Taken from post:
Nested Routes with Express: Keeping your routes separate while creating a nested routing structure.
--http://katieleonard.ca/blog/2016/nested-routes-with-expressjs/
#!/bin/bash | |
while true | |
do | |
a=$(leaks 42sh > /tmp/leakout.txt) | |
wait $! | |
clear | |
cat /tmp/leakout.txt | |
sleep 0.5 | |
done |
Taken from post:
Nested Routes with Express: Keeping your routes separate while creating a nested routing structure.
--http://katieleonard.ca/blog/2016/nested-routes-with-expressjs/
#include <criterion/criterion.h> | |
#include "ft_malloc.h" | |
#include <limits.h> | |
#include <stdio.h> | |
void *ft_malloc(size_t size); | |
Test(evaluation, test1) | |
{ | |
int i; |
#!/bin/bash | |
fdisk -lu | |
pvscan | |
vgscan | |
vgchange -a y | |
lvscan | |
mount /dev/ubuntu-vg/root /mnt | |
mount --bind /dev /mnt/dev | |
mount --bind /proc /mnt/proc |
/* In Profiles/<your profile/chrome/userChrome.css */ | |
.browserContainer { | |
background-color: #333 !important; | |
} | |
/* In userContent.css */ | |
@-moz-document url-prefix(about:blank), url-prefix(about:newtab) { | |
html:not(#ublock0-epicker), html:not(#ublock0-epicker) body, #newtab-customize-overlay { | |
background: #3d3d3d !important; |
// Code ported from https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/ | |
// Note this implemenetation does not support different block types or block normals | |
// The original author describes how to do this here: https://0fps.net/2012/07/07/meshing-minecraft-part-2/ | |
const int CHUNK_SIZE = 32; | |
// These variables store the location of the chunk in the world, e.g. (0,0,0), (32,0,0), (64,0,0) |
I hereby claim:
To claim this, I am signing this object:
/// <summary> | |
/// Computes a point for a gun to aim at in order to hit a target using linear prediction. | |
/// Assumes a bullet with no gravity or drag. I.e. A bullet that maintains a constant. | |
/// velocity after it's been fired. | |
/// </summary> | |
public static Vector3 ComputeGunLead(Vector3 targetPos, Vector3 targetVel, Vector3 ownPos, Vector3 ownVel, float muzzleVelocity) | |
{ | |
// Extremely low muzzle velocities are unlikely to ever hit. This also prevents a | |
// possible division by zero if the muzzle velocity is zero for whatever reason. | |
if (muzzleVelocity < 1f) |