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using UnityEngine; | |
using System.Collections; | |
public class CustomSkinnedMesh : MonoBehaviour { | |
public Transform[] bones; | |
public Material mat; | |
public AnimationClip clip; | |
void Awake() |
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#pragma once | |
#include "stdafx.h" | |
struct Matrix2{public: float _11, _12; float _21, _22; | |
Matrix2() {}; Matrix2(float m11, float m12, float m21, float m22) { _11 = m11; _12 = m12; | |
_21 = m21; _22 = m22; }; | |
void SetScale(float a, float b) { SetIdentity(); // Add Code Here _11 = a; _22 = b; } | |
void SetIdentity() { _11 = 1.0f; _12 = 0.0f; | |
_21 = 0.0f; _22 = 1.0f; }; | |
Matrix2 operator *(const Matrix2 Other) const;}; |
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void DrawLine(Vector3 start, Vector3 dest) | |
{ | |
} | |
void UpdateFrame(void) | |
{ | |
Vector3 Pt1, Pt2; | |
Pt1.SetPoint(10, 10); |
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long findM3(long n, long m) | |
{ | |
int c = 0; | |
long v = 1; | |
bool squared = false; | |
int va[1000]; | |
while (v * v <= n) | |
{ | |
if (v * v < n) |
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#include "pch.h" | |
#include <iostream> | |
using namespace std; | |
const int square = 5; | |
const int start = 1; | |
int main() | |
{ | |
int ystart = start; |
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void foo(int[] array) | |
{ | |
int sum = 0; | |
int product = 1; | |
for(int i = 0; i < array.length; i++) | |
{ | |
sum += array[i]; | |
} | |
for(int i = 0; i < array.length; i++) |
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// Exam1.cpp : 이 파일에는 'main' 함수가 포함됩니다. 거기서 프로그램 실행이 시작되고 종료됩니다. | |
// | |
#include "pch.h" | |
#include <iostream> | |
#include <vector> | |
using namespace std; | |
struct Step |
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#include "pch.h" | |
#include <iostream> | |
void swap(int* a, int* b) | |
{ | |
int t = *a; | |
*a = *b; | |
*b = t; | |
} |
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#include "pch.h" | |
#include <iostream> | |
#include <vector> | |
int pairs(int arr[], int n, int k) | |
{ | |
int pairCount = 0; | |
for (int i = 0; i < n; i++) | |
{ |
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