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  | <?php | |
| str_contains(ltrim(strstr($input, '.'), '.'), '.'); | 
  
    
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  | pub(crate) fn dir_entry_dict( | |
| filename: &std::path::Path, | |
| metadata: Option<&std::fs::Metadata>, | |
| tag: impl Into<Tag>, | |
| full: bool, | |
| name_only: bool, | |
| with_symlink_targets: bool, | |
| ) -> Result<Value, ShellError> { | |
| let tag = tag.into(); | |
| let mut dict = TaggedDictBuilder::new(&tag); | 
  
    
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  | public class Something | |
| { | |
| public delegate void TestAction(); // This is how UnityAction is defined according to Unity docs | |
| private void MethodA(TestAction action) | |
| { | |
| // I take a delegate! | |
| } | |
| private void MethodB(int a, int b) | 
  
    
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  | using System; | |
| using System.Threading.Tasks; | |
| namespace asynctest | |
| { | |
| class Program | |
| { | |
| public async Task<int> AnAsyncMethod() | |
| { | |
| Console.WriteLine("Please wait"); | 
  
    
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  | function diceRoll(channelID, message) { | |
| var number = 0; | |
| const DICE_DEFAULT = 6; | |
| if (message.length === 0 || isNaN(message)) { | |
| number = roll(DICE_DEFAULT); | |
| } | |
| else if (message.indexOf("d") === -1 && | |
| message.indexOf("D") === -1) { | |
| var sides = parseInt(message); | 
  
    
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  | typedef uint8_t u8; | |
| typedef uint32_t u32; | |
| typedef int32_t s32; | |
| #define MAP_WIDTH 25 | |
| #define MAP_HEIGHT 15 | |
| #define MAP_SIZE_IN_BYTES MAP_WIDTH * MAP_HEIGHT * sizeof(u8) | |
| typedef enum tile_type | |
| { | 
  
    
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  | function b() | |
| { | |
| echo '<pre>'; | |
| array_map(function($x) { var_dump($x); }, func_get_args()); | |
| echo '</pre>'; | |
| die; | |
| } | 
  
    
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  | %ALBUM ARTIST% - %DATE% - %ALBUM% - %DISCNUMBER% - %TRACKNUMBER% - %TITLE% | 
  
    
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  | public class Game1 : MultithreadedGame | |
| { | |
| public GraphicsDeviceManager Graphics; | |
| public DefaultMaterialSet ScreenMaterials; | |
| Texture2D texture; | |
| public Game1() | |
| { | |
| Graphics = new GraphicsDeviceManager(this) | 
  
    
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  | using System.Collections; | |
| using UnityEngine; | |
| // Shakes the camera if placed on the camera's GameObject or a parent of the camera's GameObject. | |
| // (Putting it on a parent of the camera stops it potentially interfering with other camera scripts). | |
| public class CameraShake : MonoBehaviour { | |
| // How fast the shaking magnitude reduces - this much per second | |
| const float shakeFalloffSpeed = 2.0f; | |
| // How quickly the camera shakes around | |
| const float shakeSpeed = 20.0f; | 
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