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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); |