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int похуй = 0;
string похуйПлюсПохуйСтр = "похуй+похуй = ";
Console.WriteLine(похуйПлюсПохуйСтр + (похуй + похуй));
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!
0
int похуй = 0;
string похуйПлюсПохуйСтр = "похуй+похуй = ";
Console.WriteLine(похуйПлюсПохуйСтр + (похуй + похуй));
Для ВП
0
#define CONSTRUCT_JUMP(name_, opcode_) else if(mnemonic.name == #name_) \
subcompileMnemonic(mnemonic, {\
{constructDescription(CONSTANT), opcode_},\
{constructDescription(LABEL), opcode_}})
CONSTRUCT_JUMP(JMP, JMP);
CONSTRUCT_JUMP(JE, JZ);
CONSTRUCT_JUMP(JZ, JZ);
CONSTRUCT_JUMP(JNZ, JNZ);
CONSTRUCT_JUMP(JNE, JNZ);
CONSTRUCT_JUMP(JG, JG);
CONSTRUCT_JUMP(JNLE, JG);
CONSTRUCT_JUMP(JNLZ, JG);
CONSTRUCT_JUMP(JLE, JNG);
CONSTRUCT_JUMP(JLZ, JNG);
CONSTRUCT_JUMP(JNG, JNG);
CONSTRUCT_JUMP(JGE, JGZ);
CONSTRUCT_JUMP(JGZ, JGZ);
CONSTRUCT_JUMP(JNL, JGZ);
CONSTRUCT_JUMP(JNGZ, JL);
CONSTRUCT_JUMP(JNGE, JL);
CONSTRUCT_JUMP(JL , JL);
CONSTRUCT_JUMP(JB, JB);
CONSTRUCT_JUMP(JNAE, JB);
CONSTRUCT_JUMP(JNAZ, JB);
CONSTRUCT_JUMP(JC, JB);
CONSTRUCT_JUMP(JNB, JNB);
CONSTRUCT_JUMP(JAE, JNB);
CONSTRUCT_JUMP(JAZ, JNB);
CONSTRUCT_JUMP(JNC, JNB);
CONSTRUCT_JUMP(JBE, JBZ);
CONSTRUCT_JUMP(JBZ, JBZ);
CONSTRUCT_JUMP(JNA, JBZ);
CONSTRUCT_JUMP(JA, JA);
CONSTRUCT_JUMP(JNBE, JA);
CONSTRUCT_JUMP(JNBZ, JA);
CONSTRUCT_JUMP(CALL, CALL);
#undef CONSTRUCT_JUMP
0
#define CONSTRUCT_JUMP(name_, opcode_) else if(mnemonic.name == #name_) \
subcompileMnemonic(mnemonic, {\
{constructDescription(CONSTANT), opcode_},\
{constructDescription(LABEL), opcode_}})
CONSTRUCT_JUMP(JMP, JMP);
CONSTRUCT_JUMP(JE, JZ);
CONSTRUCT_JUMP(JZ, JZ);
CONSTRUCT_JUMP(JNZ, JNZ);
CONSTRUCT_JUMP(JNE, JNZ);
CONSTRUCT_JUMP(JG, JG);
CONSTRUCT_JUMP(JNLE, JG);
CONSTRUCT_JUMP(JNLZ, JG);
CONSTRUCT_JUMP(JLE, JNG);
CONSTRUCT_JUMP(JLZ, JNG);
CONSTRUCT_JUMP(JNG, JNG);
CONSTRUCT_JUMP(JGE, JGZ);
CONSTRUCT_JUMP(JGZ, JGZ);
CONSTRUCT_JUMP(JNL, JGZ);
CONSTRUCT_JUMP(JNGZ, JL);
CONSTRUCT_JUMP(JNGE, JL);
CONSTRUCT_JUMP(JL , JL);
CONSTRUCT_JUMP(JB, JB);
CONSTRUCT_JUMP(JNAE, JB);
CONSTRUCT_JUMP(JNAZ, JB);
CONSTRUCT_JUMP(JC, JB);
CONSTRUCT_JUMP(JNB, JNB);
CONSTRUCT_JUMP(JAE, JNB);
CONSTRUCT_JUMP(JAZ, JNB);
CONSTRUCT_JUMP(JNC, JNB);
CONSTRUCT_JUMP(JBE, JBZ);
CONSTRUCT_JUMP(JBZ, JBZ);
CONSTRUCT_JUMP(JNA, JBZ);
CONSTRUCT_JUMP(JA, JA);
CONSTRUCT_JUMP(JNBE, JA);
CONSTRUCT_JUMP(JNBZ, JA);
CONSTRUCT_JUMP(CALL, CALL);
#undef CONSTRUCT_JUMP
0
boolean isEven(int number) {
while (number > 2) {
number = number - 2;
}
if (number == 2) {
return true;
} else {
return false;
}
}
0
Писать однострочный код это плохо? А если в одном файле совместить серверную и клиентскую часть? Пример аддона из Garry's Mod https://steamcommunity.com/sharedfiles/filedetails/?id=2754127067
AddCSLua("cl_init.lua")
if istable( xdestore ) then if xdestore.Menu then xdestore.Menu:Remove() end if xdestore.Unlock then xdestore.Unlock:Remove() end
if xdestore.Namer then xdestore.Namer:Remove() end if xdestore.Lock then xdestore.Lock:Remove() end end xdestore = {} xdestore.Players = {}
util.AddNetworkString( "XDEST_MenuS2COpen" ) util.AddNetworkString( "XDEST_MenuS2CClose" ) util.AddNetworkString( "XDEST_SendRes" )
util.AddNetworkString( "XDEST_MenuS2CUpdate" ) util.AddNetworkString( "XDEST_MenuS2CResult" ) util.AddNetworkString( "XDEST_MenuC2SClose" )
util.AddNetworkString( "XDEST_LockReset" ) util.AddNetworkString( "XDEST_MenuC2SAction" ) util.AddNetworkString( "XDEST_SendSnd" ) util.AddNetworkString( "XDEST_SendHint" )
xdestore.AmmoMdl = {
[ "AR2" ] = "models/items/combine_rifle_cartridge01.mdl",
[ "AR2AltFire" ] = "models/items/combine_rifle_ammo01.mdl",
[ "Pistol" ] = "models/items/boxsrounds.mdl",
[ "SMG1" ] = "models/items/boxmrounds.mdl",
[ "357" ] = "models/items/357ammo.mdl",
[ "XBowBolt" ] = "models/items/crossbowrounds.mdl",
[ "Buckshot" ] = "models/items/boxbuckshot.mdl",
[ "RPG_Round" ] = "models/weapons/w_missile_closed.mdl",
[ "SMG1_Grenade" ] = "models/items/ar2_grenade.mdl",
[ "Grenade" ] = "models/items/grenadeammo.mdl",
[ "slam" ] = "models/weapons/w_slam.mdl"
}
xdestore.NonSWEP = {
[ "weapon_357" ] = "models/weapons/w_357.mdl",
[ "weapon_pistol" ] = "models/weapons/w_pistol.mdl",
[ "weapon_bugbait" ] = "models/weapons/w_bugbait.mdl",
[ "weapon_crossbow" ] = "models/weapons/w_crossbow.mdl",
[ "weapon_crowbar" ] = "models/weapons/w_crowbar.mdl",
[ "weapon_frag" ] = "models/weapons/w_grenade.mdl",
[ "weapon_physcannon" ] = "models/weapons/w_physics.mdl",
[ "weapon_ar2" ] = "models/weapons/w_irifle.mdl",
[ "weapon_rpg" ] = "models/weapons/w_rocket_launcher.mdl",
[ "weapon_slam" ] = "models/weapons/w_slam.mdl",
[ "weapon_shotgun" ] = "models/weapons/w_shotgun.mdl",
[ "weapon_smg1" ] = "models/weapons/w_smg1.mdl",
[ "weapon_stunstick" ] = "models/weapons/w_stunbaton.mdl",
[ "weapon_alyxgun" ] = "models/weapons/w_alyx_gun.mdl",
[ "weapon_annabelle" ] = "models/weapons/w_annabelle.mdl",
[ "weapon_physgun" ] = "models/weapons/w_physics.mdl"
}
xdestore.ValidAct = { [ "Take" ] = true, [ "Move" ] = true, [ "Store" ] = true, [ "Rename" ] = true, [ "TakeAll" ] = true, [ "Split" ] = true, [ "Lock" ] = true, [ "Unlock" ] = true }
xdestore.ActToNum = { "Take", "Move", "Store", "TakeAll", "Rename", "Split", "Lock", "Unlock" }
xdestore.LockType = { "Simple", "Complex", "Question", "Key Weapon", "Group", "Personal" }
net.Receive( "XDEST_MenuS2COpen", function() local int = net.ReadFloat() local tab = net.ReadString() local con = net.ReadString()
local ent = net.ReadEntity() xdestore:OpenMenu( ply, int, tab, con, ent ) end )
net.Receive( "XDEST_MenuS2CClose", function() if xdestore.Menu then xdestore.Menu:Remove() end if xdestore.Namer then xdestore.Namer:Remove() end
if xdestore.Lock then xdestore.Lock:Remove() end if xdestore.Unlock then xdestore.Unlock:Remove() end end )
net.Receive( "XDEST_MenuS2CUpdate", function()
local tab = util.JSONToTable( net.ReadString() ) local con = util.JSONToTable( net.ReadString() ) local aa = net.ReadBool() local bb = net.ReadBool()
if IsValid( xdestore.Menu ) then xdestore.Menu.V_DataStat = tab xdestore.Menu.V_DataCont = con xdestore.Menu:UpdateItems( aa, bb ) end
end )
net.Receive( "XDEST_MenuC2SClose", function( len, ply ) if len > 32 or !IsValid( ply ) then return end
local int = net.ReadFloat() if IsValid( ply ) and ply:IsPlayer() and !ply:IsBot() and isnumber( int ) then xdestore:CloseMenu( ply, int ) end
end )
net.Receive( "XDEST_MenuC2SAction", function( len, ply ) if len >= 4096 or !IsValid( ply ) then return end
if isnumber( ply.XDEST_Cool ) and ply.XDEST_Cool > CurTime() then xdestore:SendHint( ply, "You are doing too fast!", "resource/warning.wav", 0 ) end
ply.XDEST_Cool = CurTime()+0.25 if !IsValid( ply:GetNWEntity( "XDEST_Ent" ) ) or ply:GetNWEntity( "XDEST_Ent" ) == Entity( 0 ) then return end local self = ply:GetNWEntity( "XDEST_Ent" )
if ( ( !isstring( self.Base ) or self.Base != "xdest_base" ) and self:GetClass() != "xdest_base" and self:GetClass() != "weapon_xdest" )
or !isstring( self.XDEST_Data ) or !isstring( self.XDEST_Contain ) then return end
local act = net.ReadFloat() local str = net.ReadString() if !isnumber( act ) then return end act = math.Round( act )
if !isstring( str ) then str = "_" end if isstring( xdestore.ActToNum[ act ] ) then act = xdestore.ActToNum[ act ] else return end xdestore:SlotAction( ply, self, act, str )
end )
net.Receive( "XDEST_MenuS2CResult", function() local ply = LocalPlayer() local yes = net.ReadBool() if IsValid( xdestore.Unlock ) then xdestore.Unlock:XDE_Result( yes ) end end )
net.Receive( "XDEST_LockReset", function() local ent = net.ReadEntity() if IsValid( ent ) and ent != Entity( 0 ) then ent.XDE_Pass = nil end end )
net.Receive( "XDEST_SendSnd", function() local str = net.ReadString() if !isstring( str ) or str == "!V" then return end surface.PlaySound( str ) end )
net.Receive( "XDEST_SendRes", function() local str = net.ReadString() local ply = LocalPlayer() local ent = net.ReadEntity() if !IsValid( ent )
or ent == Entity( 0 ) or !isstring( str ) or str == "" then return end if !isstring( ent.XDE_Pass ) then xdestore:SendHint( nil, "Access granted.", "", 0 ) end ent.XDE_Pass = str end )
net.Receive( "XDEST_SendHint", function() local txt = net.ReadString() local snd = net.ReadString() local typ = net.ReadFloat() xdestore:SendHint( nil, txt, snd, typ ) end )
+1
#pragma aux __cdecl "_*" \
parm caller [ ] \
value struct float struct routine [eax] \
modify [eax ecx edx]
0
.org 80h
inc:
push %bp
mov %bp %sp
sub %sp 0010h
mov [%bp + FFFEh] %sp
mov [%bp + FFFCh] %b
lea %a [%bp + FFFCh]
mov %a [%a]
push %a
inc %a
pop %si
mov [%si] %a
jmp @.return.inc
.return.inc:
mov %sp %bp
pop %bp
ret
main:
push %bp
mov %bp %sp
sub %sp 0010h
mov [%bp + FFFCh] %sp
memset [%bp + FFFEh] 0002h 0h
lea %a [%bp + FFFEh]
push %a
mov %a 0000h
pop %si
mov [%si] %a
.L.begin.1:
mov %a 0001h
cmp %a 0h
jz @.0
lea %a [%bp + FFFEh]
push %a
pop %b
call @inc
push %a
mov %a 0050h
pop %si
cmp %si %a
jgz @.compare3
mov %al 1h
.compare3:
mov %ah 0h
cmp %a 0h
jz @.else.2
jmp @.0
jmp @.end.2
.else.2:
.end.2:
.1:
jmp @.L.begin.1
.0:
.return.main:
mov %sp %bp
pop %bp
ret
start:
mov %sp FFFFh
call @main
.return.start:
int 0h
<-------------------->
short inc(short* i)
{
return ++(*i);
}
void main(void)
{
short i = 0s;
while(1)
{
if(inc(&i) > 0x50)
break;
}
}
void start(void)
{
asm("mov %sp FFFFh");
main();
}
да что вы знаете о неоптимизированном коде
+1
#include <stdio.h>
int main(void)
{
(
*********************
** ** ** ***** *
* ** * **** ** *** **
* ** * **** *** * ***
* ** * **** **** ****
* ** * **** *** * ***
* ** ** *** *** **
*********************
printf)("pidor");
}
+1
static char *cast_table[][11] = {
// i8 i16 i32 i64 u8 u16 u32 u64 f32 f64 f80
{NULL, NULL, NULL, i32i64, i32u8, i32u16, NULL, i32i64, i32f32, i32f64, i32f80}, // i8
{i32i8, NULL, NULL, i32i64, i32u8, i32u16, NULL, i32i64, i32f32, i32f64, i32f80}, // i16
{i32i8, i32i16, NULL, i32i64, i32u8, i32u16, NULL, i32i64, i32f32, i32f64, i32f80}, // i32
{i32i8, i32i16, NULL, NULL, i32u8, i32u16, NULL, NULL, i64f32, i64f64, i64f80}, // i64
{i32i8, NULL, NULL, i32i64, NULL, NULL, NULL, i32i64, i32f32, i32f64, i32f80}, // u8
{i32i8, i32i16, NULL, i32i64, i32u8, NULL, NULL, i32i64, i32f32, i32f64, i32f80}, // u16
{i32i8, i32i16, NULL, u32i64, i32u8, i32u16, NULL, u32i64, u32f32, u32f64, u32f80}, // u32
{i32i8, i32i16, NULL, NULL, i32u8, i32u16, NULL, NULL, u64f32, u64f64, u64f80}, // u64
{f32i8, f32i16, f32i32, f32i64, f32u8, f32u16, f32u32, f32u64, NULL, f32f64, f32f80}, // f32
{f64i8, f64i16, f64i32, f64i64, f64u8, f64u16, f64u32, f64u64, f64f32, NULL, f64f80}, // f64
{f80i8, f80i16, f80i32, f80i64, f80u8, f80u16, f80u32, f80u64, f80f32, f80f64, NULL}, // f80
};
красивое
0
// Takes a printf-style format string and returns a formatted string.
char *format(char *fmt, ...) {
char *buf;
size_t buflen;
FILE *out = open_memstream(&buf, &buflen);
va_list ap;
va_start(ap, fmt);
vfprintf(out, fmt, ap);
va_end(ap);
fclose(out);
return buf;
}