- 1
typedef _My unsigned int UINT_PTR, *PUINT_PTR;
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!
+160
typedef _My unsigned int UINT_PTR, *PUINT_PTR;
−851
...
WHERE
1=1
...
+147
public class Person {
private final int id;
private final String name;
private final int age;
public Person(int i, String s, int a)
{
id = i;
name = s;
age = a;
}
public int getId()
{
return id;
}
public String getName()
{
return name;
}
public int getAge()
{
return age;
}
}
Примерно такой код был найден мною совсем недавно, сразу же скажу это не точный код, это то, как выглядел тот класс.
+109
int rnd() {
srand( rand()*rand() );
int r = 0;
for (int i=0;i<=10;i++)
r=rand();
srand( ++r - time(NULL) );
return rand()/r;
}
NEED MOAR RANDOM NUMBERS!!!
−107
#!/usr/bin/env zsh
A=( q w e r t y u i o p a s d f g h j k l z x c v b n m )
B=( Q W E R T Y U I O P A S D F G H J K L Z X C V B N M )
C=( 0 1 2 3 4 5 6 7 8 9 A B C D E F ) #hex
F=( 1 2 4 )
D=40
E=10
Char::GetRandA(){
echo ${A[$(shuf -n 1 -i 1-${#A[@]})]}
}
Char::GetRandB(){
echo ${B[$(shuf -n 1 -i 1-${#B[@]})]}
}
Char::GetRandC(){
echo ${C[$(shuf -n 1 -i 1-${#C[@]})]}
}
Char::GetRandF(){
echo ${F[$(shuf -n 1 -i 1-${#F[@]})]}
}
Main::Matrix(){
for i in {1..$D}; do
for b in {A,B,C}; do
echo -n '\033[0;3'$(Char::GetRandF)"m$(Char::GetRand$b) "
done
done
}
#Run
for i in {1..$E}; do
Main::Matrix
done
дело было вечером...
+146
function factorial( n: Integer ): Int64;
begin
if n=0 then Result := 1
else Result := n*factorial(n-1);
end;
factorial(-1); //<--ЗАЦИКЛИВАЕТ
=D
+147
int offset_800=0;
if(SCREEN_WIDTH == 800) offset_800 = 20;
addItem(TNM_GAMELOFT_LOG_GREEN_ITEM, done, complete_log[lang][0], TNM_ItemCoords[TNM_GAMELOFT_LOG_GREEN_ITEM][0]*((float)1200/(float)SCREEN_WIDTH)-35-offset_800/*-offset_shtamp*3*/, TNM_ItemCoords[TNM_GAMELOFT_LOG_GREEN_ITEM][1]*((float)720/(float)SCREEN_HEIGHT)/*-offset_shtamp*3*/, -1, ITEM_INVISIBLE)
->attachTo2dItem(pItemListBG);
addItem(TNM_GAMELOFT_LOG_RED_ITEM, done, complete_log[lang][1], TNM_ItemCoords[TNM_GAMELOFT_LOG_RED_ITEM][0]*((float)1200/(float)SCREEN_WIDTH)-35-offset_800/*-offset_shtamp*3*/, TNM_ItemCoords[TNM_GAMELOFT_LOG_RED_ITEM][1]*((float)720/(float)SCREEN_HEIGHT)/*-offset_shtamp*3*/, -1, ITEM_INVISIBLE)
->attachTo2dItem(pItemListBG);
//#ifdef WIN32
addItem(TNM_CHEAT_WIN, main_all, 30, TNM_ItemCoords[TNM_CHEAT_WIN][0],TNM_ItemCoords[TNM_CHEAT_WIN][1], 31, ITEM_INVISIBLE);
addItem(TNM_CHEAT_LOSE, main_all, 30, TNM_ItemCoords[TNM_CHEAT_LOSE][0],TNM_ItemCoords[TNM_CHEAT_LOSE][1], 31, ITEM_INVISIBLE);
//#endif
int offY=0;
int offset=0,
offsetmailX=0;
if(SCREEN_WIDTH ==800||SCREEN_WIDTH == 1024)
offset=2;
if(SCREEN_WIDTH==1366||SCREEN_WIDTH == 1440){
offY=4;
offset=2;
}
if( SCREEN_WIDTH==1680)
{
offY=7;
offset=2;
offsetmailX=60;
}
if( SCREEN_WIDTH==1920)
{
offY=7;
offset=5;
offsetmailX=60;
}
int y_800=0;
if(SCREEN_WIDTH == 1440) offsetmailX = 20;
if(SCREEN_HEIGHT == 800) {
offset = 2;
offY = 1;
}
if(SCREEN_WIDTH == 2560) offset=2;
if(SCREEN_WIDTH == 1024) offY+=1;
if(SCREEN_WIDTH == 800&&(Text::getInstance().getLanguage()== Text::LANG_SC||Text::getInstance().getLanguage()== Text::LANG_KR)) {
offY-=1;
y_800 = 3;
}
if((SCREEN_WIDTH == 1680||SCREEN_HEIGHT == 1080)&&(Text::getInstance().getLanguage()== Text::LANG_SC||Text::getInstance().getLanguage()== Text::LANG_KR)){
//offset-=2;
offY-=2;
}
if((SCREEN_HEIGHT == 1200)&&(Text::getInstance().getLanguage()== Text::LANG_SC||Text::getInstance().getLanguage()== Text::LANG_KR))
offY-=2;
addText(TNM_MESSAGE_SENDER_ITEM, STR_SENDER, SPRITE_FONT_S2_EG, TNM_ItemCoords[TNM_MESSAGE_SENDER_ITEM][0], TNM_ItemCoords[TNM_MESSAGE_SENDER_ITEM][1]/*-offY*/, ITEM_INVISIBLE, LEFT)
->attachTo2dItem(pItemListBG);
addText(TNM_MESSAGE_SUBJECT_ITEM, STR_SUBJECT, SPRITE_FONT_S2_EG, TNM_ItemCoords[TNM_MESSAGE_SUBJECT_ITEM][0], TNM_ItemCoords[TNM_MESSAGE_SUBJECT_ITEM][1]-offset-offY*1.5f+y_800, ITEM_INVISIBLE, LEFT)
->attachTo2dItem(pItemListBG);
addText(TNM_MESSAGE_TIME_ITEM, STR_RECEIVED, SPRITE_FONT_S2_EG, TNM_ItemCoords[TNM_MESSAGE_TIME_ITEM][0], TNM_ItemCoords[TNM_MESSAGE_TIME_ITEM][1]-offY*1.07f, ITEM_INVISIBLE, LEFT)
->attachTo2dItem(pItemListBG);
//addText(TNM_MAIL_TITLE_ITEM, "Sender: \nRecieved: \nSubject: ", fontS, TNM_ItemCoords[TNM_MAIL_TITLE_ITEM][0], TNM_ItemCoords[TNM_MAIL_TITLE_ITEM][1], ITEM_INVISIBLE, LEFT|TOP);
int space = lang == Text::LANG_IT ? 10 : 0;
if(lang == Text::LANG_KR)
space = 30;
int spaceY=0;
if(SCREEN_WIDTH!=1680&&SCREEN_WIDTH!=1920)
switch( pGame->getCurrentLanguage() )
{
case Text::LANG_KR:
spaceY = 2;
break;
case Text::LANG_SC:
spaceY = 2;
break;
case Text::LANG_JP:
spaceY = 2;
break;
}
addText(TNM_MAIL_TITLE1_ITEM, m_mailTitle, SPRITE_FONT_S2_EG, TNM_ItemCoords[TNM_MAIL_TITLE1_ITEM][0] + space, TNM_ItemCoords[TNM_MAIL_TITLE1_ITEM][1], ITEM_INVISIBLE, LEFT|TOP)
->attachTo2dItem(pItemListBG);
addText(TNM_MAIL_TITLE2_ITEM, m_mailTitle, SPRITE_FONT_S2_EG, TNM_ItemCoords[TNM_MAIL_TITLE2_ITEM][0] + space, TNM_ItemCoords[TNM_MAIL_TITLE2_ITEM][1]-offY*1.07f, ITEM_INVISIBLE, LEFT|TOP)
->attachTo2dItem(pItemListBG);
addText(TNM_MAIL_TITLE3_ITEM, m_mailTitle, SPRITE_FONT_S2_EG, TNM_ItemCoords[TNM_MAIL_TITLE3_ITEM][0] + space, TNM_ItemCoords[TNM_MAIL_TITLE3_ITEM][1]-offset-offY*1.5f+spaceY, ITEM_INVISIBLE, LEFT|TOP)
->attachTo2dItem(pItemListBG);
Еще один малый кусок. По аналогии с выложеным ранее.
+147
private static Random rnd = new Random();
public static int getRand(int start, int end) {
boolean check = false;
int number = 0;
if (start >= end) {
final int temp = end;
end = start;
start = temp;
}
while (!check) {
number = Math.abs(rnd.nextInt() % end);
if ((number >= start) && (number < end)) {
check = true;
}
}
return number;
}
эпический метод, найден в исходниках игрушки
+149
var save = if($('input#remmepls').attr('checked="checked"')){1}else{0};
Думаю и так всё понятно
+976
public void OpredelenieKletki(TipiReljefaMiraVelikogo tipKletkiEtt)
{
tipKletki = tipKletkiEtt;
#region огромное назначение координат ректанглам вырезания из разнобоя
if (kameraEtojKletki.sasUvelicenie)
{
switch (tipKletki)
{
case TipiReljefaMiraVelikogo.zelenaRovnaAA:
malOcered = 1; kadrSasVirezanija = new Rectangle(0, kameraEtojKletki.sasKudaSmotrit * 79, 162, 79);
smewenieSasKadra = new Vector2(18f, 98f); animacijaLi = false; nomRaznoboja = 19; break;
case TipiReljefaMiraVelikogo.zelenaRovnaBB:
malOcered = 1; kadrSasVirezanija = new Rectangle(0, 316 + kameraEtojKletki.sasKudaSmotrit * 79, 162, 79);
smewenieSasKadra = new Vector2(18f, 98f); animacijaLi = false; nomRaznoboja = 19; break;
case TipiReljefaMiraVelikogo.zelenaRovnaCC:
malOcered = 1; kadrSasVirezanija = new Rectangle(0, 632 + kameraEtojKletki.sasKudaSmotrit * 79, 162, 79);
smewenieSasKadra = new Vector2(18f, 98f); animacijaLi = false; nomRaznoboja = 19; break;
case TipiReljefaMiraVelikogo.zelenaRovnaDD:
malOcered = 1; kadrSasVirezanija = new Rectangle(0, 948 + kameraEtojKletki.sasKudaSmotrit * 79, 162, 79);
smewenieSasKadra = new Vector2(18f, 98f); animacijaLi = false; nomRaznoboja = 19; break;
case TipiReljefaMiraVelikogo.zelenaRovnaVertPalkaAA:
malOcered = 1; kadrSasVirezanija = new Rectangle(0, 1264 + kameraEtojKletki.sasKudaSmotrit * 79, 162, 79);
smewenieSasKadra = new Vector2(18f, 98f); animacijaLi = false; nomRaznoboja = 19; break;
case TipiReljefaMiraVelikogo.zelenaRovnaVertPalkaAb:
malOcered = 1; kadrSasVirezanija = new Rectangle(0, 1580 + kameraEtojKletki.sasKudaSmotrit * 79, 162, 79);
smewenieSasKadra = new Vector2(18f, 98f); animacijaLi = false; nomRaznoboja = 19; break;
case TipiReljefaMiraVelikogo.zelenaRovnaVertPalkaBB:
malOcered = 1; kadrSasVirezanija = new Rectangle(162, 1264 + kameraEtojKletki.sasKudaSmotrit * 79, 162, 79);
smewenieSasKadra = new Vector2(18f, 98f); animacijaLi = false; nomRaznoboja = 19; break;
case TipiReljefaMiraVelikogo.zelenaRovnaVertPalkaBc:
malOcered = 1; kadrSasVirezanija = new Rectangle(162, 1580 + kameraEtojKletki.sasKudaSmotrit * 79, 162, 79);
smewenieSasKadra = new Vector2(18f, 98f); animacijaLi = false; nomRaznoboja = 19; break;
... ... ...
Класс который достает из спрайтшита нужную текстуру и передает её на отрисовку.