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# from https://twitter.com/thingskatedid/status/1483847024894099458?s=20&t=7HJKiUFH7ucFOZSlCkMflQ | |
# transparent doesn't seem tow work with sixel | |
# convert -trim -bordercolor black -border 20 -transparent black -resize '80%' - - \ | |
brew install libsixel | |
alias idot='dot -Tpng \ | |
-Efontsize=18 -Efontname=sans -Ecolor=white -Efontcolor=white \ | |
-Efontsize=18 -Nfontname=sans -Ncolor=white -Nfontcolor=white \ |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using System.Threading.Tasks; | |
using System.IO; | |
using BaseX; | |
namespace CodeX | |
{ |
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/* use gbdk-2020 4.0.6 */ | |
/* <path-to-gbdk-env>/bin/lcc -Wa-l -Wl-m -Wl-j -o sirenmachine.gb sirenmachine.c */ | |
#include <gb/gb.h> | |
#include <stdio.h> | |
#include <gbdk/console.h> | |
UBYTE previous_keys; | |
BYTE keys; | |
#define UPDATE_KEYS() previous_keys = keys; keys = joypad() |
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// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
// However, if you want to author shaders in shading language you can use this teamplate as a base. | |
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
// This shader works with URP 7.1.x and above | |
Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
{ | |
Properties | |
{ | |
// Specular vs Metallic workflow | |
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
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import std.stdio; | |
import std.array; | |
import std.utf; | |
void main() { | |
string s = "AあBい"; | |
foreach(c; array(s)) { | |
foreach(b; [c].toUTF8) { | |
writef("%02x ", b); | |
} |
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COMPILER = g++ | |
CFLAGS = -g -MMD -MP -Wall -Wextra -Winit-self -Wno-missing-field-initializers | |
ifeq "$(shell getconf LONG_BIT)" "64" | |
LDFLAGS = | |
else | |
LDFLAGS = | |
endif | |
LIBS = | |
INCLUDE = -I./include | |
TARGET = ./bin/$(shell basename `readlink -f .`) |