{ | |
"$schema": "http://schema.management.azure.com/schemas/2015-01-01/deploymentTemplate.json#", | |
"contentVersion": "1.0.0.0", | |
"parameters": { | |
"guid": { | |
"type": "string", | |
"defaultValue": "[newGuid()]" | |
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"variables": { |
#!/usr/bin/env bash | |
groups=$(az group list --query "[?contains(name,'bennage')].name") | |
for row in $(echo "${groups}" | jq -r '.[]'); do | |
_remove() { | |
echo ${row} | |
az group delete -y --no-wait -g ${row} | |
} |
// This F# dojo is directly inspired by the | |
// Digit Recognizer competition from Kaggle.com: | |
// http://www.kaggle.com/c/digit-recognizer | |
// The datasets below are simply shorter versions of | |
// the training dataset from Kaggle. | |
// The goal of the dojo will be to | |
// create a classifier that uses training data | |
// to recognize hand-written digits, and | |
// evaluate the quality of our classifier |
The Old Monster Shop is a pre-Time of Troubles Forgotten Realms campaign using Dungeon World instead of AD&D 2nd Edition.
You are each one of the many Children of Helm, orphans raised at Helm's Hold southeast of Neverwinter. The monastery is all you've known, but you're now the age where you must enter the world and live by your own means. But before your life is truly your own, you must make a final oblation to Helm, in service to the Hold. You will travel to the City of Splendors, Waterdeep, and gain the trust of an evil monster-peddler there named Feldyn. What you will do with his trust, and when, is a secret that Watcher Dumal Erard has not yet shared.
But Dumal is like a father to you, a parent in lieu of those you lost, and you trust him completely. His instructions, and his plan for gaining Feldyn's trust, are simple, but will be hazardous. Because Feldyn only retains people he knows and trusts, you will start by selling him young monsters and monst
open System; | |
open System.Diagnostics; | |
[<EntryPoint>] | |
let main argv = | |
let rec cc amount coins = | |
match (amount, coins) with | |
| (0,_) -> 1 | |
| (_,[]) -> 0 | |
| (amount,_) when amount < 0 -> 0 |
define(function() { | |
var pools = {}; | |
var tags = {}; | |
var manifest = { | |
'laser': ['sfx/laser.wav', 2], | |
'explosion': ['sfx/explosion.wav', 8] | |
}; | |
function createTag(src, whenReady) { |
// alias (and pre-compute) the angle of | |
// a full circle (360°, but in radians) | |
var fullCircle = Math.PI * 2; | |
// invoke this function to create an emeny ship entity | |
// to add to the main game screen | |
function makeEnemyShip(x, y) { | |
// position is set based upon the values | |
// provided to the function |
var mainGameScreen = (function () { | |
// the set of entities we're updating and rendering | |
var entities = []; | |
// how many enemy ships do we want to start with | |
var numOfEnemyShips = 12; | |
// intitalize the screen, expected to be called | |
// once when transitioning to the screen | |
function start() { |
// `input` will be defined elsewhere, it's a means | |
// for us to capture the state of input from the player | |
var startScreen = (function(input) { | |
// the red component of rgb | |
var hue = 0; | |
// are we moving toward red or black? | |
var direction = 1; | |
var transitioning = false; |