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Random line of code thread |
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Code: // Secret ninja action time! OM_U8 *pNinja = (OM_U8 *) ppptctb + 12; __asm__("# %0" : "+r"(pNinja)); ppptctb = (PPTC_TRIBLOCK *) (pNinja - 12);
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Code: ;>>>> routine to extract the squareroot of a number, 2005jul27
;in: d0.l=value
;out: d1.l=sqrt(value)
; d2.l,d3.l killed
;approx 5 times slower than a div
squareroot:
moveq.l #0,d1 ;d1=root
move.l #$40000000,d2 ;d2=2^2n for n=15 downto 0
cmp.l d2,d0 ;flags=value-2^2n
dc.w $6d04 ;"bLT.s +4"
sub.l d2,d0 ;value-=2^2n
add.l d2,d1 ;root+=2^2n
rept 15
lsr.l #2,d2 ;n-=1, thus 2^2n>>1
move.l d2,d3
add.l d1,d3 ;d3=root+2^2n
lsr.l #1,d1 ;root=root>>1
cmp.l d3,d0 ;flags=value-(root+2^2n)
dc.w $6d04 ;"bLT.s +4"
sub.l d3,d0 ;value-=root+2^2n
add.l d2,d1 ;root+=2^2n
endr
cmp.w d1,d0 ;flags=value-root
bLT.s .sqrt_noround
addq.l #1,d1 ;round to nearest integer
.sqrt_noround:
rts
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Code:if ($yourehappyAndYouKnowIt) {clapyourhands;} |
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Code:hierhinja: lea ficktabelle,a1
Code: move.l #$73708,fuckstartblitt
Code: move.w #0,countmich
Sources of old Thrust intros are quite entertaining. |
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Found this in some of my old sources (atsou code :)
Code: if (kk<1000) blob_toing(blobx,bloby,xs,ys,vx,vy,f,nb); else if (kk<1200) blob_tremble(blobx,bloby,nb,2,2); else if (kk<1201) morph_precalcs(blobx,bloby,xs,ys,dx,dy,diasx,episx,diasy,episy,nb,kk,100,0,0); else if (kk<1301) blob_morph(blobx,bloby,xs,ys,dx,dy,nb); else if (kk<1302) blob_tremble(blobx,bloby,nb,0,0); else if (kk<1500) blob_tremble(blobx,bloby,nb,1,1); else if (kk<1501) morph_precalcs(blobx,bloby,xs,ys,dx,dy,diasx,episx,diasy,episy,nb,kk,50,1,0); else if (kk<1551) blob_morph(blobx,bloby,xs,ys,dx,dy,nb); else if (kk<1900) blob_sinemove(blobx,bloby,diasx,episx,diasy,episy,nb,kk); else if (kk<1901) morph_precalcs(blobx,bloby,xs,ys,dx,dy,diasx,episx,diasy,episy,nb,kk,100,0,1); else if (kk<2001) blob_morph(blobx,bloby,xs,ys,dx,dy,nb); else if (kk<2002) blob_tremble(blobx,bloby,nb,0,0); else if (kk<2200) blob_tremble(blobx,bloby,nb,1,2); else if (kk<2201) morph_precalcs(blobx,bloby,xs,ys,dx,dy,diasx,episx,diasy,episy,nb,kk,50,1,0); else if (kk<2251) blob_morph(blobx,bloby,xs,ys,dx,dy,nb); else if (kk<2700) blob_sinemove(blobx,bloby,diasx,episx,diasy,episy,nb,kk); else if (kk<2701) morph_precalcs(blobx,bloby,xs,ys,dx,dy,diasx,episx,diasy,episy,nb,kk,100,0,2); else if (kk<2801) blob_morph(blobx,bloby,xs,ys,dx,dy,nb); else if (kk<2802) blob_tremble(blobx,bloby,nb,0,0); else if (kk<2951) blob_tremble(blobx,bloby,nb,1,1); else if (kk<3250) blob_tremble(blobx,bloby,nb,2,2); else if (kk<3251) blob_rotate(blobx,bloby,xs,ys,nb,rk,.99,0); else if (kk<3550) {blob_rotate(blobx,bloby,xs,ys,nb,rk,.99,1); rk++;} else if (kk<3551) toing_precalcs(blobx,bloby,xs,ys,vx,vy,f,nb,1); else if (kk<4000) blob_toing(blobx,bloby,xs,ys,vx,vy,f,nb); else if (kk<4001) for (n=0;n<nb;n++) f[n]=-.025; else if (kk<4400) blob_toing(blobx,bloby,xs,ys,vx,vy,f,nb); else {return;}
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ret |
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Code: function CheckProfile($page_id) { // on recupere le user level ID $userlevel_id = $_SESSION['level']; // on recupere les droits de ce user level $get_rights = 'SELECT * FROM user_levels WHERE user_level_id = "'.$userlevel_id.'"'; $exec_get_rights = mysql_query($get_rights); while ($data = mysql_fetch_assoc($exec_get_rights)) { // on cree des tableaux contenant les ID des modules de ce user level $read = explode(" ", $data['read_modules']); $update = explode(" ", $data['update_modules']); $delete = explode(" ", $data['delete_modules']); } // on initialise des variables a no $rights_read = 'no'; $rights_update = 'no'; $rights_delete = 'no'; // on choppe le module_id dans la base correspondant a l'ID de la page actuelle $query_modidpage = 'SELECT module_id FROM inv_modules WHERE module_files REGEXP "[[:<:]]'.$page_id.'[[:>:]]"'; $exec_modidpage = mysql_query($query_modidpage); $result_modidpage = mysql_result($exec_modidpage, 0); // on regarde si le user a accès à ce module avec un quelconque droit if (in_array($result_modidpage, $read)) { $rights_read = 'yes'; } if (in_array($result_modidpage, $update)) { $rights_update = 'yes'; } if (in_array($result_modidpage, $delete)) { $rights_delete = 'yes'; } // si le user level n'a aucun droit, on exit la page if (($rights_read == 'no') && ($rights_update == 'no') && ($rights_delete == 'no')) { echo '<br><font size="2">Your User Level is not authorized to access this page</font><br>'; exit; } // on renvoie les 3 variables return array($rights_read, $rights_update, $rights_delete);
}
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Code: // Check whether the edge has already generated a vertex bool unhandled = true; int h = 0; for (; (unhandled = (visitedEdges[h][0] != e[0] || visitedEdges[h][1] != e[1])) && h < nVisitedEdges; ++h) {}
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Code:mainloop: lea $bfe001,a0 bset #1,(a0) btst #6,(a0) bne.b mainloop moveq #0,d0 rts
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10 goto 10
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Code: #ifndef __BYTE_STREAM_HPP #define __BYTE_STREAM_HPP
class EOFException {};
class ByteInputStream { public: ByteInputStream(void *data, int length); ByteInputStream(FILE * file); ~ByteInputStream(); template <typename T> ByteInputStream &operator |(T &value); char * readAsciiz(); int readColor(); int readSmartInteger(); float readSmartFloat(int style);
private: void checkEOF(int v) { if (pos+v>length) throw EOFException(); }; int length; int pos; void * data; };
template <typename T> ByteInputStream &ByteInputStream::operator |(T &value) { checkEOF(sizeof(T)); unsigned char * data=(unsigned char *)this->data+pos; value=*(T *)data; pos+=sizeof(T); return *this; }
#endif
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echo SHOW US YOUR |
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Code: '**** Check if the Hero is on a platform or not x=HeroX#/PlatformW x2=(HeroX#+HeroW)/PlatformW y=PlatformY HeroFalling=True For z=0 To PlatformTilesH-1 If (OldHeroY#<=y) And (HeroY#>=y) Then If (PlatformTiles[x,z]<>0) Or (PlatformTiles[x2,z]<>0) Then HeroFalling=False HeroY#=y HeroVY#=0 EndIf EndIf y=y+PlatformGap Next
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Code: /** * Returns the number of one-bits in the two's complement binary * representation of the specified <tt>int</tt> value. This function is * sometimes referred to as the <i>population count</i>. * * @return the number of one-bits in the two's complement binary * representation of the specified <tt>int</tt> value. * @since 1.5 */ public static int bitCount(int i) { // HD, Figure 5-2 i = i - ((i >>> 1) & 0x55555555); i = (i & 0x33333333) + ((i >>> 2) & 0x33333333); i = (i + (i >>> 4)) & 0x0f0f0f0f; i = i + (i >>> 8); i = i + (i >>> 16); return i & 0x3f; }
/** * Returns the value obtained by reversing the order of the bits in the * two's complement binary representation of the specified <tt>int</tt> * value. * * @return the value obtained by reversing order of the bits in the * specified <tt>int</tt> value. * @since 1.5 */ public static int reverse(int i) { // HD, Figure 7-1 i = (i & 0x55555555) << 1 | (i >>> 1) & 0x55555555; i = (i & 0x33333333) << 2 | (i >>> 2) & 0x33333333; i = (i & 0x0f0f0f0f) << 4 | (i >>> 4) & 0x0f0f0f0f; i = (i << 24) | ((i & 0xff00) << 8) | ((i >>> 8) & 0xff00) | (i >>> 24); return i; }
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Code: '**** Compute vertical movement of Hero 'For every speed we compute velocity and acceleration using the formulaes: ' v(0)=0 ' v(n+1)=v(n)*k + a with 0<k<1 'This serie converges to the fixed point of f(x)=x*k+a 'Thus velocity converges to a/(1-k) which is MaxSpeed 'If we know MaxSpeed then a=MaxSpeed*(1-k) HeroY#=HeroY#+DeltaY OldHeroY#=HeroY# HeroAY#=HeroMaxSpeedY*(1-0.9) HeroVY#=HeroVY#*0.9+HeroAY# HeroY#=HeroY#+HeroVY#*DeltaTime/1000 |
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Code:int bankAccount = 45000; for (int numGF = 0; bankAccount; bankAccount -= (numGF * 10), numGF++);
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@LovCAPONE: numGF can get HUGE this way :) |
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The velocity calculus above is lousy, because if the machine runs faster the code is called more, then the absorption (0.9) is used more. The following tries to assess the problem:
Code: '**** Compute vertical movement of Hero 'k is Absorption 'For every speed we compute velocity and acceleration using the formulaes: ' v(0)=0 ' v(n+1)=v(n)*k + a with 0<k<1 'Thus v(n+p)=v(n)*k^p + a*(1+k+k^2+...+k^(p-1)) ' v(n+p)=v(n)*k^p + a*(1-k^p)/(1-k) 'This serie converges to the fixed point of f(x)=x*k+a 'Thus velocity converges to a/(1-k) which is MaxSpeed 'If we know MaxSpeed then a=MaxSpeed*(1-k) Absorption#=0.993 Absorption_power#=Absorption#^DeltaTime HeroAY#=HeroMaxSpeedY*(1-Absorption) HeroVY#=HeroVY#*Absorption_power#+HeroAY#*(1-Absorption_power#)/(1-Absorption) HeroY#=HeroY#+HeroVY#*DeltaTime/1000
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lda $666 |
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POP CS |
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Move.l $1,d0 |
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Labelling |
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not a random "line" but a random snapshot of a VPL state ;)
Just implemented colored beziers for connections.. nothing new I know, but still works well in realtime when zooming out. a lot better than my previous straight white lines for sure!
This is about half of the stuff open in the luna:reactivation demo. Of course one zooms in and closes most of these boxes when working, but I wanted to see how well the bezier drawing stuff performed, and it's good enough.. red pipes are render, green is float values, blue is textures, orange is unit quaternions (rotations) etc.
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Code: scroll: move.w howlong,d0 add.w #4,nutte move.w nutte,d1 cmp.w d0,d1 bhi geschlechtsverkehr rts
geschlechtsverkehr: move.w #0,nutte jsr buchstabe rts
Found in the source of an old Mygon intro. |
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