Random line of code thread
category: code [glöplog]
INC $d418!
Code:
lda fadeTab,x
Quote:
Code:note - 69.0
nice
Code:
static int bitLen(int w)
{
// Binary search - decision tree (5 tests, rarely 6)
return (w < 1 << 15 ? (w < 1 << 7
? (w < 1 << 3 ? (w < 1 << 1
? (w < 1 << 0 ? (w < 0 ? 32 : 0) : 1)
: (w < 1 << 2 ? 2 : 3)) : (w < 1 << 5
? (w < 1 << 4 ? 4 : 5)
: (w < 1 << 6 ? 6 : 7)))
: (w < 1 << 11
? (w < 1 << 9 ? (w < 1 << 8 ? 8 : 9) : (w < 1 << 10 ? 10 : 11))
: (w < 1 << 13 ? (w < 1 << 12 ? 12 : 13) : (w < 1 << 14 ? 14 : 15)))) : (w < 1 << 23 ? (w < 1 << 19
? (w < 1 << 17 ? (w < 1 << 16 ? 16 : 17) : (w < 1 << 18 ? 18 : 19))
: (w < 1 << 21 ? (w < 1 << 20 ? 20 : 21) : (w < 1 << 22 ? 22 : 23))) : (w < 1 << 27
? (w < 1 << 25 ? (w < 1 << 24 ? 24 : 25) : (w < 1 << 26 ? 26 : 27))
: (w < 1 << 29 ? (w < 1 << 28 ? 28 : 29) : (w < 1 << 30 ? 30 : 31)))));
}
audio mastering code from MEGADEMO:
Code:
soundsGreatSample = (float)( ((char)(floatSample * 127.f)) / 127.f );
:D
msg db "Well done Kevin!",0
Code:
ac = 0.96*clamp(pow(clamp(texture(feedback, (0.5+0.5*(1.0*(-1.0+2.0*uv2)))+off*mix(0.02, 0.5, smoothstep(20.0*0.3, 21.*0.3, time)-0.3*smoothstep(61.*0.3,80.*0.3,time)))-disp, 0.0, 1.0), 0.96*vec4(1.002*(1.0-disp))), 0.0, 1.0);
Code:
// TODO: More stuff based on cycles or something. :D
Hey, JavaScript wizard out there...
Full ugly code here
Code:
is ugly, how to polish it?<FORM NAME="SauteMouton" METHOD=POST>
<IMG NAME="pos0" SRC="blanc.png" onClick="Deplacer(this.form,0);">
<IMG NAME="pos1" SRC="blanc.png" onClick="Deplacer(this.form,1);">
<IMG NAME="pos2" SRC="blanc.png" onClick="Deplacer(this.form,2);">
<IMG NAME="pos3" SRC="vide.png" onClick="Deplacer(this.form,3);">
<IMG NAME="pos4" SRC="noir.png" onClick="Deplacer(this.form,4);">
<IMG NAME="pos5" SRC="noir.png" onClick="Deplacer(this.form,5);">
<IMG NAME="pos6" SRC="noir.png" onClick="Deplacer(this.form,6);">
<BR>
<INPUT TYPE="button" VALUE="RESET" onClick="Reset(this.form)">
</FORM>
Full ugly code here
Code:
#include <delta_c.c> // Shouldn't do this, but I did it anyway
Code:
do _nextId++; while (_usedIds.Contains(_nextId));
Evaluation = Scripts[script].EvaluateAll(Evaluator->evaluation, EVALUATE);
Code:
glCullFace(GL_FRONT) //lol falschrum
Code:
RECTFILL(127,127,0,0,0)
rez ^_^
Code:
if ((curmode->convflags & PTC_CONVERT_DOUBLE) && !(curmode->convflags & PTC_CONVERT_SOFTDOUBLE))
outp(0x3d4, 0x9); outp(0x3d5, (inp(0x3d5) & 0xE0) | ((inp(0x3d5) + 1) & 0x1F));
this little "why-you-need-braces-dood" caused S3 chips to shift down linear framebuffer pointer to 64kb every mode set (since port 0x3d4 == 0x59 I assume, and it holds bits 16-23 of LFB address) until reboot, so I've spent a couple of time finding out why all VBE2.0 stuff looks misaligned and I even tried to adjust monitor controls :D
Quote:
MEMSET(0X6000,0X11,0X2000)
@virgill after tons of tests, RECTFILL(127,127,0,0,0) is the fastest method to clear the screen, even faster (very slightly) than the MEMSET version above :)
Rez, didn't knew. Good you tested it ☺
Code:
bt dx,8+8
Code:
**********************************************************************
******************Änderungen nur in Absprache mit SD******************
****Zuwiderhandlungen werden mit einem Kasten Bier sanktioniert!!!****
**********************************************************************
Quote:
sys64738
Code:
// why did I have to type this myself, Cinema4D?
static const double unitScales[] = { 1.0, 1000.0, 1.0, 0.01, 0.001, 0.000001, 0.000000001, 1609.344, 0.914, 0.305, 0.0257 };
import numpy as fuckingdontknowanythingaboutmathematics