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
private void reset_kolejnosc()
{
this.kolejnosc_s[0] = 1;
this.kolejnosc_s[1] = 2;
this.kolejnosc_s[2] = 3;
this.kolejnosc_s[3] = 4;
this.kolejnosc_s[4] = 5;
this.kolejnosc_s[5] = 6;
this.kolejnosc_s[6] = 7;
this.kolejnosc_s[7] = 8;
this.kolejnosc_s[8] = 9;
this.kolejnosc_s[9] = 10;
}
private boolean isToRemove(byte b) {
byte[] toRemoveB = { -106 };
for(byte c : toRemoveB) {
if(b == c) {
return true;
}
}
return false;
}
it goes without saying...
i++;
i++;
i++;
i++;
Console.WriteLine(i);
He doesn't know what is " i+=4 " :||||
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
else if result !== true && result === false { return result !== true }
should I keep this in our project or nah
var i = 0
for (var n in array) {
i+=1
// ...
}
<div ng-repeat="recipient in $ctrl.resource.invoiceRecipients track by $index">
<div>
{{$ctrl.resource.invoiceRecipients[$index]}}
</div>
</div>
You could easily use the "recipient" variable instead of getting it again from the array, is there a reason for doing this?
char * dataFunc(){
TCHAR tc[256];
LONG tc_len = sizeof(tc);
getData((LPBYTE)&tc, &tc_len);
char * data = new char[tc_len];
for(int i = 0;i < tc_len;i++)
data[i] = tc[i];
return data;
}
public static int[] sleepSort(int... args) {
final int[] sorted = new int[args.length];
final AtomicInteger index = new AtomicInteger(0);
List<Thread> threads = new ArrayList<Thread>(0);
for (int i = 0; i < args.length; i++) {
final int x = i;
Thread sorter = new Thread(() -> {
try {
Thread.sleep(args[x]);
} catch (InterruptedException ex) {
// shrug
}
sorted[index.getAndIncrement()] = args[x];
});
sorter.setDaemon(true);
sorter.start();
threads.add(sorter);
}
try {
for (Thread t : threads) { t.join(); }
} catch (InterruptedException e) {
e.printStackTrace();
}
return sorted;
}
Takes an unsorted array of integers, sorts by sleeping for the int value of each item in the array and then writing that into the resulting sorted array. Big-O analysis is... difficult.
while (true) {
if ($current === $requested) {
break;
}
if (! in_array($requested, $available)) {
break;
}
session()->put('locale', $requested);
break;
}
socket.on('newMessage', (messageObj) => {
if (roomNumber === messageObj.roomNumber) {
console.log("message received:" + messageObj.message);
$('#messages').append($('<li>').text(messageObj.userName + ' : ' + messageObj.message));
}
});
socket.in wasn't behaving as advertised (broadcasting to all rooms). I decided to take matters into my own hands.
public enum DataSize {
BYTE,
DOUBLE_BYTE,
INT,
LONG;
public boolean isEqualTo(Object value) {
if(value instanceof Byte && this.equals(BYTE)) {
return true;
} else if ((value instanceof Character || value instanceof Short) && this.equals(DOUBLE_BYTE)) {
return true;
} else if ((value instanceof Integer) && this.equals(INT)) {
return true;
} else if ((value instanceof Long) && this.equals(LONG)) {
return true;
}
return false;
}
}
function changePassword() {
if (isInputEmpty()) {
$.ajax({
type: 'POST',
data: '...'
url: '...',
success: function (result) {
if (result.substring(0, 3) != "!!!") {
//success
} else {
//faliure
}
},
error: function () {
}
});
}
}
And of course,in production, it always reported success and never changed the password, because of equally bad server code.
var doc = (Parent as Doc);
doc.Name = (doc != null) ? "" : doc.Name