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FROM nvidia/cuda:12.1.0-runtime-ubuntu22.04 | |
SHELL ["/bin/bash", "-o", "pipefail", "-c"] | |
ENV SHELL=/bin/bash | |
# Prevents prompts from packages asking for user input during installation | |
ENV DEBIAN_FRONTEND=noninteractive | |
# Prefer binary wheels over source distributions for faster pip installations | |
ENV PIP_PREFER_BINARY=1 |
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import os | |
import mimetypes | |
from urllib.parse import urlparse | |
mimetypes.init() | |
web_root = "WebRoot" | |
def onHTTPRequest(webServerDAT, request, response): | |
url_parsed = urlparse(request['uri']) # parse the incoming request uri |
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const path = require('path'); | |
const { exec } = require('child_process'); | |
// https://www.nirsoft.net/utils/dump_edid.html | |
const exe = path.resolve(__dirname, "bin", "DumpEDID.exe"); | |
const regex = /\*{65}([^\*]+)\*{65}/gm; | |
var _displays = []; | |
var _first = true; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEngine.XR.ARSubsystems; | |
using UnityEditor.XR.ARSubsystems; | |
public class MakeImageLibrary | |
{ | |
[MenuItem("Assets/Create/AR Image Library")] |
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using System.Collections; | |
using System.Collections.Generic; | |
using System.Text; | |
using UnityEngine; | |
using Valve.VR; | |
public class GameManager : MonoBehaviour | |
{ | |
[Range(10, 1000)] | |
public long LagMillis = 100; |
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//======= Copyright (c) Valve Corporation, All rights reserved. =============== | |
// | |
// Purpose: For controlling in-game objects with tracked devices. | |
// Update jeff at seethrouhlab | |
// - Added ability to specify a serial number to assign to the TrackedObject | |
// - Added a configurable lag value. | |
// - use with GameManager https://gist.github.com/jeffcrouse/6419e84d7060c08c17cf97b9c41ddd14 | |
//============================================================================= | |
using System.Collections; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
/** | |
* Lessons: | |
* 1. Scripts are mini-programs that operate on a GameObject in your scene. | |
* 2. How to get a component of the GameObject this script is attached to? | |
* 3. How to modify that component over time. | |
* 4. FIX IN CLASS: There is actually a shortcut to get the transform of the GameObject. |
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#include "ofApp.h" | |
string input; | |
string valid = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ()"; | |
//-------------------------------------------------------------- | |
void ofApp::setup(){ | |
ofBackground(0); | |
} |
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#include "ofApp.h" | |
#define NUM_PARTICLES 100 | |
class Particle { | |
public: | |
void setup(ofPoint _pos, ofPoint _vel) { | |
pos = _pos; | |
vel = _vel; | |
} |
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#include "ofApp.h" | |
#define NUM_PARTICLES 100 | |
float radius = 5; | |
vector<ofPoint> pos; | |
vector<ofPoint> vel; | |
vector<float> alpha; | |
ofPoint lastMousePos; |
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