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import { async, ComponentFixture, TestBed } from '@angular/core/testing'; | |
import { SubhubsComponent } from './subhubs.component'; | |
import { ApolloTestingController, ApolloTestingModule } from 'apollo-angular/testing'; | |
import { SharedModule } from '../shared/app.shared.module'; | |
import { SubhubsRoutingModule } from './subhubs-routing.module'; | |
import { RouterModule } from '@angular/router'; | |
// import { Observable } from 'apollo-link'; | |
import { By } from '@angular/platform-browser'; |
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using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Net; | |
using System.Net.Sockets; | |
using System.Runtime.Serialization.Formatters.Binary; | |
using System.Text; | |
using UnityEngine; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using System.Linq; | |
public class SplineMaker2 : MonoBehaviour | |
{ | |
//Use the transforms of GameObjects in 3d space as your points or define array with desired points | |
public List<Transform> controlPoints = new List<Transform>(); |
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public class ThreadNet : MonoBehaviour { | |
void Start() { | |
//Testing is mesh is recreatable in unity: | |
// FOR MAKING SUBMODEL LOCALLY | |
GameObject localGenModel = new GameObject(); | |
Mesh localGenMesh = new Mesh | |
{ | |
//tangents = tangents, | |
vertices = vertices, |
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import React, { Component } from 'react'; | |
import * as d3 from 'd3'; | |
import ReactFauxDOM from 'react-faux-dom'; | |
class Chart extends React.Component { | |
constructor(props){ | |
super(); | |
this.state = { |
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totalHours = 0 | |
totalMins = 0 | |
while 1==1: | |
addTime = input("enter time: ") | |
addTime = addTime.split(':') | |
addHours = int(addTime[0]) | |
addMinutes = int(addTime[1]) | |
totalMins += addMinutes |
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function round(x, dp) { | |
var factor = Math.pow(10, dp); | |
var tmp = x * factor; | |
tmp = Math.round(tmp); | |
return tmp / factor; | |
} | |
function checkFragment(f, species, site) { | |
var ampIndex = f.indexOf("&"); | |
var ltIndex = f.indexOf("<"); |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[Serializable] | |
public class ModelWireData | |
{ | |
float xPos, yPos, zPos, xRot, yRot, zRot, xSca, ySca, zSca; | |
List<Vertex> verticesWiredata = new List<Vertex>(); |
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Quaternion or = controller.transform.rot; | |
Vector3 start = transform.TransformPoint(controller.transform.pos); | |
Vector3 end = start + ((or * Vector3.forward) * 5000.0f); | |
laser.enabled = true; | |
laser.SetPosition(0, start); | |
laser.SetPosition(1, end); |