z: Battlefield (N64) (With platform, size, & blast zone normalization) | |
STAGE SLOT: Final Destination | |
A: Final Destination (Melee) | |
L: Final Destination (Brawl) (With ledge fixes and size & blast zone normalization) | |
Z: Final Destination (N64) (With size & blast zone normalization) |
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use Crypt::Random; | |
class Roll { | |
has Int:D $.dice = 1; | |
has Int:D $.sides is required; | |
has Int:D $.constant = 0; | |
method parse(Str:D $str) { | |
if $str ~~ /[$<d>=(\d+) d]? $<s>=(\d+) [\+ $<c>=(\d+)]?/ { | |
self.new(dice => ($<d>:v || 1).Int, sides => ($<s>:v).Int, constant => ($<c>:v).Int); |
I get why String
vs &str
is a thing beginners struggle with, but it's never an issue in actual
code, at least more than Vec<T>
vs &[T]
is. &[T]
is a slice of borrowed memory. Vec<T>
is
owned memory. String
and &str
talk about verified UTF-8 strings. String
-> Vec<u8>
. &str
-> &[u8]
. Use in exactly the same way you would your normal hunk of memory types.
Beyond that, when you want to get a slice of your vector, you use
&vec
. When you want to
get a &str
out of your String
, use
&string
. When you want
to copy a slice into a new vector, you use
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