READY/IN DEVELOPMENT/HOLD
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A few sentences describing the overall goals of the pull request's commits.
| var randomNumbers = [42, 12, 88, 62, 63, 56, 1, 77, 88, 97, 97, 20, 45, 91, 62, 2, 15, 31, 59, 5] | |
| func partition(v: Int[], left: Int, right: Int) -> Int { | |
| var i = left | |
| for j in (left + 1)..(right + 1) { | |
| if v[j] < v[left] { | |
| i += 1 | |
| (v[i], v[j]) = (v[j], v[i]) | |
| } | |
| } |
| enum ComparisonOrdering: Int { | |
| case Ascending = 1 | |
| case Descending = -1 | |
| case Same = 0 | |
| } | |
| infix operator <=> { precedence 130 } | |
| protocol CombinedComparable: Comparable, Equatable { | |
| func <=>(lhs: Self, rhs: Self) -> ComparisonOrdering | |
| } |
| // An Example of a bubble sort algorithm in Swift | |
| // | |
| // Essentialy this algorithm will loop through the values up to | |
| // the index where we last did a sort (everything above is already in order/sorted) | |
| // comparing a one value to the value before it. If the value before it is higher, | |
| // swap them, and note the highest swap index. On the next iteration of the loop we | |
| // only need to go as high as the previous swap. | |
| import Foundation |
| let spriteKitScene = SKScene(size: CGSize(width: 1276.0 / 2.0, height: 712.0 / 2.0)) | |
| var videoSpriteKitNode:SKVideoNode? | |
| let videoNode = SCNNode() | |
| videoNode.geometry = SCNPlane(width: videoNodeWidth, height: videoNodeHeight) | |
| // using SpriteKit scene with videonode inside | |
| // | |
| spriteKitScene.scaleMode = .AspectFit | |
| ///Returns the input value clamped to the lower and upper limits. | |
| func clamp<T: Comparable>(value: T, lower: T, upper: T) -> T { | |
| return min(max(value, lower), upper) | |
| } | |
| //----------------------------------------------- | |
| // Example usage | |
| let proposedIndex = 6 |
| import SpriteKit | |
| class GameScene: SKScene { | |
| private var mainCircle: SKSpriteNode! | |
| override func didMoveToView(view: SKView) { | |
| physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame) | |
| import Cocoa | |
| enum CoroutineState { | |
| case Fresh, Running, Blocked, Canceled, Done | |
| } | |
| struct CoroutineCancellation: ErrorType {} | |
| class CoroutineImpl<InputType, YieldType> { | |
| let body: (yield: YieldType throws -> InputType) throws -> Void |
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