- 1
String url = m_launchUrl.replaceAll(" ", "%20");
Нашли или выдавили из себя код, который нельзя назвать нормальным, на который без улыбки не взглянешь? Не торопитесь его удалять или рефакторить, — запостите его на говнокод.ру, посмеёмся вместе!
+79
String url = m_launchUrl.replaceAll(" ", "%20");
Percent-encode по-Адобовски.
http://svn.apache.org/repos/asf/incubator/flex/trunk/modules/debugger/src/java/flash/tools/debugger/concrete/PlayerSession.java
−136
sub parse_http_date($)
{
my ($date)=@_;
my %months=(Jan=>0,Feb=>1,Mar=>2,Apr=>3,May=>4,Jun=>5,Jul=>6,Aug=>7,Sep=>8,Oct=>9,Nov=>10,Dec=>11);
if($date=~/^[SMTWF][a-z][a-z], (\d\d) ([JFMASOND][a-z][a-z]) (\d\d\d\d) (\d\d):(\d\d):(\d\d) GMT$/)
{ return eval { timegm($6,$5,$4,$1,$months{$2},$3-1900) } }
return undef;
}
Вакаба.
−109
// код в модели - создаются фильтры для колонок
override protected function createFiltersData():IList
{
var filtersDescription:IList = new ArrayList();
filtersDescription.addItem(new StatusFilter());
filtersDescription.addItem(new ProdUIDFilter());
filtersDescription.addItem(new ProdLongNameFilter());
filtersDescription.addItem(new ProductTypeFilter());
filtersDescription.addItem(new LatestRecordFilter());
filtersDescription.addItem(new LastActionFilter(true));
filtersDescription.addItem(new UsersFilter(this.userModel.users, true));
filtersDescription.addItem(new PublishFilter(true));
filtersDescription.addItem(new ProdNameFilter(true));
filtersDescription.addItem(new ProductComplexityRatingFilter(true));
filtersDescription.addItem(new ProductDescriptionFilter(true));
return filtersDescription;
}
// код в контроллере - создаются сами колонки
override protected function createTableColumns () : Array
{
var columns : Array = new Array();
columns.push(new ProdUIDColumn(0));
columns.push(new ProdLongNameColumn(1));
columns.push(new ProdNameColumn(2));
columns.push(new ProductDescriptionColumn(8));
columns.push(new ProdTypeColumn(3));
columns.push(new ProdComplRatingColumn(4));
columns.push(new EditorSeparator(40, 5));
columns.push(new CommentsColumn(9));
columns.push(new ValidStartDateColumn(6));
columns.push(new ValidEndDateColumn(7));
columns.push(new LastActionColumn());
columns.push(new UserColumn());
columns.push(new LastActionDateColumn());
columns.push(new LatestRecordColumn());
columns.push(new StatusColumn());
columns.push(new PublishColumn());
return columns;
}
Со слезами в глазах вопрошаю - ну нахуя, а????
+19
void load_functions(void** functions[], const char* names[], ushort count)
{
for(ushort i=0; i<count; i++)
*functions[i]=wglGetProcAddress(names[i]);
}
...
void* const glslFunctions[]={&glCreateShader, &glShaderSource, &glCompileShader,
&glGetShaderiv, &glGetShaderInfoLog, &glDeleteShader,
&glCreateProgram, &glAttachShader, &glLinkProgram, &glGetProgramiv,
&glGetProgramInfoLog, &glUseProgram, &glDeleteProgram,
&glGetUniformLocation, &glGetActiveUniform, &glBindAttribLocation,
&glGenProgramPipelines, &glBindProgramPipeline, &glDeleteProgramPipelines, &glUseProgramStages,
&glProgramParameteri, &glGetProgramPipelineiv, &glValidateProgramPipeline, &glGetProgramPipelineInfoLog,
&glProgramUniform1i, &glProgramUniform2iv, &glProgramUniform3iv, &glProgramUniform4iv,
&glProgramUniform1ui, &glProgramUniform2uiv, &glProgramUniform3uiv, &glProgramUniform4uiv,
&glProgramUniform1f, &glProgramUniform2fv, &glProgramUniform3fv, &glProgramUniform4fv,
&glProgramUniform1d, &glProgramUniform2dv, &glProgramUniform3dv, &glProgramUniform4dv,
&glProgramUniformMatrix2fv, &glProgramUniformMatrix3fv, &glProgramUniformMatrix4fv,
&glProgramUniformMatrix2x3fv, &glProgramUniformMatrix2x4fv,
&glProgramUniformMatrix3x2fv, &glProgramUniformMatrix3x4fv,
&glProgramUniformMatrix4x2fv, &glProgramUniformMatrix4x3fv,
&glProgramUniformMatrix2dv, &glProgramUniformMatrix3dv, &glProgramUniformMatrix4dv,
&glProgramUniformMatrix2x3dv, &glProgramUniformMatrix2x4dv,
&glProgramUniformMatrix3x2dv, &glProgramUniformMatrix3x4dv,
&glProgramUniformMatrix4x2dv, &glProgramUniformMatrix4x3dv};
const char* glslFuncNames[sizeof(glslFunctions)/sizeof(glslFunctions[0])]=
{"glCreateShader", "glShaderSource", "glCompileShader",
"glGetShaderiv", "glGetShaderInfoLog", "glDeleteShader",
"glCreateProgram", "glAttachShader", "glLinkProgram", "glGetProgramiv",
"glGetProgramInfoLog", "glUseProgram", "glDeleteProgram",
"glGetUniformLocation", "glGetActiveUniform", "glBindAttribLocation",
"glGenProgramPipelines", "glBindProgramPipeline", "glDeleteProgramPipelines", "glUseProgramStages",
"glProgramParameteri", "glGetProgramPipelineiv", "glValidateProgramPipeline", "glGetProgramPipelineInfoLog",
"glProgramUniform1i", "glProgramUniform2iv", "glProgramUniform3iv", "glProgramUniform4iv",
"glProgramUniform1ui", "glProgramUniform2uiv", "glProgramUniform3uiv", "glProgramUniform4uiv",
"glProgramUniform1f", "glProgramUniform2fv", "glProgramUniform3fv", "glProgramUniform4fv",
"glProgramUniform1d", "glProgramUniform2dv", "glProgramUniform3dv", "glProgramUniform4dv",
"glProgramUniformMatrix2fv", "glProgramUniformMatrix3fv", "glProgramUniformMatrix4fv",
"glProgramUniformMatrix2x3fv", "glProgramUniformMatrix2x4fv",
"glProgramUniformMatrix3x2fv", "glProgramUniformMatrix3x4fv",
"glProgramUniformMatrix4x2fv", "glProgramUniformMatrix4x3fv",
"glProgramUniformMatrix2dv", "glProgramUniformMatrix3dv", "glProgramUniformMatrix4dv",
"glProgramUniformMatrix2x3dv", "glProgramUniformMatrix2x4dv",
"glProgramUniformMatrix3x2dv", "glProgramUniformMatrix3x4dv",
"glProgramUniformMatrix4x2dv", "glProgramUniformMatrix4x3dv"};
load_functions((void***)glslFunctions, glslFuncNames, sizeof(glslFunctions)/sizeof(glslFunctions[0]));
...
Вот так я загружаю расширения OpenGL!
+19
delete this;
Это написал гейдевщик.
Но когда его спросили: "Почему? Зачем?"
Он ответил: "Я создаю принципиально новую охретектуру движка. Это будет лучший двиг всех времен и народов."
+4
#include <iostream>
using std::cin;
using std::cout;
using std::endl;
#include <cmath>
double mySqrt( float, float );
int main() {
float a, n;
cin >> a >> n;
cout << mySqrt( a, n ) << endl;
return 0;
}
double mySqrt( float a, float n ) {
const double EPSILON = 0.00001;
double precision;
double x = 0, x_prev = 1.0;
do {
x = (x_prev * (n - 1.0) + a / pow( x_prev, n - 1.0 )) / n;
precision = fabs( x - x_prev );
x_prev = x;
} while( precision > EPSILON );
return x;
}
Студентота, да.
Извлечение корней.
+13
#pragma comment(linker, "/export:?CreateEngine3D@pbl3d@@YGJAAPAUIEngine3D@1@ABUSENGINE3DCREATEPARAMETERS@1@PAUIEvents@1@@Z=?CreateEngine3D@core@pbl3d@@YGJAAPAUIEngine3D@2@ABUSENGINE3DCREATEPARAMETERS@2@PAUIEvents@2@@Z")
"А вдоль дороги мертвые кресты стоят... И тишина..."
+100
synchronized(new Object()){
...
}
http://stackoverflow.com/questions/9840959/how-to-judge-which-object-to-be-synchronized-in-java-thread
+77
@Override
public String toString(){
return this.toString();
}
+18
// ОЛОЛО ОЛОЛО КРЕСТОШАБЛОНЫ И ХУЙЛО
if (ro<Fixed(100))
DrawCircle<0>(b, x, y, ri, ro, ball.color);
else if (ro<Fixed(200))
DrawCircle<1>(b, x, y, ri, ro, ball.color);
else if (ro<Fixed(400))
DrawCircle<2>(b, x, y, ri, ro, ball.color);
else if (ro<Fixed(800))
DrawCircle<3>(b, x, y, ri, ro, ball.color);
else if (ro<Fixed(1600))
DrawCircle<4>(b, x, y, ri, ro, ball.color);
else if (ro<Fixed(3200))
DrawCircle<5>(b, x, y, ri, ro, ball.color);
else if (ro<Fixed(6400))
DrawCircle<6>(b, x, y, ri, ro, ball.color);
else if (ro<Fixed(12800))
DrawCircle<7>(b, x, y, ri, ro, ball.color);
else
DrawCircle<8>(b, x, y, ro, ri, ball.color);
Я знаю, что рекурсивный крестошаблон сможет сделать то же самое, но крестопортянка всё равно быстрее пишется и выглядит нагляднее.