/** | |
* Definición del módulo | |
*/ | |
var app = angular.module("demoApp",[/*Dependencias*/]); | |
/** | |
* Configuracin de las rutas. | |
*/ | |
app.config(['$routeProvider', '$locationProvider', function ($routeProvider, $locationProvider) { | |
$routeProvider |
When you use knit_expand
it appears that the inclusion of the Rmd is done on the first pass, and then the complete document evaluated. This means that a Rmd block referenced in loop with knit_expand
will only evaluate changing variables at their last value.
This can be worked around by passing the literal value of the variable at the time of the knit_expand
with {{var}}
syntax.
This is documented in the knitr_expand docs, but less clear (to an R noob like me) for embedded documents rather than strings.
Latency Comparison Numbers (~2012) | |
---------------------------------- | |
L1 cache reference 0.5 ns | |
Branch mispredict 5 ns | |
L2 cache reference 7 ns 14x L1 cache | |
Mutex lock/unlock 25 ns | |
Main memory reference 100 ns 20x L2 cache, 200x L1 cache | |
Compress 1K bytes with Zippy 3,000 ns 3 us | |
Send 1K bytes over 1 Gbps network 10,000 ns 10 us | |
Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD |
IMPORTANT! Remember to check out the wiki page at https://github.com/bebraw/jswiki/wiki/Game-Engines for the most up to date version. There's also a "notes" column in the table but it simply does not fit there... Check out the raw version to see it.
This table contains primarily HTML5 based game engines and frameworks. You might also want to check out the [[Feature Matrix|Game-Engine-Feature-Matrix]], [[Game Resources]] and [[Scene Graphs]].
Name | Size (KB) | License | Type | Unit Tests | Docs | Repository | Notes |
---|---|---|---|---|---|---|---|
Akihabara | 453 | GPL2, MIT | Classic Repro | no | API | github | Intended for making classic arcade-style games in JS+HTML5 |
AllBinary Platform | Platform Dependent | AllBinary | 2D/2.5D/3D | n |