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function Calculate(...)
{
.....
if (d == (1 - 1))
.....
}
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!
+96.8
function Calculate(...)
{
.....
if (d == (1 - 1))
.....
}
Вот встретилось )))) Видать раньше формула была несколько серьезней, а народ уже двинулся от расчетов что такое понаписал )))))))))
+96.5
procedure AsmRGBBiter15;assembler;
procedure AsmRGBBiter16;assembler;
//procedure AsmRGBBiter24;assembler;
procedure AsmRGBBiter32;assembler;
procedure AsmRGBBiterEx15;assembler;
procedure AsmRGBBiterEx16;assembler;
//procedure AsmRGBBiterEx24;assembler;
procedure AsmRGBBiterEx32;assembler;
procedure RGBBiterEx32(RGB32Stream,RGBNeed:pointer;Count:dword);pascal;assembler;
//procedure RGBBiterEx24(RGB32Stream,RGBNeed:pointer;Count:dword);pascal;assembler;
procedure RGBBiterEx16(RGB32Stream,RGBNeed:pointer;Count:dword);pascal;assembler;
procedure RGBBiterEx15(RGB32Stream,RGBNeed:pointer;Count:dword);pascal;assembler;
procedure AsmRGB16;assembler;
procedure AsmRGB15;assembler;
//procedure AsmRGB24;assembler;
procedure AsmRGB32;assembler;
function GetRValue32(color:dword):byte;Pascal;
function GetGValue32(color:dword):byte;Pascal;
function GetBValue32(color:dword):byte;Pascal;
//function GetRValue24(color:dword):byte;Pascal;
//function GetGValue24(color:dword):byte;Pascal;
//function GetBValue24(color:dword):byte;Pascal;
function GetRValue16(color:dword):byte;Pascal;
function GetGValue16(color:dword):byte;Pascal;
function GetBValue16(color:dword):byte;Pascal;
function GetRValue15(color:dword):byte;Pascal;
function GetGValue15(color:dword):byte;Pascal;
function GetBValue15(color:dword):byte;Pascal;
function GetSceenRect:trect;
procedure DrawSceenHLine32(x1,x2,y,color:dword);pascal;assembler;
procedure DrawSceenHLine15(x1,x2,y,color:dword);pascal;assembler;
procedure DrawSceenHLine16(x1,x2,y,color:dword);pascal;assembler;
//procedure DrawSceenHLine24(x1,x2,y,color:dword);pascal;assembler;
procedure DrawSceenVLine32(x,y1,y2,color:dword);pascal;assembler;
//procedure DrawSceenVLine24(y1,y2,x,color:dword);pascal;assembler;
procedure DrawSceenVLine15(x,y1,y2,color:dword);pascal;assembler;
procedure DrawSceenVLine16(x,y1,y2,color:dword);pascal;assembler;
Программа работает только в 32битном режиме экрана. :D
+96.5
......
int a1=0,a2=0,a3=0,a4=0,a5=0,a6=0,a7=0,a8=0,a9=0,a10=0;
for (int i=0;i<arl->Count;i++)
{
if(arl[i]<0.1)
{
a1++;
}
if(arl[i]<0.2&&arl[i]>0.1)
{
a2++;
}
if(arl[i]<0.3&&arl[i]>0.2)
{
a3++;
}
if(arl[i]<0.4&&arl[i]>0.3)
{
a4++;
}
if(arl[i]<0.5&&arl[i]>0.4)
{
a5++;
}
if(arl[i]<0.6&&arl[i]>0.5)
{
a6++;
}
if(arl[i]<0.7&&arl[i]>0.6)
{
a7++;
}
if(arl[i]<0.8&&arl[i]>0.7)
{
a8++;
}
if(arl[i]<0.9&&arl[i]>0.8)
{
a9++;
}
if(arl[i]<1&&arl[i]>0.9)
{
a10++;
}
}
.....
определение количества элементов в каждом диапазоне. Было написано быстро и влоб, т.к ничего красивее придумать не смог, да и времени не было.
+96.4
temp:= min(Mon.VGA,Comp.VGA);
inc(n,temp);
dec(Mon.VGA,temp);
dec(Comp.VGA,temp);
temp:= min(Mon.DVI,Comp.DVI);
inc(n,temp);
dec(Mon.DVI,temp);
dec(Comp.DVI,temp);
temp:= min(Mon.Multi,Comp.Multi);
inc(n,temp);
dec(Mon.Multi,temp);
dec(Comp.Multi,temp);
if Mon.Multi<>0
then
begin
temp:= min(Mon.Multi,Comp.VGA);
inc(n,temp);
dec(Mon.Multi,temp);
dec(Comp.VGA,temp);
temp:= min(Mon.Multi,Comp.DVI);
inc(n,temp);
dec(Mon.Multi,temp);
dec(Comp.DVI,temp);
end;
if Comp.Multi<>0
then
begin
temp:= min(Mon.VGA,Comp.Multi);
inc(n,temp);
dec(Mon.VGA,temp);
dec(Comp.Multi,temp);
temp:= min(Mon.DVI,Comp.Multi);
inc(n,temp);
dec(Mon.DVI,temp);
dec(Comp.Multi,temp);
end;
Из ещё одного решения олимпиадной задачи. Вроде подсчитывает количество компов, которые можно собрать при учёте, что у системников и мониторов может быть интерфейс DVI, VGA или оба сразу (Multi).
+96.3
public class zTimer
{
object SomeTag;
int StartTime;
int TimeOut;
public int Start(int Value, object tag)
{
SomeTag = tag;
TimeOut = Value;
StartTime = MakeLngTime(DateTime.Now);
return StartTime;
}
public int MakeLngTime(DateTime Tm)
{
return ((Tm.Day * 24 + Tm.Hour) * 60 + Tm.Minute) * 60 + Tm.Second;
}
public bool IsTimeOut(object tag)
{
if (tag != null && SomeTag != null)
{
if (tag == SomeTag)
{
if (MakeLngTime(DateTime.Now) > StartTime + TimeOut)
{
return true;
}
else
{
return false;
}
}
else
{
StartTime = MakeLngTime(DateTime.Now);
SomeTag = tag;
return false;
}
}
else
{
if (MakeLngTime(DateTime.Now) > StartTime + TimeOut)
{
return true;
}
else
{
return false;
}
}
}
}
Могучий таймер. Особое внимание стоит уделить методу MakeLngTime.
+96.2
{nemnogo pritiormozim nas processor}
for rre:=1 to 3 do begin
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
for rt:=1 to 10000 do rr:=random(rt)*rt;
end;
{vse teper prodolzaem pisat progu}
+96.1
[TestFixture]
class Program
{
static void Main(string[] args)
{
.................
}
}
[TestFixture]
internal class FileParser
{
[Test]
private static string Replace(string inputValue, string oldWord,string newWord)
{
return inputValue.Replace(oldWord, newWord);
}
[Test]
private static string Remove(string inputValue, string word)
{
return inputValue.Replace(word, null);
}
[Test]
public string Run(string stringFromFile)
{
foreach (var command in _listOfCommands)
{
switch (command.IdCommand)
{
case 0:
stringFromFile = Replace(stringFromFile, command.OldWord, command.NewWord);
break;
case 1:
stringFromFile = Remove(stringFromFile, command.NewWord);
break;
}
}
return stringFromFile;
}
}
программист слишком буквально понял TestDrivenDevelopment :)) взято из консольного приложения
+96
protected override void OnSourceInitialized(EventArgs e)
{
base.OnSourceInitialized(e);
var hWndSource = (HwndSource)PresentationSource.FromVisual(this);
Handle = hWndSource.Handle;
hWndSource.AddHook(WndProc);
}
private const int WM_ACTIVATE = 0x0006;
private const ushort WA_INACTIVE = 0;
static ushort LOWORD(IntPtr I)
{
unchecked
{
return (ushort)(((uint)I) & 0xFFFF);
}
}
protected IntPtr WndProc(IntPtr hWnd, int iMsg, IntPtr wParam, IntPtr lParam, ref bool bHandled)
{
switch (iMsg)
{
case WM_ACTIVATE:
Opacity = LOWORD(wParam) == WA_INACTIVE ? 0.4 : 1.0;
bHandled = true;
return (IntPtr)1;
}
return IntPtr.Zero;
}
Из моего проекта. Так я писал код 0.8 год назад.
Вместо того, чтобы использовать OnActivated и OnDeactivated.
+96
_catalogDb.Categories
.Where(w => w.Resources.Where(r => _catalogDb.Resources
.Where(a => _catalogDb.Persons.Where(b => b.EmployeeNumber == employeeNumber)
.Select(c => c.VIP).FirstOrDefault() || !a.VIP)
.Where(a => _catalogDb.Persons.Where(b => b.EmployeeNumber == employeeNumber)
.Select(c => c.InnerEmployee).FirstOrDefault() || !a.InnerEmployee)
.Where(a => !a.Paths.Any()
|| a.Paths.Where(wer => wer.Name == null).Any()
|| a.Paths.Where(pt => pt.Name != null && _catalogDb.Persons
.Where(b => b.EmployeeNumber == employeeNumber)
.Select(c => c.Path).FirstOrDefault().Contains(pt.Name)).Any())
.Where(a => !a.Filials.Any() || a.Filials.Where(wer => wer.Code == null).Any() || a.Filials
.Where(pt => pt.Code != null && pt.Code == _catalogDb.Persons
.Where(b => b.EmployeeNumber == employeeNumber)
.Select(c => c.Filial).FirstOrDefault()).Any())
.Select(a => a.UNID).Contains(r.UNID)).Any())
.Select(s => s.ID).Distinct().ToList();
Кто сказал что Entity framework облегчает жизнь...
+96
public static string RemoveWhitespace(this string input)
{
return input.ToCharArray()
.Where(c => !Char.IsWhiteSpace(c))
.Select(c => c.ToString(CultureInfo.InvariantCulture))
.Aggregate((a, b) => a + b);
}
RemoveWhitespace