Simple flat file NoSQL database.
$db = database('blog.json');
package sketch; | |
import java.awt.Rectangle; | |
import java.util.HashMap; | |
public class Ui { | |
//////////////////////////////////// STATE ///////////////////////////////////// | |
private static class State { |
Alignment Formula: | |
itemLocation = containerLocation + containerSize * alignmentFactor - itemSize * alignmentFactor | |
item.x = container.x + container.width * alignment.x - item.width * alignment.x | |
item.y = container.y + container.height * alignment.y - item.height * alignment.y |
<canvas id="canvas" width="500" height="500"></canvas> | |
<script> | |
Object.assign(new Image(), { | |
src: 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAAXNSR0IArs4c6QAAADdJREFUCJlVzLENwCAMAMEjosL7D+DNzCRORUS+Pv3o7nYVESZUFchM8Byx9/70vMVprLV+T3gB2s0OUOHHM2YAAAAASUVORK5CYII=', | |
onload: function () { | |
var ctx = canvas.getContext('2d') | |
ctx.fillStyle = '#a0a0a0' | |
ctx.fillRect(0, 0, canvas.width, canvas.height) |
public static int getInternalFormat(BufferedImage image) { | |
switch (image.getType()) { | |
case BufferedImage.TYPE_3BYTE_BGR: | |
return GL_RGB; | |
case BufferedImage.TYPE_4BYTE_ABGR: | |
return GL_RGBA; | |
default: | |
throw new UnsupportedOperationException(); | |
} | |
} |
function newBuckets (size) { | |
let buckets = [] | |
for (let i = 0; i < size; i++) { | |
buckets.push(null) | |
} | |
return buckets | |
} | |
function getBucket (key, buckets) { | |
return key.hashCode() % buckets.length |
public class ByteBitmask { | |
public static final byte MASK_0 = 1 << 0; | |
public static final byte MASK_1 = 1 << 1; | |
public static final byte MASK_2 = 1 << 2; | |
public static final byte MASK_3 = 1 << 3; | |
public static final byte MASK_4 = 1 << 4; | |
public static final byte MASK_5 = 1 << 5; | |
public static final byte MASK_6 = 1 << 6; | |
public static final byte MASK_7 = (byte) (1 << 7); |
public class Node { | |
public Node getParentNode() { | |
return parentNode; | |
} | |
public Node getPreviousSibling() { | |
return previousSibling; | |
} |
/* | |
SSAO GLSL shader v1.2 | |
assembled by Martins Upitis (martinsh) (devlog-martinsh.blogspot.com) | |
original technique is made by Arkano22 (www.gamedev.net/topic/550699-ssao-no-halo-artifacts/) | |
changelog: | |
1.2 - added fog calculation to mask AO. Minor fixes. | |
1.1 - added spiral sampling method from here: | |
(http://www.cgafaq.info/wiki/Evenly_distributed_points_on_sphere) | |
*/ |
package com.example; | |
import java.io.InputStream; | |
import java.net.URLClassLoader; | |
import java.util.jar.Manifest; | |
public class Foo { | |
public void bar() { | |
} |