Standard escape codes are prefixed with Escape
:
- Ctrl-Key:
^[
- Octal:
\033
- Unicode:
\u001b
- Hexadecimal:
\x1B
- Decimal:
27
Latency Comparison Numbers (~2012) | |
---------------------------------- | |
L1 cache reference 0.5 ns | |
Branch mispredict 5 ns | |
L2 cache reference 7 ns 14x L1 cache | |
Mutex lock/unlock 25 ns | |
Main memory reference 100 ns 20x L2 cache, 200x L1 cache | |
Compress 1K bytes with Zippy 3,000 ns 3 us | |
Send 1K bytes over 1 Gbps network 10,000 ns 10 us | |
Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD |
var parser = document.createElement('a'); | |
parser.href = "http://example.com:3000/pathname/?search=test#hash"; | |
parser.protocol; // => "http:" | |
parser.hostname; // => "example.com" | |
parser.port; // => "3000" | |
parser.pathname; // => "/pathname/" | |
parser.search; // => "?search=test" | |
parser.hash; // => "#hash" | |
parser.host; // => "example.com:3000" |
CSS Text Module Level 4 の text-spacing-trim プロパティ が最近のブラウザ Chrome (Chromium) 123 以降で利用可能になりました。また、CSS組版ソフトVivliostyleでも以前から利用可能です。
この text-spacing-trim プロパティの機能(行頭・行末や連続する約物の詰めの制御)は、DTPソフトのInDesignの文字組みアキ量設定に近いものです。そこで文字組みアキ量設定に対応するCSSでの設定方法をまとめます。
text-spacing-trim プロパティの値は次の通り:
Locate the section for your github remote in the .git/config
file. It looks like this:
[remote "origin"]
fetch = +refs/heads/*:refs/remotes/origin/*
url = git@github.com:joyent/node.git
Now add the line fetch = +refs/pull/*/head:refs/remotes/origin/pr/*
to this section. Obviously, change the github url to match your project's URL. It ends up looking like this:
//Illustratorの選択テキストを本当の標準字形に戻す | |
var selObj = activeDocument.selection; | |
if (selObj.length > 0) { | |
//オブジェクト選択 | |
for (var i = 0; i < selObj.length; i++) { | |
if (selObj[i] != undefined){ | |
if (selObj[i].typename== "TextFrame") { | |
var myText = selObj[i].textRange; |
// A Godot 4 shader to make things appear on top of other things within a range. | |
// Initially, this was made so my characters' facial features would be rendered on top of their hair. | |
shader_type spatial; | |
render_mode unshaded; | |
uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest; | |
// Maximum depth we can overdraw relative to the object original depth, in ENGINE UNITS. |
// A simple quickref for Eigen. Add anything that's missing. | |
// Main author: Keir Mierle | |
#include <Eigen/Dense> | |
Matrix<double, 3, 3> A; // Fixed rows and cols. Same as Matrix3d. | |
Matrix<double, 3, Dynamic> B; // Fixed rows, dynamic cols. | |
Matrix<double, Dynamic, Dynamic> C; // Full dynamic. Same as MatrixXd. | |
Matrix<double, 3, 3, RowMajor> E; // Row major; default is column-major. | |
Matrix3f P, Q, R; // 3x3 float matrix. |
この文章は、日経BP社から出版されている「HTML5ゲーム開発の極意」の付録PDFを元に、参照しやすいようmarkdown形式に書き起こした、個人的メモです。