In the process of implementing a basic graph system with nodes that point to other nodes (node → node) using an identifier code, we got to this simple but acceptable solution:
interface GraphNode {
code: number;
next: number | null;| #!/bin/bash | |
| # Input | |
| newhost=$1 | |
| applicationStart=$2 | |
| ### | |
| # Functions | |
| ### | |
| updateBaseInstall() { |
| Wonder Boy: The Dragon's Trap | |
| ----------------------------- | |
| Quick Guide for programmers | |
| Last updated October 2018 | |
| Contact: Omar Cornut <XXXXXX | |
| =============================================== | |
| INDEX | |
| =============================================== |
| /* | |
| * This function assumes the existence of an active Dear ImGui window | |
| */ | |
| void RenderDropShadow(ImTextureID tex_id, float size, ImU8 opacity) | |
| { | |
| ImVec2 p = ImGui::GetWindowPos(); | |
| ImVec2 s = ImGui::GetWindowSize(); | |
| ImVec2 m = {p.x + s.x, p.y + s.y}; | |
| float uv0 = 0.0f; // left/top region | |
| float uv1 = 0.333333f; // leftward/upper region |
The core of most real-time fluid simulators, like the one in EmberGen, are based on the "Stable Fluids" algorithm by Jos Stam, which to my knowledge was first presented at SIGGRAPH '99. This is a post about one part of this algorithm that's often underestimated: Projection
The Stable Fluids algorithm solves a subset of the famous "Navier Stokes equations", which describe how fluids interact and move. In particular, it typically solves what's called the "incompressible Euler equations", where viscous forces are often ignored.
The instructions in this gist have some subtle problems and this gist will not be updated.
| extends Node | |
| # Based on this tweet by Clay John: | |
| # https://twitter.com/john_clayjohn/status/1306447928932753408 | |
| func _ready() -> void: | |
| # Create a local rendering device. | |
| var rd := RenderingServer.create_local_rendering_device() | |
| #version 450 core | |
| layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | |
| layout (set = 0, binding = 5, std430) buffer MyBuffer | |
| { | |
| uint array[]; | |
| } myBuffer; | |
| layout (push_constant) uniform Scalar |
UML , Unified Modeling Language ou Langage de Modélisation Unifié en français est un langage de modélisation graphique à base de pictogrammes conçu pour fournir une méthode normalisée pour visualiser la conception d'un système. Il est couramment utilisé en développement logiciel et en conception orientée objet.
À ce jour, il existe 13 diagrammes « officiels ».