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/** | |
* At least two points are needed to interpolate something. | |
* @class Lagrange polynomial interpolation. | |
* The computed interpolation polynomial will be reffered to as L(x). | |
* @example | |
* var l = new Lagrange(0, 0, 1, 1); | |
* var index = l.addPoint(0.5, 0.8); | |
* console.log(l.valueOf(0.1)); | |
* | |
* l.changePoint(index, 0.5, 0.1); |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Linq; | |
[CustomEditor(typeof(SplineMesh))] | |
public class SplineMeshEditor : Editor | |
{ | |
protected SplineMesh m_Target; | |
protected MeshFilter m_MeshFilter; |
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using System.Security.Cryptography; | |
using System.Text; | |
namespace Snippets | |
{ | |
public static class SHA1Util | |
{ | |
/// <summary> | |
/// Compute hash for string encoded as UTF8 | |
/// </summary> |
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using UnityEngine; | |
using System.Collections; | |
public class NaturalOrientation : MonoBehaviour { | |
public static int ORIENTATION_UNDEFINED = 0x00000000; | |
public static int ORIENTATION_PORTRAIT = 0x00000001; | |
public static int ORIENTATION_LANDSCAPE = 0x00000002; | |
public static int ROTATION_0 = 0x00000000; |
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using System.Collections; | |
using System.Collections.Generic; | |
public class GameEvent | |
{ | |
} | |
public class Events | |
{ | |
static Events instanceInternal = null; |
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;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY | |
;by doppelganger ([email protected]) | |
;This file is provided for your own use as-is. It will require the character rom data | |
;and an iNES file header to get it to work. | |
;There are so many people I have to thank for this, that taking all the credit for | |
;myself would be an unforgivable act of arrogance. Without their help this would | |
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into | |
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no |
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eXtreme Go Horse (XGH) Process | |
Quelle: http://gohorseprocess.wordpress.com | |
Übersetzung ursprünglich von https://gist.github.com/Neffez/f8d907ba8289f14e23f3855011fa4e2f | |
1. Ich denke, also ist es nicht XGH. | |
In XGH wird nicht gedacht, es wird das erste gemacht, was in den Sinn kommt. Es gibt auch keine zweite Option, die erste ist schneller. | |
2. Es gibt 3 Wege ein Problem zu lösen: den richtigen Weg, den falschen Weg und den XGH Weg, welcher exakt wie der falsche ist, aber schneller. |
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// Unlit texture shader which casts shadow on Forward/Defered | |
Shader "Unlit/Texture CastShadow" { | |
Properties { | |
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} | |
} | |
SubShader { | |
Tags {"Queue"="Opaque" } | |
LOD 100 |
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#include <stdio.h> | |
#include <assert.h> | |
#include <msgpack.h> | |
typedef struct some_struct { | |
uint32_t a; | |
uint32_t b; | |
float c; | |
} some_struct; |
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qApp->setStyle(QStyleFactory::create("fusion")); | |
QPalette palette; | |
palette.setColor(QPalette::Window, QColor(53,53,53)); | |
palette.setColor(QPalette::WindowText, Qt::white); | |
palette.setColor(QPalette::Base, QColor(15,15,15)); | |
palette.setColor(QPalette::AlternateBase, QColor(53,53,53)); | |
palette.setColor(QPalette::ToolTipBase, Qt::white); | |
palette.setColor(QPalette::ToolTipText, Qt::white); | |
palette.setColor(QPalette::Text, Qt::white); |
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