final boolean True = true;   
final boolean False = false;
//why

:v

By Memz, 2019-12-31 03:25:05
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);
}
By Anonymous, 2017-12-15 11:58:04
if ( x == true)
{
    // do something
}

Fucking amateurs :| lol

By Manoochehr Mojgani, 2017-12-19 10:03:29
var query = $("#search-query");
query.click(function() {
  if (query.val() == 'szukaj...') {
     query.val('');
  }
});
By Kadet, 2016-02-14 14:54:32
boolean darkModeSelected = (!darkModeSelected ? true : false);
By Anonymous, 2017-12-13 09:40:59
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!

By Another random student of algorithms., 2017-12-14 01:28:18
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();
			}
By Anonymous, 2018-02-16 21:20:56
public enum YesNoEnum
{
	Yes = 0,
	No = 1
}

I also like how they defined the enum values.

By Anonymous, 2018-05-19 19:33:44
.black {
    color: #000;
}

.not-black {
    color: #999;
}
By Anonymous, 2019-03-04 13:45:29
        var validAccountData = account.email != nil
        validAccountData = account.firstName != nil
        validAccountData = account.lastName != nil
        
        if validAccountData {
            return account
        }
        
        return nil

Proper validation

By Anonymous, 2017-12-12 15:17:35
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

By Uri Goren, 2017-12-13 11:48:22
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.

By Anonymous, 2019-12-07 11:59:58
if (i === 1 || i === 2 || i === 3 || i === 4 || i === 5 || i === 6 || i === 7 || i === 8 || i === 9 || i === 10){
 return true;
}
By foxy, 2017-12-13 23:25:17
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.

By Another random student of algorithms., 2017-12-14 00:45:52
<?php
$now = time();

while ($now + 10 > time()) {
    
    // Just chill...smoke a blunt
}

echo "Done.\n";
By Sobak, 2015-07-21 12:30:55