command | description |
---|---|
ctrl + a | Goto BEGINNING of command line |
Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative
float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
Ok, I geeked out, and this is probably more information than you need. But it completely answers the question. Sorry. ☺
Locally, I'm at this commit:
$ git show
commit d6cd1e2bd19e03a81132a23b2025920577f84e37
Author: jnthn <jnthn@jnthn.net>
Date: Sun Apr 15 16:35:03 2012 +0200
When I added FIRST/NEXT/LAST, it was idiomatic but not quite so fast. This makes it faster. Another little bit of masak++'s program.
Use apt to install the necessary packages:
sudo apt install -y slurm-wlm slurm-wlm-doc
Load file:///usr/share/doc/slurm-wlm/html/configurator.html in a browser (or file://wsl%24/Ubuntu/usr/share/doc/slurm-wlm/html/configurator.html on WSL2), and:
- Set your machine's hostname in
SlurmctldHost
andNodeName
. - Set
CPUs
as appropriate, and optionallySockets
,CoresPerSocket
, andThreadsPerCore
. Use commandlscpu
to find what you have. - Set
RealMemory
to the number of megabytes you want to allocate to Slurm jobs, - Set
StateSaveLocation
to/var/spool/slurm-llnl
. - Set
ProctrackType
tolinuxproc
because processes are less likely to escape Slurm control on a single machine config.
A good commit message looks like this:
Header line: explaining the commit in one line
Body of commit message is a few lines of text, explaining things
in more detail, possibly giving some background about the issue
being fixed, etc etc.
The body of the commit message can be several paragraphs, and
please do proper word-wrap and keep columns shorter than about
using UnityEngine; | |
public static class GaussianRandom | |
{ | |
public static float generateNormalRandom(float mu, float sigma) | |
{ | |
float rand1 = Random.Range(0.0f, 1.0f); | |
float rand2 = Random.Range(0.0f, 1.0f); | |
float n = Mathf.Sqrt(-2.0f * Mathf.Log(rand1)) * Mathf.Cos((2.0f * Mathf.PI) * rand2); |
Main options: | |
-L show license | |
-h show help | |
-? show help | |
-help show help | |
--help show help | |
-version show version | |
-formats show available formats | |
-codecs show available codecs | |
-bsfs show available bit stream filters |
var PubSub = { | |
subscribe: function(ev, callback) { | |
var calls = this._callbacks || (this._callbacks = {}); | |
(this._callbacks[ev] || (this._callbacks[ev] = [])).push(callback); | |
return this; | |
}, | |
publish: function() { | |
var args = Array.prototype.slice.call(arguments, 0); |
import static android.opengl.GLES20.GL_COMPILE_STATUS; | |
import static android.opengl.GLES20.GL_FRAGMENT_SHADER; | |
import static android.opengl.GLES20.GL_LINK_STATUS; | |
import static android.opengl.GLES20.GL_VALIDATE_STATUS; | |
import static android.opengl.GLES20.GL_VERTEX_SHADER; | |
import static android.opengl.GLES20.glAttachShader; | |
import static android.opengl.GLES20.glCompileShader; | |
import static android.opengl.GLES20.glCreateProgram; | |
import static android.opengl.GLES20.glCreateShader; | |
import static android.opengl.GLES20.glDeleteProgram; |