By: Alexis Korner
A Change of heart,
A change of plan,
Must surley be the way.
Get off the ground,
Serial.println("SCHAR_MIN = " + String(SCHAR_MIN, DEC) + ", " + String(SCHAR_MIN, HEX)); // minimum value for a signed char | |
Serial.println("SCHAR_MAX = " + String(SCHAR_MAX, DEC) + ", " + String(SCHAR_MAX, HEX)); // maximum value for a signed char | |
Serial.println("UCHAR_MAX = " + String(UCHAR_MAX, DEC) + ", " + String(UCHAR_MAX, HEX)); // maximum value for an unsigned char | |
Serial.println("CHAR_MIN = " + String(CHAR_MIN, DEC) + ", " + String(CHAR_MIN, HEX)); // minimum value for a char | |
Serial.println("CHAR_MAX = " + String(CHAR_MAX, DEC) + ", " + String(CHAR_MAX, HEX)); // maximum value for a char | |
Serial.println("SHRT_MIN = " + String(SHRT_MIN, DEC) + ", " + String(SHRT_MIN, HEX)); // minimum value for a short | |
Serial.println("SHRT_MAX = " + String(SHRT_MAX, DEC) + ", " + String(SHRT_MAX, HEX)); // maximum value for a short | |
Serial.println("USHRT_MAX = " + String(USHRT_MAX, DEC) + ", " + Str |
The terms regular expression, regex and regexp are 100% synonymous. I call them regexes.
Gotcha: The
\
character is both an escape and an unescape character depending on the context.
[RequireComponent(typeof(Renderer))] | |
public class ColorSetter : MonoBehaviour | |
{ | |
private const string PROPERTY_ID = "Target Color"; | |
private Renderer _renderer; | |
private void Start() | |
{ | |
_renderer = GetComponent<Renderer>(); | |
} |
using System; | |
using System.Diagnostics.CodeAnalysis; | |
using System.Threading; | |
using System.Threading.Tasks; | |
using Xunit; | |
namespace Junk.TaskCanceled.Tests | |
{ | |
[SuppressMessage("ReSharper", "MethodSupportsCancellation", Justification = "That's the point of the test.")] | |
public class Tests |
using Cinemachine; | |
using UnityEngine; | |
[ExecuteAlways] | |
[RequireComponent(typeof(CinemachineTargetGroup))] | |
public class TargetGroupTransition : MonoBehaviour | |
{ | |
[Range(0, 1)] public float Blend = 1; | |
private CinemachineTargetGroup _targetGroup; |
/* Blend to camera focus from the character to the firefly. | |
* No effect on actual target group weighting. | |
*/ | |
using System.Collections; | |
using Cinemachine; | |
using UnityEngine; | |
namespace Project | |
{ | |
[RequireComponent(typeof(CinemachineTargetGroup))] |
{ | |
"source": "mockoon:1.8.0", | |
"data": [ | |
{ | |
"type": "environment", | |
"item": { | |
"uuid": "", | |
"lastMigration": 10, | |
"name": "New environment", | |
"endpointPrefix": "", |
# 3D models | |
*.3dm filter=lfs diff=lfs merge=lfs -text | |
*.3ds filter=lfs diff=lfs merge=lfs -text | |
*.blend filter=lfs diff=lfs merge=lfs -text | |
*.c4d filter=lfs diff=lfs merge=lfs -text | |
*.collada filter=lfs diff=lfs merge=lfs -text | |
*.dae filter=lfs diff=lfs merge=lfs -text | |
*.dxf filter=lfs diff=lfs merge=lfs -text | |
*.fbx filter=lfs diff=lfs merge=lfs -text |