A Step-By-Step Guide from Unboxing to Creative Coding
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using System; | |
using System.Collections.Concurrent; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Text; | |
using System.Threading; | |
using Cysharp.Threading.Tasks; | |
using UnityEngine; | |
namespace Nekomimi.Daimao |
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using System.Collections.Generic; | |
/// <summary>A Kalman filter implementation for <c>float</c> values.</summary> | |
public class KalmanFilterFloat { | |
//----------------------------------------------------------------------------------------- | |
// Constants: | |
//----------------------------------------------------------------------------------------- | |
public const float DEFAULT_Q = 0.000001f; |
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Shader "SantarhTemplate" | |
{ | |
Properties | |
{ | |
} | |
SubShader | |
{ | |
Tags { "RenderType" = "Opaque" "Queue" = "Geometry" } |
問350
prototype と __proto__ の違いを説明してください
・prototype・・・Functionオブジェクトだけがもつプロパティ。参照先はオブジェクト。
・__proto__・・・全てのオブジェクトが持つ内部プロパティ。プロトタイプチェーン。暗黙の参照(自身のプロパティになければこの__proto__先を辿ること)を実現する内部で実装されているプロパティ。
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#include <codecvt> | |
#include "ofxTrueTypeFontUL2.h" // https://github.com/kentaroid/ofxTrueTypeFontUL2 | |
std::wstring text; | |
ofxTrueTypeFontUL2 typeface; | |
void ofApp::setup() { | |
ofXml xml("multilingual_words.xml"); // have to be saved as UTF-8 with BOM | |
// do something with xml... | |
std::string text_from_xml = xml.getAttribute("my_chinese_word"); |
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#include "DeferredRenderer.h" | |
#include "cinder/gl/gl.h" | |
#include "cinder/Log.h" | |
#include "cinder/Buffer.h" | |
#include "DeferredRendererShaders.h" | |
#include "DeferredRenderer_random_png.h" | |
using namespace ci; | |
using namespace std; |
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#version 120 | |
#extension GL_EXT_gpu_shader4 : require | |
void main(){ | |
gl_FragColor = gl_Color; | |
} |
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#version 120 | |
uniform vec3 light_direction; | |
varying vec3 vertex_normal; | |
varying vec3 vertex_color; | |
void main(void) { | |
vec3 N = normalize(vertex_normal); | |
vec3 L = normalize(light_direction); |
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