Relato de desenvolvimento de emulador NES usando Rust Relato do uso da linguagem Rust no desenvolvimento de um emulador de NES
Samuel M. Schultze [email protected]
cd "$ANDROID_HOME/platform-tools/" | |
./adb kill-server | |
IP=$(./adb shell ifconfig wlan0 | grep "inet addr:\([^ ]*\)" -o | sed 's/inet addr:\([^ ]*\)/\1/g') | |
./adb tcpip 5555 | |
echo Connecting to $IP | |
./adb connect $IP |
var cOutput = document.getElementById('wrap'); | |
var w = cOutput.offsetWidth; | |
var h = cOutput.offsetHeight; | |
var renderer = new PIXI.WebGLRenderer(w, h); | |
cOutput.appendChild(renderer.view); | |
var stage = new PIXI.Container(); | |
var container = new PIXI.Container(); | |
var foreground = new PIXI.Container(); |
<?xml version="1.0" encoding="UTF-8"?> | |
<!DOCTYPE KSysGuardWorkSheet> | |
<WorkSheet rows="4" locked="0" interval="0.2" title="System Load" columns="3"> | |
<host command="ksysguardd" port="-1" shell="" name="localhost"/> | |
<display row="2" class="FancyPlotter" hLines="1" hScale="1" unit="" vDistance="30" column="0" showUnit="1" vLines="0" svgBackground="" rowSpan="1" labels="1" fontSize="8" version="1" autoRange="1" title="Pages" vScroll="0" manualRange="0" columnSpan="1" stacked="0"> | |
<beam hostName="localhost" sensorType="float" sensorName="cpu/pageIn" color="0xff0057ae"/> | |
<beam hostName="localhost" sensorType="float" sensorName="cpu/pageOut" color="0xffe20800"/> | |
</display> | |
<display row="2" class="FancyPlotter" hLines="1" hScale="1" unit="" vDistance="30" column="1" showUnit="1" vLines="0" svgBackground="" rowSpan="1" labels="1" fontSize="8" version="1" autoRange="1" title="Context Switches" vScroll="0" manualRange="0" columnSpan="1" stacked="0"> | |
<beam hostName="localhost" sensorType="float" sensorName="cpu/ |
Relato de desenvolvimento de emulador NES usando Rust Relato do uso da linguagem Rust no desenvolvimento de um emulador de NES
Samuel M. Schultze [email protected]
using System.Linq; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using UnityEngine; | |
public static class RequiredLayers { | |
private const string MENU_ITEM = "Your Asset/Sync Layers"; | |
private const string ALREADY_ASKED_KEY = "AssetAddLayersAsked"; | |
private static readonly string[] requiredLayers = new [] { |
using System; | |
using System.Collections.Generic; | |
using System.Diagnostics; | |
using System.Reflection; | |
using UnityEditor; | |
public class AssetStoreToolsCallbacks { | |
public static Action<object, string> afterAssetsUploaded = (sender, err) => { }; | |
public static Action<object, string> afterAssetsBundleUploaded = (sender, err) => { }; |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using Object = UnityEngine.Object; | |
public class ObjectPool<T> where T : Component { | |
public List<T> objects { get; private set; } | |
public T objReference { get; private set; } |
using UnityEditor; | |
using UnityEngine; | |
namespace EnhancedHierarchy { | |
[InitializeOnLoad] | |
static class RemoveDefaultBG { | |
static RemoveDefaultBG() { | |
After.Frames(1, () => { | |
var s = ReflectionHelper.FindType("UnityEditor.SceneVisibilityHierarchyGUI"); | |
var t = s.GetNestedType("Styles", ReflectionHelper.FULL_BINDING); |
using UnityEditor; | |
using UnityEngine; | |
namespace EnhancedHierarchy { | |
[InitializeOnLoad] | |
static class PreviewBackgroundColor { | |
private static readonly Color backgroundColor = new Color(1f, 0f, 1f); // Change this color | |
static PreviewBackgroundColor() { |
import re | |
import numpy as np | |
from matplotlib import pyplot as plt | |
replacements = { | |
'sin' : 'np.sin', | |
'cos' : 'np.cos', | |
'exp': 'np.exp', | |
'sqrt': 'np.sqrt', |