- 1
- 2
- 3
- (void) closeApp {
int closer = 1 / 0;
}
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!
−1050
- (void) closeApp {
int closer = 1 / 0;
}
Закрываем программу легкой арифметикой.
Найдено в рабочем проекте.
+1
ListNode* mergeTwoLists(ListNode* list1, ListNode* list2) {
bool f;
ListNode* t;
return (ListNode*)
(
(!list1 * (unsigned long long)list2) +
(!list2 * (unsigned long long)list1) +
((!!list1 && !!list2 &&
(
((f = (list1 -> val <= list2 -> val)) && (t = list1, list1->next = mergeTwoLists(list1 -> next, list2)))||
((!f) && (t = list2, list2->next = mergeTwoLists(list1, list2->next)))
)
) * (unsigned long long)t)
);
}
2022. Хабр. Итоги.
+1
function main() {
let user = {
firstName: "John",
sayHi() {
print(`Hello, ${this.firstName}!`);
},
};
user.sayHi();
print("done.");
}
как тебе такое Илон Маск?
−1
double end_line( char data[0][200]){
double x = 0 , y = 0, sum = 0,ml = 0 ;
char *point = strtok( &data[1][0] , " " );
while( point != '\0' ){
if(isdigit( *point ) ){
ml = atof( (char *) point ) ;
push_stack_2( &topPTR_2,ml);
}
else if ( isOperator ( *point ) == 1 ){
y = pop_2(&topPTR_2);
x = pop_2(&topPTR_2);
if( *point == '^' ){
sum = pow(x, y) ;
push_stack_2( &topPTR_2, sum );
}
if( *point == '*' ){
push_stack_2(&topPTR_2, x * y );
}
if( *point == '+' ){
push_stack_2(&topPTR_2, x + y );
}
if( *point == '/' ){
push_stack_2(&topPTR_2, x / y );
}
if( *point == '-' ){
push_stack_2(&topPTR_2, x - y );
}
}
point = strtok(NULL , " " ) ;
return pop_2(&topPTR_2);
}
int in_line(char data[][200] , int lng ){
double x = 0 , y = 0, sum = 0 ;
int j = 0 , k = 0 , d = 0;
data[0][lng ] = ')';
push_stack(&topPTR, '(');
for (k = 0; check_stack((void *) &topPTR) != 1 ; k++) {
if ( isdigit(data[0][k]) || data[0][k] == '.' ) {
data[1][j++] = data[0][k];
}
if (data[0][k] == '(') {
push_stack(&topPTR, infix[0][k]);
}
if (isOperator(data[0][k]) == 1) {
data[1][j++] = ' ';
for (; precedence(topPTR->alpha, data[0][k]) != -1 ; ) {
data[1][j++] = pop(&topPTR);
data[1][j++] = ' ';
}
push_stack(&topPTR, data[0][k]);
push_stack(&topPTR, ' ' );
}
if (data[0][k] == ')') {
d = pop(&topPTR);
for (; d != '(' ; d = pop(&topPTR)) {
data[1][j++] = d;
}
}
else if (isalpha(data[0][k] ) ) {
puts ("error");
return 0;
}
}
return 1;
}
calc 2
+142
void _cls(){
static const int LINE_COUNT = 200;
for (int i = 0; i < LINE_COUNT; i++)
cout << "\n";
}
С форума - "Допустим я запустил консольную программку, там что-то она делает, и в результате экран заполняется текстом и т.д. Как программно можно очистить экран консоли?"
Ответ:
очистка экзана за счет пустых строк <код>
+156
http://alexnisnevich.github.io/untrusted/
кто знает как 11 уровень пройти? :)
+149
if ($result->fetch()) {
return $result->get('num_flags');
}
else {
return 666;
}
Верующий программист :)
+33
std::vector<int> data;
// ...
for (int i = 0; i < data.size(); ++i) {
int item = data.begin()[i];
// ...
}
+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!
+166
for (i=0; i<n; i++){
for (int j=0; j<n; j++){
if (x[i]>x[j] && x[i]-x[j] > zx && (y[i]>y[j] && y[i]-y[j] > zy) || (y[i]<y[j] && y[j]-y[i] > zy)){
zx = x[i] - x[j]; a1=i; a2=j;
if (y[i]>y[j] && y[i]-y[j] > zy && sum < zx + (y[i]-y[j])) zy = y[i] - y[j]; b1=i; b2=j; sum = zx + zy;
if (y[i]<y[j] && y[j]-y[i] > zy && sum < zx + (y[j]-y[i])) zy = y[j] - y[i]; b1=i; b2=j; sum = zx + zy;
}
if (x[i]<x[j] && x[j]-x[i] > zx && (y[i]>y[j] && y[i]-y[j] > zy) || (y[i]<y[j] && y[j]-y[i] > zy)){
zx = x[j] - x[i]; a1=i; a2=j;
if (y[i]>y[j] && y[i]-y[j] > zy && sum < zx + (y[i]-y[j])) zy = y[i] - y[j]; b1=i; b2=j; sum = zx + zy;
if (y[i]<y[j] && y[j]-y[i] > zy && sum < zx + (y[j]-y[i])) zy = y[j] - y[i]; b1=i; b2=j; sum = zx + zy;
}
}
}
нахождение координат двух наиболее отдаленных точек среди заданных=)