final boolean True = true;
final boolean False = false;
//why
:v
function getJSType(cppType: string) {
let typeMap = new Map<string, string>([
["Bool", "boolean"],
["Int32", "number"],
["UInt32", "number"],
["Int64", "number"],
["UInt64", "number"],
["Double", "number"],
["String", "string"],
["Object", "any"]
]);
if (typeMap.get(cppType) === undefined) {
console.error("Invalid type in getJavascriptType: " + cppType);
process.exit(1);
}
return typeMap.get(cppType);
}
if ( x == true)
{
// do something
}
Fucking amateurs :| lol
var query = $("#search-query");
query.click(function() {
if (query.val() == 'szukaj...') {
query.val('');
}
});
boolean darkModeSelected = (!darkModeSelected ? true : false);
int minimum(int a, int b, int c){
int mini =a*b*c;
int iterator=0;
int test[3];
test[0]=a;
test[1]=b;
test[2]=c;
for (iterator=0;iterator<3;iterator++){
if (test[iterator]<mini){
mini=test[iterator];
}
}
return mini;
}
I hope that your 3 numbers aren't larger than 1290!
base.transform.name = this.bodyName;
this.radius = this.diameterKm * 500.0;
this.mass = Math.Pow(this.radius, 2.0) * this.surfaceGravity;
this.cameraSwitchHeightM = this.cameraSwitchHeightKm * 1000.0;
if (this.atmosphereData.shadowIntensity == 0f)
{
this.atmosphereData.shadowIntensity = 1.65f;
}
this.atmosphereData.atmosphereHeightM = this.atmosphereData.atmosphereHeightKm * 1000.0;
if (this.terrainData.terrainMaterial != null)
{
this.terrainData.terrainMaterial.color = this.terrainData.terrainColor;
}
this.terrainData.maxTerrainHeight = this.GetMaxTerrainHeight();
this.terrainData.unitToAngle = 360.0 / ((this.radius + this.terrainData.maxTerrainHeight) * 2.0 * 3.1415926535897931);
for (int i = 0; i < this.terrainData.detailLevels.Length; i++)
{
this.terrainData.detailLevels[i].chunckSize = (double)this.terrainData.baseChunckSize / Math.Pow(2.0, (double)i);
this.terrainData.detailLevels[i].angularSize = (float)this.terrainData.detailLevels[i].chunckSize / (float)this.terrainData.heightMaps[0].heightMap.HeightDataArray.Length * 360f;
}
this.terrainData.detailLevels[0].loadDistance = double.PositiveInfinity;
if (this.type == CelestialBodyData.Type.Star)
{
this.parentBody = null;
this.orbitData.SOIMultiplier = double.PositiveInfinity;
}
if (this.parentBody != null && (this.type == this.parentBody.type || (this.type == CelestialBodyData.Type.Planet && this.parentBody.type == CelestialBodyData.Type.Moon)))
{
this.parentBody = null;
}
if (this.parentBody != null)
{
this.orbitData._period = Kepler.GetPeriod(0.0, this.orbitData.orbitHeightM, this.parentBody.mass);
this.orbitData.periodString = Ref.GetTimeString(this.orbitData._period);
this.orbitData._meanMotion = -6.2831853071795862 / this.orbitData._period;
this.orbitData.orbitalVelocity = this.orbitData.orbitHeightM * this.orbitData._meanMotion;
this.orbitData.SOI = this.orbitData.orbitHeightM * Math.Pow(this.mass / this.parentBody.mass, 0.4) * this.orbitData.SOIMultiplier;
if (!this.ParentHasThisBodyAsSatellite())
{
List<CelestialBodyData> list = new List<CelestialBodyData>(this.parentBody.satellites);
list.Add(this);
this.parentBody.satellites = list.ToArray();
this.parentBody.ValidateSatellites();
}
public enum YesNoEnum
{
Yes = 0,
No = 1
}
I also like how they defined the enum values.
.black {
color: #000;
}
.not-black {
color: #999;
}
var validAccountData = account.email != nil
validAccountData = account.firstName != nil
validAccountData = account.lastName != nil
if validAccountData {
return account
}
return nil
Proper validation
from itertools import combinations as comb
from functools import reduce
def all_arrangements(k):
m=k*(k+1)/2
m_bits_on=set([tuple(reduce(lambda x,y:x[:y]+[1]+x[y+1:],c,[0]*(2*m+1))) for c in comb(range(2*m+1),m)])
return set([tuple(sorted(filter(lambda i:i>0,reduce(lambda x,y: x+[y] if y==0 else x[:-1]+[x[-1]+1,],p,[0])))) for p in m_bits_on])
Returns all arrangements in the Bulgarian solitaire game with k piles https://en.wikipedia.org/wiki/Bulgarian_solitaire
const ITEM_COUNT = 100
let visibleItems = []
for (let i = 0; i < ITEM_COUNT; ++i) {
visibleItems.push(false)
}
function showItem(index) {
visibleItems = []
for (let i = 0; i < ITEM_COUNT; ++i) {
visibleItems.push(false)
}
visibleItems[index] = true
}
It was more or less like this. The guy had a collection of React components and wanted to show only one of them at a time. Instead of storing the index of the component to show at the moment, he decided that a boolean array would work much better. O(n) in runtime and space and null readability just because.
if (i === 1 || i === 2 || i === 3 || i === 4 || i === 5 || i === 6 || i === 7 || i === 8 || i === 9 || i === 10){
return true;
}
int min(int a,int b,int c) //Function to return the minimum.
{
if(a < b)
{
if(a < c)return a;
else if(a > c)return c;
else return a;
}
else if(a > b)
{
if(b < c)return b;
else if(b > c)return c;
else return b;
}
else
{
if(a < c) return a;
else if(a > c) return c;
else return a;
}
}
This kind of things make me hate my work.
<?php
$now = time();
while ($now + 10 > time()) {
// Just chill...smoke a blunt
}
echo "Done.\n";