https://time.sis.im/
https://time.sis.im/Asia/Jakarta
https://time.sis.im/help
https://time.sis.im/?help
https://time.sis.im/?timezone=Asia/Jakarta # rekomendasi
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for (var i=1; i <= 20; i++) | |
{ | |
if (i % 15 == 0) | |
console.log("FizzBuzz"); | |
else if (i % 3 == 0) | |
console.log("Fizz"); | |
else if (i % 5 == 0) | |
console.log("Buzz"); | |
else | |
console.log(i); |
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#include <stdio.h> | |
#include <gtk/gtk.h> | |
void hello(GtkWidget* widget, gpointer data) | |
{ | |
printf("Hello World!\n"); | |
} | |
int main(int argc, char* argv[]) | |
{ |
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// Include this at the very top of both your main and window processes, so that | |
// it loads as soon as possible. | |
// | |
// Why does this work? The node.js module system calls fs.realpathSync a _lot_ | |
// to load stuff, which in turn, has to call fs.lstatSync a _lot_. While you | |
// generally can't cache stat() results because they change behind your back | |
// (i.e. another program opens a file, then you stat it, the stats change), | |
// caching it for a very short period of time is :ok: :gem:. These effects are | |
// especially apparent on Windows, where stat() is far more expensive - stat() | |
// calls often take more time in the perf graph than actually evaluating the |
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function logger(strings,...values) { | |
var str = ""; | |
for (let i = 0; i < strings.length; i++) { | |
if (i > 0) { | |
if (values[i-1] && typeof values[i-1] == "object") { | |
if (values[i-1] instanceof Error) { | |
if (values[i-1].stack) { | |
str += values[i-1].stack; | |
continue; | |
} |
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"use strict"; | |
[foo,bar] = TNG(foo,bar); | |
// NOTE: intentionally not TNG(..) wrapping useBaz(), so that it's | |
// basically like a "custom hook" that can be called only from other | |
// TNG-wrapped functions | |
function foo(origX,origY) { | |
var [x,setX] = useState(origX); | |
var [y,setY] = useState(origY); |
This help only covers the parts of GLSL ES that are relevant for Shadertoy. For the complete specification please have a look at GLSL ES specification
Version: WebGL 2.0
Arithmetic: ( ) + - ! * / %
Logical/Relatonal: ~ < > <= >= == != && ||
Bit Operators: & ^ | << >>
Comments: // /* */
Types: void
bool
int
uint
float
vec2
vec3
vec4
bvec2
bvec3
bvec4
ivec2
ivec3
ivec4
uvec2
uvec3
uvec4
mat2
mat3
mat4
mat?x?
sampler2D,
sampler3D
samplerCube
Format: float a = 1.0; int b = 1; uint i = 1U; int i = 0x1;