sudo apt install zsh-autosuggestions zsh-syntax-highlighting zsh
// Matrix PlayGround Shader - UnityCoder.com | |
// References: | |
// Matrices http://www.codinglabs.net/article_world_view_projection_matrix.aspx | |
// Rotation: http://www.gamedev.net/topic/610115-solved-rotation-deforming-mesh-opengl-es-20/#entry4859756 | |
Shader "UnityCoder/MatrixPlayground" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} |
""" | |
caching test/demo | |
first: | |
pip install fastapi aiocache "uvicorn[standard]" | |
""" | |
import asyncio | |
import contextlib | |
import json | |
import logging |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
/** | |
DownloadManager | |
@author koki ibukuro | |
*/ | |
public class DownloadManager : MonoBehaviour , System.IDisposable { | |
// using classes |
Syncing an Ethereum node is largely reliant on IOPS, I/O Per Second. Budget SSDs will struggle to an extent, and some won't be able to sync at all.
This document aims to snapshot some known good and known bad models.
For size, 4TB comes recommended as of mid 2024. The smaller 2TB drive should last an Ethereum full node until early 2025 or thereabouts, with crystal ball uncertainty. Remy wrote a migration guide to 4TB.
High-level, QLC and DRAMless are far slower than "mainstream" SSDs. QLC has lower endurance as well. Any savings will be gone when the drive fails early and needs to be replaced.
import math | |
def rgb_to_hsv(r, g, b): | |
r = float(r) | |
g = float(g) | |
b = float(b) | |
high = max(r, g, b) | |
low = min(r, g, b) | |
h, s, v = high, high, high |
fun <T> Flow<T>.throttle(waitMillis: Int) = flow { | |
coroutineScope { | |
val context = coroutineContext | |
var nextMillis = 0L | |
var delayPost: Deferred<Unit>? = null | |
collect { | |
val current = SystemClock.uptimeMillis() | |
if (nextMillis < current) { | |
nextMillis = current + waitMillis |
This is the resource repositry for my memory managment lecture / workshop series at Breda University of applied sciences - Games. It is mainly targeted for game developers
Copyright © 2016-2018 Fantasyland Institute of Learning. All rights reserved.
A function is a mapping from one set, called a domain, to another set, called the codomain. A function associates every element in the domain with exactly one element in the codomain. In Scala, both domain and codomain are types.
val square : Int => Int = x => x * x