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type FixedSizeArray<N extends number, T> = N extends 0
? never[]
: { 0: T; length: N; } & ReadonlyArray<T>;
interface IIssueDef<N extends number>
{
total: number,
slots: FixedSizeArray<N, number>,
}
#
# git
#
g() {
if [ $# -eq 0 ]; then
git status -s
else
git "$@"
fi
namespace app
{
const DEBUG_TRACE = false;
enum VisualState { UP, DOWN }
export class HtmlButton
{
private content: HTMLElement;
private imgUp: HTMLElement;
C:\Users\canab\AppData\Local\JetBrains\Toolbox\apps\CLion\ch-0\181.4203.549\bin\cmake\bin\cmake.exe --build C:\Users\canab\.projects\temp\1\cmake-build-debug --target 1 -- -j 4
Scanning dependencies of target 1
[ 50%] Building CXX object CMakeFiles/1.dir/main.cpp.obj
In file included from C:\Users\canab\.projects\temp\1\main.cpp:4:0:
C:\Users\canab\.projects\temp\1\include/pprintpp.hpp: In instantiation of 'struct pprintpp::autoformat<typelist::tl<charlist::char_t<'{'>, typelist::tl<charlist::char_t<'s'>, typelist::tl<charlist::char_t<'}'>, typelist::tl<charlist::char_t<'\012'>, typelist::null_t> > > >, typelist::null_t>':
C:\Users\canab\.projects\temp\1\include/pprintpp.hpp:156:58: recursively required from 'struct pprintpp::autoformat<typelist::tl<charlist::char_t<' '>, typelist::tl<charlist::char_t<'a'>, typelist::tl<charlist::char_t<' '>, typelist::tl<charlist::char_t<'s'>, typelist::tl<charlist::char_t<'t'>, typelist::tl<charlist::char_t<'r'>, typelist::tl<charlist::char_t<'i'>, typelist::tl<charlist::
using UnityEngine;
using System.Collections.Generic;
namespace Project
{
public class ErrorInfo
{
public string message;
public string log;
C:\Users\canab\Projects\UCUarium\firmware\build.cmd deploy cmake-build-debug
C:\Python36\python.exe
OUT_DIR = cmake-build-debug
FLASH_BAUD = 921600
PORT = COM12
> C:\Python36\python.exe -m esptool version
esptool.py v2.1
2.1
> C:\Python36\python.exe -m esptool elf2image cmake-build-debug\UCUarium.elf
esptool.py v2.1
using System;
using System.Reflection;
using UnityEngine;
namespace Project
{
[AttributeUsage(AttributeTargets.Field)]
public class InjectAttribute : Attribute
{
public string name { get; private set; }
using System;
using UnityEngine;
using System.Collections.Generic;
namespace Project
{
public static class GameObjectUtil
{
#region attach
package app
{
import flash.display.BitmapData;
import flash.display.PNGEncoderOptions;
import flash.filesystem.File;
import flash.filesystem.FileMode;
import flash.filesystem.FileStream;
import flash.ui.Keyboard;
import flash.utils.ByteArray;
package app
{
import flash.filesystem.File;
import flash.system.Capabilities;
import starling.utils.AssetManager;
public class AppSounds
{
private var _assets:AssetManager = new AssetManager();