{ pkgs ? import <nixpkgs> { }, lib ? pkgs.stdenv.lib }:
pkgs.mkShell rec {
name = "rust-env";
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module CountInversion where | |
import Control.Arrow | |
type Count = Int | |
type Size = Int | |
{- | | |
>>> countInversion [19,11,10,7,8,9,17,18,20,4,3,15,16,1,5,14,6,2,13,12] | |
114 | |
-} |
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function populatePageToc() { | |
// Source: https://github.com/JorelAli/mdBook-pagetoc | |
// Modified: | |
// Un-active everything when you click it | |
Array.prototype.forEach.call(document.getElementsByClassName("pagetoc")[0].children, function (el) { | |
el.addEventHandler("click", function () { | |
Array.prototype.forEach.call(document.getElementsByClassName("pagetoc")[0].children, function (el) { | |
el.classList.remove("active"); | |
}); |
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Sample1 [1100±30] | |
Sa2 [3200±50] | |
Sa3 [1400±20] | |
Sa4 [2000±30] | |
Sa6 [133413±70] | |
Sa7 [1300±30] | |
Sample9 [1300±50] | |
S8 [1600±30] |
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// ==UserScript== | |
// @name AtCoder Code Prettify | |
// @namespace https://miz-ar.info/ | |
// @include https://atcoder.jp/contests/*/submissions/* | |
// @version 3 | |
// @grant none | |
// @run-at document-start | |
// ==/UserScript== | |
console.debug("AtCoder Code Prettify is running"); |
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" Vim syntax file | |
" Language: Todo | |
" Maintainer: Huy Tran | |
" Latest Revision: 14 June 2020 | |
if exists("b:current_syntax") | |
finish | |
endif | |
" Custom conceal |
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= Introduction to AsciiDoc | |
Doc Writer <[email protected]> | |
A preface about https://asciidoc.org[AsciiDoc]. | |
== First Section | |
* item 1 | |
* item 2 |
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#include <stdbool.h> | |
#include <stdint.h> | |
#include <stdlib.h> | |
#define MOJOSHADER_NO_VERSION_INCLUDE | |
#define MOJOSHADER_EFFECT_SUPPORT | |
#include <mojoshader.h> | |
#include <mojoshader_effects.h> | |
#define SDL_MAIN_HANDLED |
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https:
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// Lexer | |
#define TOK_CHAR(ch1, tok1) \ | |
case ch1: \ | |
next_ch(); \ | |
tok = TOK_##tok1; \ | |
tok_prec = 0; \ | |
break; | |
#define TOK_EXPR(ch1, tok1, prec1, lexpr1, rexpr1) \ |
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