Relato de desenvolvimento de emulador NES usando Rust Relato do uso da linguagem Rust no desenvolvimento de um emulador de NES
Samuel M. Schultze samuelschultze@gmail.com
| /* * * * * | |
| * URLParameters.cs | |
| * ---------------- | |
| * | |
| * This singleton script provides easy access to any URL components in a Web-build. | |
| * Since Unity is about to deprecate the old "Application.ExternalEval" api we can | |
| * no longer inject our javascript into the browser. We now need to use a jslib file | |
| * which holds the javascript part. This script, when imported in a project, will | |
| * automatically extract a jslib file into the Plugins folder named: "URLParameters.jslib". | |
| * |
| using UnityEngine; | |
| #if UNITY_WEBGL && !UNITY_EDITOR | |
| using System.Runtime.InteropServices; | |
| #endif | |
| public static class Clipboard { | |
| public static string ClipboardText { | |
| get { return clipboard_read_text(); } | |
| set { clipboard_write_text(value); } |
| import { useEffect, useRef, useState } from "react"; | |
| import { BehaviorSubject, Observable, PartialObserver, Subject } from "rxjs"; | |
| function useConstant<T>(factory: () => T): T { | |
| const ref = useRef<{ value: T }>(); | |
| if (!ref.current) { | |
| ref.current = { value: factory() }; | |
| } |
| 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', |
| 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() { |
| 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 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 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.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 [] { |
Relato de desenvolvimento de emulador NES usando Rust Relato do uso da linguagem Rust no desenvolvimento de um emulador de NES
Samuel M. Schultze samuelschultze@gmail.com