Create a table to represent tree nodes.
CREATE TABLE `tree_node` (
`id` int(10) unsigned NOT NULL AUTO_INCREMENT,
`data_body` text,
node_deleted
datetime DEFAULT NULL,
# Delete/Clean XCode /CoreSimulator/Devices/ folder | |
$ xcrun simctl delete unavailable |
HOW TO CRACK, by +ORC, A TUTORIAL | |
Lesson A.1: Advanced Cracking: Internet Cracking (Unix) | |
-------------> INTERNET CRACKING: FIREWALLS | |
With each new company that connects to the "Information | |
Superhighway" new frontiers are created for crackers to explore. | |
Site administrators (Siteads) have implemented various security | |
measures to protect their internal networks. One of these is | |
xinetd, covered later. A more general solution is to construct |
package main | |
import ( | |
"fmt" | |
"net" | |
"os" | |
) | |
func main() { | |
mgmtInterface, err := net.InterfaceByName("ens160") |
This is a backup of a guide posted on Steam for Valheim and you can find it here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2392080520
Please give credit if you repost this.
Adding this warning at the top here to avoid lots of complaints...
// hash can generate static hashes of strings or patch TM_STATIC_HASH("...", v) | |
// macros in source code with the correct hash values. | |
#include <foundation/carray.inl> | |
#include <foundation/git_ignore.h> | |
#include <foundation/log.h> | |
#include <foundation/murmurhash64a.inl> | |
#include <foundation/os.h> | |
#include <foundation/temp_allocator.h> |
/////////////////////////////////////////////// | |
// glsl snippets: credit given where i could // | |
/////////////////////////////////////////////// | |
/////////////////// | |
// inverse matrices | |
// credit to: https://github.com/glslify/glsl-inverse/blob/master/index.glsl | |
float inverse(float m) { | |
return 1.0 / m; |
/* | |
Twisting Pool Allocator | |
======================= | |
written by Leonard Ritter (leonard.ritter@duangle.com) | |
This file is in the public domain | |
I don't know if I was the first one to stumble upon this technique, so | |
I can't guarantee there's no patent on it, but let's hope there's not, |
use std::path::PathBuf; | |
use std::collections::{BTreeMap, HashMap, HashSet}; | |
use std::thread; | |
use std::os::raw::c_void; | |
use std::rc::Rc; | |
use std::cell::{Cell, RefCell}; | |
use std::i16; | |
use std::time::Instant; | |
use failure::{err_msg, Error}; |
// SpatialHash uniform-grid implementation | |
// Broad-phase algorithm for collision detection | |
// Andrei Rudenko // SpatialHash.hx (24.07.2016) | |
import luxe.Vector; | |
import luxe.utils.Maths; | |
class SpatialHash { | |
public var min(default, null):Vector; |