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<?php | |
/** | |
* Not truely a visitor pattern as no accept() methods are being implemented; in this case | |
* there's just no need to complicate things | |
*/ | |
interface VisitorPattern | |
{ | |
static public function visit(&$element); | |
} |
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import urllib2 | |
import threading | |
from Queue import Queue | |
import sys, os, re | |
class ThreadedDownload(object): | |
REGEX = { | |
'hostname_strip':re.compile('.*\..*?/', re.I) | |
} |
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# Uses PySQLPool (http://code.google.com/p/pysqlpool/) for the database connection. | |
from PySQLPool.PySQLConnection import PySQLConnection | |
from PySQLPool.PySQLQuery import PySQLQuery | |
import urllib2 | |
import threading | |
import sys | |
dbconn = PySQLConnection(host='localhost',user='user',password='password',port=3306,db='schema',charset='utf8') | |
query = PySQLQuery(dbconn, commitOnEnd=True) |
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import copy | |
class State(object): | |
solutions = [] | |
def __init__(self): | |
self.zombied = [] | |
self.bridged = [] | |
self.flashlight = 'zombied' | |
self.weight = 0 |
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THREE.Vector3.prototype.lerp = function ( a, t ) { | |
return this.clone().addSelf( a.clone().subSelf( this ).multiplyScalar( t ) ); | |
}; | |
THREE.Vertex.prototype.interpolate = function( other, t ) { | |
var v = new THREE.Vertex( this.position.lerp( other.position, t ) ); | |
v.normal = this.normal.clone(); | |
return v; | |
}; |
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<!DOCTYPE html> | |
<html> | |
<head> | |
<script type="text/javascript" src="csg.js"></script> | |
<script type="text/javascript" src="http://chandler.prallfamily.com/threebuilds/builds/r46/ThreeDebug.js"></script> | |
<script type="text/javascript" src="ThreeBSP.js"></script> |
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/* | |
THREE.CSG | |
@author Chandler Prall <chandler.prall@gmail.com> http://chandler.prallfamily.com | |
Wrapper for Evan Wallace's CSG library (https://github.com/evanw/csg.js/) | |
Provides CSG capabilities for Three.js models. | |
Provided under the MIT License | |
*/ |
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'use strict'; | |
var collisionsound1 = new buzz.sound( "assets/sounds/collision1", { | |
formats: [ 'wav' ] | |
}); | |
collisionsound1.load(); | |
var collisionsound2 = new buzz.sound( "assets/sounds/collision2", { | |
formats: [ 'wav' ] | |
}); |
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TerraFrame.TerrainShader = function ( shader_config ) { | |
var i, vertexShader, fragmentShader; | |
shader_config = TerraFrame.utils.merge( | |
{ | |
uniforms: [], | |
textures: [], | |
pieces: [], | |
pervertex_textures: [] |
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terrain_shader = new TerraFrame.TerrainShader({ | |
uniforms: [ | |
{ name: 'sunlight_dir', type: 'v3', value: new THREE.Vector3( -.5, .8, .7 ) } | |
], | |
textures: [ | |
{ name: 'grass', asset: 'terrain.grass', repeat: new THREE.Vector2( 2, 2 ) }, | |
{ name: 'rock', asset: 'terrain.rock', repeat: new THREE.Vector2( 3, 3 ) }, | |
{ name: 'sand', asset: 'terrain.sand', repeat: new THREE.Vector2( 2, 2 ) } | |
], | |
pieces: [ |
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