- Emil Persson @Humus
- Matt Pettineo @mynameismjp
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import Map; | |
class OrderedMapIterator<K,V> { | |
var map : OrderedMap<K,V>; | |
var index : Int = 0; | |
public function new(omap:OrderedMap<K,V>) | |
map = omap; | |
public function hasNext() : Bool |
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/* Copyright (c) 2012 Sven "FuzzYspo0N" Bergström | |
http://underscorediscovery.com | |
MIT Licensed. See LICENSE for full license. | |
Usage : node simplest.app.js | |
*/ | |
var |
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// Context: https://answers.unrealengine.com/questions/887556/view.html | |
// This post references a key commit here: https://github.com/EpicGames/UnrealEngine/commit/c4ea32533ee98508ab68038488a09b3a12d54cd4#diff-73715a20583ca5ead5c94c9183679d47 | |
// This change forces evaluation to complete, before updating the animation class. | |
// This happens during ClearAnimScriptInstance - BUT - the code path to this change, is not special. | |
// That means it should be valid to do this BEFORE calling clear, i.e before even calling SetAnimInstanceClass itself! | |
// So that's what we do. We simply wrap SetAnimInstanceClass in a function we can call, | |
// and inside that function we ensure evaluation is complete. This fixes it for me in all my use cases! | |
// Requires: | |
// - C++ in your project. |
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//A simple example of a github webhook using node.js | |
//To correctly set up: | |
// Inside a file named `.env`, in the same directory the app runs, | |
// place a line with WEBHOOK_SECRET='...' | |
// The secret value must match the secret you give github on their UI. | |
//That's it. run with `node app.js` and point github at <url>/mywebhook. | |
//(Prbably put it behind nginx if you do make it public facing) | |
'use strict'; |
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//SDL2 flashing random color example | |
//Should work on iOS/Android/Mac/Windows/Linux | |
#include <SDL.h> | |
#include <SDL_opengl.h> | |
#include <stdlib.h> //rand() | |
static bool quitting = false; | |
static float r = 0.0f; |
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@-moz-document url("https://tweetdeck.twitter.com/"), url("https://tweetdeck.twitter.com/#") { | |
body { background-color:#000 } | |
html.dark .stream-item { background-color:#161619; border-bottom: solid 1px #000; } | |
html.dark .column { background-color:#161619; } | |
html.dark, html.dark body { background-color:#161619; } | |
html.dark .column-header, html.dark .column-header-temp { background-color:#000; } | |
html.dark .app-columns-container { background-color:#000 } | |
html.dark .column-message { background-color:#000 } | |
html.dark .column-title-edit-box { background-color:#212124 } | |
html.dark .column-nav-item { background:transparent; } |
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#!/bin/bash | |
THIS_FOLDER="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )" | |
# basically ./actual_binary but using a proper path | |
"${THIS_FOLDER}/actual_binary" |
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package; | |
import luxe.Text; | |
import luxe.Color; | |
import luxe.Vector; | |
import luxe.Log.*; | |
import luxe.options.TextOptions; | |
class FPS extends Text { |
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class Main extends luxe.Game { | |
override function config(config:luxe.GameConfig) { | |
config.preload = PreloadAssets.parcel; | |
return config; | |
} |