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require 'redis' | |
class RedisTester | |
def initialize | |
@redis = Redis.new | |
end | |
def set(key, value) | |
if redis_is_running? |
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#include <stdlib.h> | |
#include <cstdlib> | |
#include <iostream> | |
#include <fstream> | |
#include <string> | |
#include <vector> | |
using namespace std; | |
struct profile |
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mainPanel.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("UP"), "moveUp"); | |
mainPanel.getActionMap().put("moveUp", new AbstractAction() { | |
@Override | |
public void actionPerformed(ActionEvent e) { | |
javax.swing.SwingUtilities.invokeLater(new Runnable() { | |
@Override | |
public void run() { | |
bot.moveUp(); | |
} | |
}); |
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// Bind up arrow to FinchController.moveUp() | |
mainPanel.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW).put(KeyStroke.getKeyStroke("UP"), "moveUp"); | |
mainPanel.getActionMap().put("moveUp", new AbstractAction() { | |
@Override | |
public void actionPerformed(ActionEvent e) { | |
if (!isMoving[0]) { | |
SwingWorker<Void, Void> worker = new SwingWorker<Void, Void>() { | |
@Override | |
protected Void doInBackground() throws Exception { |
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/** | |
* @brief Moves spaceship left/right. | |
*/ | |
void Base::joy_axis(SDL_JoyAxisEvent *joy) | |
{ | |
if (joy->which == 0 && joy->axis == 0) { | |
auto spaceship = &objects.at(1); | |
int stick_pos = joy->value; | |
float stick_mod = abs(stick_pos / 5000.0); |
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protected override void Update(GameTime gameTime) | |
{ | |
// Allows the game to exit | |
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) | |
this.Exit(); | |
paddle.Update(); | |
foreach (Ball ball in balls) { | |
ball.Update(); |
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#include <SFML/Graphics.hpp> | |
#include <Thor/Events.hpp> | |
#include <string> | |
#include <functional> | |
int main(int argc, char* argv[]) | |
{ | |
// The SFML Window | |
sf::RenderWindow mainWindow(sf::VideoMode(800, 600), "Thor Actions"); | |
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http://www.sfml-dev.org/tutorials/2.0/ | |
https://github.com/eXpl0it3r/SmallGameEngine | |
http://www.bromeon.ch/libraries/thor/tutorials.html |
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// Update all enemies, removing them if dead | |
enemies.erase( | |
std::remove_if( | |
enemies.begin(), | |
enemies.end(), | |
[&] (Sprite& enemy) -> bool { | |
enemy.update(dt); | |
// Kill if off screen | |
if (enemy.pos.x < 0) { | |
enemy.alive = false; |
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#0 std::string::compare(std::string const&) const() at /usr/lib/libstdc++.so.6:-1 | |
#1 std::operator< <char, std::char_traits<char>, std::allocator<char> >() at /usr/include/c++/4.7.2/bits/basic_string.h:2566 | |
#2 std::less<std::string>::operator()() at /usr/include/c++/4.7.2/bits/stl_function.h:236 | |
#3 std::_Rb_tree<std::string, std::pair<std::string const, SDL_Texture*>, std::_Select1st<std::pair<std::string const, SDL_Texture*> >, std::less<std::string>, std::allocator<std::pair<std::string const, SDL_Texture*> > >::_M_lower_bound() at /usr/include/c++/4.7.2/bits/stl_tree.h:1097 | |
#4 std::_Rb_tree<std::string, std::pair<std::string const, SDL_Texture*>, std::_Select1st<std::pair<std::string const, SDL_Texture*> >, std::less<std::string>, std::allocator<std::pair<std::string const, SDL_Texture*> > >::find() at /usr/include/c++/4.7.2/bits/stl_tree.h:1543 | |
#5 std::map<std::string, SDL_Texture*, std::less<std::string>, std::allocator<std::pair<std::string const, SDL_Texture*> > >::find() at /usr/include/c++/4.7.2/bits |