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// Here is a simple object with an (unnecessarily roundabout) squaring method | |
var AsyncSquaringLibrary = { | |
squareExponent: 2, | |
square: function(number, callback){ | |
var result = Math.pow(number, this.squareExponent); | |
setTimeout(function(){ | |
callback(null, result); | |
}, 200); | |
} | |
}; |
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#const min_segments_between_nodes = 1. | |
#const max_segments_between_nodes = 2. | |
#const min_road_segment_length = 1. | |
#const max_road_segment_length = 6. | |
% symbol: | |
% N = node index | |
% E = edge index (connection between nodes) | |
% R = road segment index (each edge has some number of horizontal/vertical segments) |
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#!/usr/bin/python | |
import re | |
import sys | |
road_vertex = re.compile("road_vertex\(([\w\d]+),([\w\d]+),([\w\d]+),([\w\d]+),([\w\d]+)\)") | |
def display_maze(facts): | |
"""turn a list of ansprolog facts into a nice ascii-art maze diagram""" | |
max_x = 1 |
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/** The function should be invoke when the thread exit. The execution only continues if all child threads have invoked their `JoinFunction`. */ | |
typedef JoinFunction = (Void->Void)->Void; | |
/** | |
Fork threads for every element in <code>threadIdentifiers</code>. | |
@param handler The callback function invoked for each element in <code>threadIdentifiers</code>. | |
The <code>handler</code> can receive two parameters: | |
the element in <code>threadIdentifiers</code> and the <code>JoinFunction</code>. | |
**/ | |
public static function fork<Identifier>( |
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ModelEntity.init = function(completion) { | |
var componentError = null; | |
var postFork = function() { | |
if ( componentError != null ) Log.error(componentError); | |
completion(componentError); | |
} | |
ForkJoin.fork(entity.m_components,function(component,join) { | |
component.onInit(function(error) { | |
if(error != null) componentError = error; |
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com.dongxiguo.continuation.utils.ForkJoin.fork = function(threadIdentifiers,handler) { | |
if(Lambda.empty(threadIdentifiers)) throw "threadIdentifiers must not be empty!"; | |
var counter = 1; | |
var quickJoinHandler = null; | |
var $it0 = $iterator(threadIdentifiers)(); | |
while( $it0.hasNext() ) { | |
var id = $it0.next(); | |
counter++; | |
var isJoined = [false]; | |
handler(id,(function(isJoined) { |
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# This file determines which asset bundles will be created for the game. | |
# | |
# Bundles are first created by specifying rules and paths. There are 5 available rules: | |
# bundle_all: Create a SINGLE asset bundle for all files found in the specified paths. This operates recursively on directories. | |
# bundle_each_file: Create an asset bundle for EACH file found in the specified paths. This operates recursively on directories. | |
# bundle_each_folder: Create an asset bundle for EACH subfolder found in the specified paths. | |
# bundle_all_folders: Create a SINGLE asset bundle for all subfolders found in the specified paths. | |
# exclude_all: Exclude all specified files/folders from being bundled by rules specified after this rule. | |
# exclude_folders: Exclude files in subfolders of the specified folders from being being bundled by rules specified after this rule. | |
# |
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Shader "Hidden/FastBlur" { | |
Properties { | |
_MainTex ("Base (RGB)", 2D) = "white" {} | |
_Bloom ("Bloom (RGB)", 2D) = "black" {} | |
} | |
CGINCLUDE | |
#include "UnityCG.cginc" |
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#pragma strict | |
@script ExecuteInEditMode | |
@script RequireComponent (Camera) | |
@script AddComponentMenu ("Image Effects/Blur/Blur (Optimized)") | |
class Blur extends PostEffectsBase { | |
@Range(0, 2) |
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using haxe.root; | |
#pragma warning disable 109, 114, 219, 429, 168, 162 | |
namespace view{ | |
public class PzBlur : Blur, haxe.lang.IHxObject { | |
public PzBlur(haxe.lang.EmptyObject empty) : base(){ | |
unchecked { | |
} | |
} | |
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