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View branchAndBound.c
/* C++ program to solve N Queen Problem using Branch
and Bound */
#include<stdio.h>
#include<string.h>
#define N 8
/* A utility function to print solution */
void printSolution(int board[N][N])
{
for (int i = 0; i < N; i++)
View finiteStateMachine.c
#include<stdio.h>
int main()
{
char str[10];
ready: do{
printf("\nMachine is READY. (D)eposit or (Q)uit :");
scanf("%s",str);
}while(!(str[0]!='D'||str[0]!='d'||str[0]!='q'||str[0]!='Q'));
View dynamicMemoryAllocation.c
#include <stdio.h>
#include <stdlib.h>
int main()
{
int n = 1000, i, *ptr, sum = 0;
ptr = (int*) calloc(n, sizeof(int));
if(ptr == NULL)
{
View helloworld.c
#include <stdio.h>
int main() {
printf("Hello world!");
}
View rubocop.yml
AllCops:
TargetRubyVersion: 2.1
Documentation:
Enabled: false
Rails:
Enabled: true​
Metrics/MethodLength:
Enabled: true
Max: 20​
Metrics/ClassLength:
View shader.js
this.textureLoader = new Three.TextureLoader();
this.textureLoader.load(image, function (texture) {
texture.minFilter = THREE.LinearFilter
self.mesh = new Three.Mesh(self.geometry, self.material);
var vertShader = document.getElementById('vertexShader').innerHTML;
var fragShader = document.getElementById('fragmentShader').innerHTML;
uniforms = {
texture1: { type: "t", value: texture },
sunVectorDelta: { type: "f", value: 0},
sunFragmentDelta: {type: "f", value: -0.7}
View fragmentShader.html
<script id="fragmentShader" type="x-shader/x-fragment">
uniform sampler2D texture1;
varying vec2 vUv;
varying float randomNum;
void main() {
gl_FragColor = texture2D(texture1, vUv) - vec4(0.0,randomNum,randomNum,0.0);
}
</script>
View sunVertexShader.html
<script id="vertexShader" type="x-shader/x-vertex">
uniform float sunVectorDelta;
uniform float sunFragmentDelta;
varying vec2 vUv;
varying float randomNum;
float rand(vec2 co){
return fract(sin(dot(-co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main()
{
View Whiplash API.md

Whiplash API

This is a list of requirements for Whiplash integration with BKettner and tb_commerce.

Ruby Gem

Gem Documentation

We'll need to get a WL_API_KEY WL_OAUTH_KEY

View gist:9b0a607f54ada0411b8b
var canvas;
var gl;
var NumVertices = 36;
var points = [];
var colors = [];
var xAxis = 0;