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パターンとはその言語が抽象化できなかった敗北の歴史である。 しかしどんなに優れた言語であってもあらゆる繰り返しに勝てるわけではない。 人は必ずメタ繰り返しを欲するからだ。 そしてそれはRustも例外ではない。
ここでは、OOPでも知られているパターンよりも、Rustに特有のパターンを思いつく限りまとめてみた。名前は適当。
- crate splitting
- でかいcrateを分割して、見通しを良くする・再コンパイルの分量を削減する・並列コンパイルを可能にする
- 親玉crate(全てにdependする)と殿crate(全てにdependされる)があることが多いので、だいたい束みたいな形になる。
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using UnityEngine; | |
/// <summary> | |
/// GameビューにてSceneビューのようなカメラの動きをマウス操作によって実現する | |
/// </summary> | |
[RequireComponent(typeof(Camera))] | |
public class SceneViewCamera : MonoBehaviour | |
{ | |
[SerializeField, Range(0.1f, 10f)] | |
private float wheelSpeed = 1f; |
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using System.Reflection; | |
using TMPro; | |
using UnityEngine; | |
using UnityEngine.Localization; | |
/// <summary> | |
/// Sets the default TextMeshPro font to be used. | |
/// </summary> | |
[ExecuteInEditMode] | |
public class DefaultTmpFont : MonoBehaviour |
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using System; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
using VRM; | |
public class BlendShapeAnimationExpoter : EditorWindow | |
{ | |
//対象のVRMBlendShapeProxy | |
public VRMBlendShapeProxy proxy; | |
public string savePath; |
- 日時
2023-07-09
- 作
- バージョン
2023.2
- URL
- depth
1
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using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
namespace akr.Unity.Editor.Animation | |
{ | |
public class AnimationSplitter : EditorWindow | |
{ |
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from urllib.request import Request, urlopen | |
import json | |
from socket import socket, AF_INET, SOCK_DGRAM | |
import cv2 | |
import numpy as np | |
SELF_IP = '192.168.0.102' | |
TIPRON_IP = '192.168.0.106' | |
RECEIVE_PORT = 8082 |
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#!/usr/bin/env ruby - | |
# coding: utf-8 | |
# Premaid AI - .pma file analyzer. | |
SERVO_OFFSET = 7500 | |
class PMAFile | |
def initialize | |
@buf = "" |
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