- English: https://www.powerlanguage.co.uk/wordle/ (the one to start the craze) and https://hellowordl.net/ (some additional features)
- Swedish: https://ordlig.se/ and https://ordlek.github.io/ordlek/ and https://swordle.glitch.me/
- Romanian: https://cuvantul.github.io/cuvantul/
- Finnish: https://sanuli.fi/
- Portuguese: https://term.ooo/
- French: https://motle.fac3.org/ and https://wordle.louan.me/
- Norwegian: https://www.fiveletters.xyz/no/five
- Danish: https://xn--wrdle-vua.dk/ and https://ordlek.github.io/ordlek/dansk/
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// ==UserScript== | |
// @name HN Prominent User Names | |
// @namespace Violentmonkey Scripts | |
// @grant none | |
// @version 1.0 | |
// @author Sean T. McBeth - [email protected] | |
// @description Make user names on Hacker News more prominent, so we can start to remember people. | |
// @match https://news.ycombinator.com/* | |
// ==/UserScript== | |
'use strict'; |
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import { WorkerClient } from "./WorkerClient"; | |
import { fibonacci as _fibonacci } from "./ExampleFunction"; | |
// We'll have a pool of 10 workers from which to run. | |
const worker = new WorkerClient("ExampleServer.bundle.js", "ExampleServer.bundle.min.js", 10); | |
// We can provide a UI-thread fallback, in case we're running on a system that doesn't support workers | |
export const fibonnaci = worker.createExecutor<number>( | |
(n: number, onProgress?: progressCallback) => worker.execute("fibonacci", [n], onProgress), | |
(n: number, onProgress?: progressCallback) => _fibonacci(n, onProgress)); |
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public static class DateTimeExt | |
{ | |
#if UNITY_ANDROID && NET_4_6 && !UNITY_EDITOR | |
static int cachedOffset = 0; | |
#endif | |
static int MillisecondsOffset | |
{ | |
get | |
{ | |
#if !UNITY_ANDROID || !NET_4_6 || UNITY_EDITOR |
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class ScoreTable { | |
// blah blah blah | |
} | |
static string ScoreFilePath = PathX.Combine(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData), "AndTheory", "Dodgewall", "scores.js"); | |
void Save(ScoreTable scoreObject) | |
{ | |
var parts = ScoreFilePath.Split(Path.DirectorySeparatorChar); | |
var rebuild = parts[0]; |
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var path = PathX.Combine(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData), "AndTheory", "Dodgewall", "scores.js"); | |
var parts = path.Split(Path.DirectorySeparatorChar); | |
var rebuild = parts[0]; | |
for(int i = 1; i < parts.Length - 1; ++i) | |
{ | |
rebuild = PathX.Combine(rebuild, parts[i]); | |
if(!Directory.Exists(rebuild)) | |
{ | |
Directory.CreateDirectory(rebuild); | |
} |
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/* global require, __dirname */ | |
var socketio = require( "socket.io" ), | |
http = require( "http" ), | |
mime = require( "mime" ), | |
path = require( "path" ), | |
fs = require( "fs" ), | |
format = require( "util" ).format, | |
serialPort = require( "serialport" ), | |
os = require( "os" ), | |
spawn = require( "child_process" ).spawn, |
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// I don't know why I did this as a define instead of a const int. | |
#define NUM_FINGERS 5 | |
// This is a configuration for the pins on which the motors are hooked up. | |
// I do most of my projects this way so I can move pins around easily and | |
// not have to worry about rewriting a lot of code | |
const int FINGER_PINS[NUM_FINGERS] = {4, 5, 6, 11, 12}; | |
// Holds the byte read in from the serial port. I statically allocate everything | |
// because there is no reason not to on such a simple application. This way, |
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vertexShader: | |
"varying vec2 vUv;\n\ | |
\n\ | |
void main() {\n\ | |
vUv = uv;\n\ | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\ | |
}", | |
fragmentShader: | |
"uniform float amount;\n\ |
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Keyboard and Mouse behaviors of Steam Controller | |
You can configure most of this in Steam > Big Picture > Settings > Controller > Configurations > Desktop configuration | |
Left trigger (analog): N/A | |
Left trigger (click): right click | |
Left bumper: left ctrl | |
Left grip: browser back | |
Right trigger (analog): N/A | |
Right trigger (click): left click |
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