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| #!/system/bin/sh | |
| # Written by nikp123 2017 :D | |
| # Powers off android when you unplug it from the charger | |
| # Make sure busybox is installed in order this to work | |
| while : | |
| do | |
| sleep 10 |
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| @echo off | |
| echo d8, d8b d8, d8, | |
| echo `8P 88P `8P `8P | |
| echo d88 | |
| echo d8888b?88,.d88b, 88b888 d8888b?88,.d88b, .d888b, 88b d88 d888b8b | |
| echo d8b_,dP`?88' ?88 88P?88 d8b_,dP`?88' ?88 ?8b, 88P ?88 d8P' ?88 | |
| echo 88b 88b d8P d88 88b 88b 88b d8P `?8b d88 88b 88b ,88b | |
| echo `?888P' 888888P'd88' 88b`?888P' 888888P'`?888P' d88' `88b`?88P'`88b | |
| echo 88P' 88P' )88 | |
| echo d88 d88 ,88P |
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| #include <stdio.h> | |
| #include <stdlib.h> | |
| #include <termios.h> | |
| #include <sys/ioctl.h> | |
| #include <unistd.h> | |
| int main(int argc, char* argv[]) { | |
| if(argc<2) { | |
| printf("Usage: %s outputfile\n", argv[0]); | |
| return 1; |
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| // COMPILE with any C++ compiler and link with SDL2 | |
| #include <iostream> | |
| #include <vector> | |
| #include <memory> | |
| #include <SDL2/SDL.h> | |
| #define WIN_HEIGHT 800 | |
| #define WIN_WIDTH 800 |
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| #!/bin/sh | |
| while ! swaymsg -t get_tree | grep $1; do | |
| sleep 0.1 | |
| done | |
| swaymsg [class="$1"] kill |
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| #!/bin/sh | |
| FILE=$1 | |
| MAX_SIZE=$2 | |
| rm x* | |
| split -b $2 $1 | |
| sleep 1 | |
| for i in x??; do |
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| #!/bin/bash | |
| swaymsg="$(swaymsg -t get_outputs -r)" | |
| numOfModes=$(echo $swaymsg|jq -r '.[0].modes | length') | |
| modes='' | |
| widths="$(echo $swaymsg|jq -r '.[0].modes[].width')" | |
| IFS=$'\n' widths=($widths) |
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| #include <stdio.h> | |
| #include <stdlib.h> | |
| #include <string.h> | |
| #include <assert.h> | |
| #include <stdint.h> | |
| #include <sys/types.h> | |
| #include <math.h> | |
| #define MAX_PATH 255 |
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| precision mediump float; | |
| varying vec2 v_texCoord; | |
| uniform sampler2D s_texture; | |
| const float pi = 3.14159265f; | |
| const float check_steph = 0.00125; | |
| const float check_stepv = 0.005; |
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| // input vertex | |
| attribute vec4 pos; | |
| // foreground color | |
| uniform vec4 color; | |
| // screen width and height | |
| uniform vec2 u_resolution; | |
| // projection matrix precalculated by XAVA |
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