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clone imgui v1.92.0 to /imgui
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clone Dear Bindings to /dear_bindings
A few ground rules:
- Values in the
InternPoolare immutable. The meaning of a givenIndexnever changes. - The only kind of "exception" to this is that the namespace of types may change. The namespace index
is constant, but the contents of that namespace can change while the type lives at the same
Index. - Incremental compilation works at the level of single units of semantic analysis (
AnalUnit). During semantic analysis, everyAnalUnitregisters "dependencies" on various things ("dependees"). On each incremental update, these dependencies are used to figure out what to re-analyze. - An incremental update may analyze more
AnalUnits than are necessary, but it will never analyze the
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| const std = @import("std"); | |
| const builtin = @import("builtin"); | |
| const Builder = std.build.Builder; | |
| pub fn build(b: *Builder) !void { | |
| const target = b.standardTargetOptions(.{}); | |
| const optimize = b.standardOptimizeOption(.{}); | |
| const main_tests = b.addTest(.{ | |
| .root_source_file = .{ .path = "main.zig" }, |
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| Replace all <....> parts with your specific details | |
| /network add -nick <nick> libera | |
| /server add -network libera -auto -ssl irc.libera.chat 6697 | |
| /connect libera | |
| /query NickServ | |
| register <password> <email> | |
| <copypaste line from email> | |
| /network add -autosendcmd "" -sasl_username <user> -sasl_password <pass> -sasl_mechanism PLAIN libera | |
| /channel add -auto <channel> libera |
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| pub fn ParkingLot(comptime Config: type) type { | |
| return struct { | |
| pub const Lock: type = Config.Lock; | |
| pub const Event: type = Config.Event; | |
| pub const nanotime: fn() u64 = switch (@hasDecl(Config, "nanotime")) { | |
| true => Config.nanotime, |
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| let cache = new Map(); | |
| let pending = new Map(); | |
| function fetchTextSync(url) { | |
| if (cache.has(url)) { | |
| return cache.get(url); | |
| } | |
| if (pending.has(url)) { | |
| throw pending.get(url); | |
| } |
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| /** | |
| * @file PlayerPrefsSerializer.cs | |
| * @brief Code snippet from UnityForum (http://forum.unity3d.com/threads/72156-C-Serialization-PlayerPrefs-mystery) | |
| * @author mindlube+FizixMan | |
| * @version 1.0 | |
| * @date 2012-06-15 | |
| */ | |
| using UnityEngine; | |
| using System; |
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| eXtreme Go Horse (XGH) Process | |
| Quelle: http://gohorseprocess.wordpress.com | |
| Übersetzung ursprünglich von https://gist.github.com/Neffez/f8d907ba8289f14e23f3855011fa4e2f | |
| 1. Ich denke, also ist es nicht XGH. | |
| In XGH wird nicht gedacht, es wird das erste gemacht, was in den Sinn kommt. Es gibt auch keine zweite Option, die erste ist schneller. | |
| 2. Es gibt 3 Wege ein Problem zu lösen: den richtigen Weg, den falschen Weg und den XGH Weg, welcher exakt wie der falsche ist, aber schneller. |