View 01_backend.py
from rest_framework.decorators import api_view
from rest_framework.response import Response
import ajaxmelt
@ajaxmelt.register('POST')
@api_view
@login_required
def edit_name(request):
campaign = get_object_or_404(Campaign.objects.visible_to(request.user), id=campaign_id)
View How do I represent a world and dynamic objects in a C++ console game?
1) First thing I'd do would be to disconnect all the graphics rendering code from your World and Entity; it's going to be complicated enough without them :-)
2) I don't like that an Entity remember its index into the world. Let's revisit a typical roguelike data model:
> a World or a Level has a tilemap (floor, walls, or generally - a tight "grid" of walkable and non walkable scenery) and in addition - a number of entities, where every entity stays on one place in the grid.
You can have zero or more entities in the same slot - a goblin can stand over a pile of items, for instance.
3) Now let's think about the processes that happen. There are processes like movement, attack or picking things up. Let's take movement.
View UglifyJSCompressor.py
import os
import shutil
import subprocess
import tempfile
import uuid
from compressor import base
from compressor.conf import settings as compressor_settings
from compressor.js import JsCompressor
from django.conf import settings
from django.core.files import File
View formats.txt
| Image format (sized) | Unsized | Compr | Pixel format | Pixel type |
|---------------------------------------|--------------------|-------|--------------------|-----------------------------------|
| GL_R8 | GL_RED | False | GL_RED | GL_UNSIGNED_BYTE |
| GL_R8_SNORM | GL_RED | False | GL_RED | GL_BYTE |
| GL_R16 | GL_RED | False | GL_RED | GL_UNSIGNED_SHORT |
| GL_R16_SNORM | GL_RED | False | GL_RED | GL_SHORT |
| GL_R32F | GL_RED | False | GL_RED | GL_FLOAT |
| GL_R8I | GL_RED | False | GL_RED_INTEGER | GL_INT |
View closures.js
// This snippet is a piece of trivia that illustrates some behaviour of closures in JS.
// Remember: With great power comes great responsibility!
// For details, see my blog post:
// http://kos.gd/2013/01/closures-the-cute-pets-that-bite/
// Setup
if (typeof(print) === 'undefined') print = console.log.bind(console);
// For starters:
// Here's a function that calculates a sum of every N-th element of a given array.
View shaderlines.py
'''
This module shows...
a) how GLSL error locations are presented depending on how the shader source is passed
(one string vs array of strings),
b) whether a single token can spread across several source strings.
'''
import ctypes
from OpenGL import GL
View slicing.py
# Some setup...
import sys
def throws(msg, f):
try:
f()
except Exception, e:
return msg in str(e)
else:
View gist:4442668
import operator
commands = {}
@operator.attrgetter('__get__')
def command(name, func):
commands[name] = func
return func