const handleBoolean = value => {
switch (value) {
case "true":
return true;
case true:
return "true";
case "false":
return false;
case false:
return "false"
default:
return null;
}
}
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class StoryOfMyLife : MonoBehaviour
{
void OnDestory()
{
Debug.Log(" Directed by ");
Debug.Log("ROBERT B. WEIDE");
}
}
For Unity developers only
UIButton * btn = [UIButton new];
[btn addTarget:target action:action forControlEvents:UIControlEventTouchUpInside];
//May god have mercy of me
[[btn titleLabel] setFont:[UIFont systemFontOfSize:14 weight:UIFontWeightMedium]];
[btn setTitle:[NSString stringWithFormat:@" %@ ", btnTxt] forState:UIControlStateNormal];
[btn sizeToFit];
[btn setTitle:btnTxt forState:UIControlStateNormal];
Why keep playing with label padding or insets when you can add spaces?
var doc = (Parent as Doc);
doc.Name = (doc != null) ? "" : doc.Name
if (argv[1][0]=='D'){
demo=1;
argv[1]++;
}
if (argv[1][0]=='P'){
if (sscanf(argv[1], "P%ux%ux%ux%ux%lfx%ux%u"
,&temporal_resample
,&input_w, &input_h, &rate, &input_gamma
,&output_w
,&output_h)!=7){
fprintf(stderr,"%s: Invalid argument format\n", progname);
print_usage();
exit(3);
}
ppm=1;
}else{
if (sscanf(argv[1], "%ux%ux%ux%ux%lfx%ux%u"
,&temporal_resample
,&input_w
,&input_h
,&rate
,&input_gamma
,&output_w
,&output_h)!=7){
fprintf(stderr,"%s: Invalid argument format\n", progname);
print_usage();
exit(3);
}
Found in a chroma subsampling algorithm.
try {
User.ClaimToken();
}
catch {
User.ClaimToken();
}
#include <iostream>
#define OPEN_PARENTHESIS (
#define CLOSE_PARENTHESIS )
#define OPEN_BRACES {
#define CLOSE_BRACES }
#define INTEGER int
#define STANDARD_LIB std::
#define CONSOLE_OUT cout
#define ANGLE_BRACKETS <<
#define MESSAGE "Hello World\n"
#define SEMI ;
#define CLASS_NAME main
INTEGER CLASS_NAME OPEN_PARENTHESIS CLOSE_PARENTHESIS OPEN_BRACES
STANDARD_LIB CONSOLE_OUT ANGLE_BRACKETS MESSAGE SEMI
CLOSE_BRACES
Everything is defined
@media only screen and (-webkit-min-device-pixel-ratio:2) and (max-width:768px) and (min-width:321px),not all,only screen and (max-width:768px) and (-webkit-min-device-pixel-ratio:2) and (min-width:321px),only screen and (max-width:768px) and (min-resolution:192dpi) and (min-width:321px),only screen and (max-width:768px) and (min-resolution:2dppx) and (min-width:321px){
/*some code here*/
}
/// <summary>
/// Method that checks if an object is not null
/// </summary>
/// <param name="obj">extend type of <see cref="Object"/></param>
/// <returns>true if object is not null</returns>
public static bool NotNull(this Object obj)
{
return obj != null;
}
[TestMethod]
public void Test_Something()
{
// test
var result = DoSomething();
// assert
Assert.IsTrue(result.NotNull());
}
class PythonClass {
protected boolean True = true;
protected boolean False = false;
protected Object None = null;
}
class MyClass extends PythonClass {
String do_something(Object foo) {
if (foo == False)
return "" ;
else if (foo == None)
return "!" ;
else if (foo == True)
return "Yay!" ;
}
}
Yikes
Update.update_all_updated(updates) # Update updated updates
Entity veh = World->NewVehicle(type);
...
World->AddAnimal(veh); // insert vehicle to both landscape and world
Code for creating CAMERA object in one big AAA game engine.
var None = null;
if ({{ post.pk }} == None) {
// reset to draft
$("#id_status")[0].value = 1;
}
public array<P extends Path<NotNul<T>>, Key extends string>(
name: P,
...args: NotNul<PathValue<NotNul<T>, P>> extends Array<infer Item> ? ('id' extends keyof Item ? [keyname: Key] : [keyName?: Key]) : []
): NotNul<PathValue<NotNul<T>, P>> extends Array<infer Item>
? Key extends keyof Item
? never
: Field<Array<Item & (Key extends keyof Item ? {} : string extends Key ? {} : { [P in Key]?: string })>>
: never {
return this.createField(name as any, this.name, args[0]) as any
}
if (wiringPiMode == WPI_MODE_PINS)
pin = pinToGpio[pin];
else if (wiringPiMode == WPI_MODE_PHYS)
pin = physToGpio[pin];
else if (wiringPiMode != WPI_MODE_GPIO)
return;
the 3rd condition check throws you right off the train of logic.