“Paper late!” cried a voice in the crowd,
“Old man dies!” The note he left was signed,
‘Old Kiczales’ - it seems he’s drowned!
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/* "Storylet" implementation. | |
Based on https://github.com/smwhr/ink-storylets/tree/main by smwhr. | |
This allows you to create content as "storylets" - little chunks / scenes, which are gated by preconditions. The game offers a choice of which one the player can look at, by picking the top N that are available now. | |
The machinery is fairly light, and the data is kept "with" the story content, so its easy to use as an extendable template. | |
*/ |
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static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode; | |
// We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, | |
// because it would be confusing to have two docking targets within each others. | |
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; | |
ImGuiViewport* viewport = ImGui::GetMainViewport(); | |
ImGui::SetNextWindowPos(viewport->Pos); | |
ImGui::SetNextWindowSize(viewport->Size); | |
ImGui::SetNextWindowViewport(viewport->ID); |
- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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<?xml version="1.0" encoding="utf-8"?> | |
<Client name="Sony Bravia 2014"> | |
<Identification> | |
<Header name="X-AV-Client-Info" regex=".*KDL-\d{2}[WR][5689]\d{2}B.*" /> | |
<DeviceDescription> | |
<Manufacturer substring="Sony" /> | |
<FriendlyName regex="KDL-\d{2}[WR][5689]\d{2}B.*" /> | |
</DeviceDescription> | |
</Identification> | |
<DeviceDescription> |
(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
Original link: http://www.concentric.net/~Ttwang/tech/inthash.htm
Taken from: http://web.archive.org/web/20071223173210/http://www.concentric.net/~Ttwang/tech/inthash.htm
Reformatted using pandoc
Thomas Wang, Jan 1997
last update Mar 2007
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// Just before switching jobs: | |
// Add one of these. | |
// Preferably into the same commit where you do a large merge. | |
// | |
// This started as a tweet with a joke of "C++ pro-tip: #define private public", | |
// and then it quickly escalated into more and more evil suggestions. | |
// I've tried to capture interesting suggestions here. | |
// | |
// Contributors: @r2d2rigo, @joeldevahl, @msinilo, @_Humus_, | |
// @YuriyODonnell, @rygorous, @cmuratori, @mike_acton, @grumpygiant, |
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IEnumerator ForceDirectGraph<T>( Graph<T> graph, Dictionary<T, Vector3> graphPositions ) { | |
// settings | |
float attractToCenter = 15f; | |
float repulsion = 10f; | |
float spacing = 0.1f; | |
float stiffness = 100f; | |
float damping = 0.9f; | |
// initialize velocities and positions | |
Dictionary<Vertex<T>, Vector2> velocity = new Dictionary<Vertex<T>, Vector2>(); |
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AutoGist Tab Order Version: 2.2.8 | |
------------------------------ | |
This file should not be included in the Codea project. | |
#Main | |
#Gist | |
#Installer | |
#json | |
#Base64 | |
#UpdateChecker | |
#ChangeLog |
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