Pro Git 2nd Edition 2.1.413
git diff --staged diff --git a/README b/README new file mode 100644 index 0000000..03902a1 --- /dev/null +++ b/README @@ -0,0 +1 @@ +My Project It’s important to note that git diff by itself doesn’t show and annotated. A lightweight tag is very much like a branch that doesn’t change — it’s just a pointer to a specific commit. Annotated tags, however, are stored as full objects in the Git database. com:schacon/simplegit.git - [deleted] v1.4-lw The way to interpret the above is to read it as the null value before the colon is being pushed to the remote tag name, effectively deleting it. The second0 码力 | 731 页 | 21.49 MB | 1 年前3Pro Git 2nd Edition 2.1.413
git diff --staged diff --git a/README b/README new file mode 100644 index 0000000..03902a1 --- /dev/null +++ b/README @@ -0,0 +1 @@ +My Project It’s important to note that git diff by itself doesn’t show lightweight and annotated. A lightweight tag is very much like a branch that doesn’t change — it’s just a pointer to a specific commit. Annotated tags, however, are stored as full objects in the Git database. com:schacon/simplegit.git - [deleted] v1.4-lw The way to interpret the above is to read it as the null value before the colon is being pushed to the remote tag name, effectively deleting it. The second0 码力 | 501 页 | 17.96 MB | 1 年前3Pro Git 2nd Edition 2.1.413
git diff --staged diff --git a/README b/README new file mode 100644 index 0000000..03902a1 --- /dev/null +++ b/README @@ -0,0 +1 @@ +My Project It’s important to note that git diff by itself doesn’t show and annotated. A lightweight tag is very much like a branch that doesn’t change — it’s just a pointer to a specific commit. Annotated tags, however, are stored as full objects in the Git database. com:schacon/simplegit.git - [deleted] v1.4-lw The way to interpret the above is to read it as the null value before the colon is being pushed to the remote tag name, effectively deleting it. The second0 码力 | 691 页 | 13.35 MB | 1 年前3Google C++ Style Guide
When some- thing surprising or unusual is happening in a snippet of code (for example, transfer of pointer ownership), leaving textual hints for the reader at the point of use is valuable (std::unique_ptr than simply #includeing the header. • Structuring code to enable forward declarations (e.g. using pointer mem- bers instead of object members) can make the code slower and more com- plex. • Try to avoid initializing a pointer (which will never be freed), from either your main() function or from pthread_once(). Note that this must be a raw pointer, not a “smart” pointer, since the smart pointer’s destructor0 码力 | 83 页 | 238.71 KB | 1 年前3Kicad 5.1 Plugins
and must return false. */ bool CanRender( void ); /* Load the specified model and return a pointer to its visual model data */ SCENEGRAPH* Load( char const* aFileName ); 2. Tutorials: 3D Plugin Class char const* GetModelExtension( int aIndex ) { if( aIndex < 0 || aIndex >= NEXTS ) return NULL; return file_data.extensions[aIndex]; } // return the number of filter strings provided by return NULL; return file_data.filters[aIndex]; } // return false since this plugin does not provide visualization data bool CanRender( void ) { return false; } // return NULL since this0 码力 | 48 页 | 44.28 KB | 1 年前3Kicad 4.0 Plugins
and must return false. */ bool CanRender( void ); /* Load the specified model and return a pointer to its visual model data */ SCENEGRAPH* Load( char const* aFileName ); 2. Tutorials: 3D Plugin Class char const* GetModelExtension( int aIndex ) { if( aIndex < 0 || aIndex >= NEXTS ) return NULL; return file_data.extensions[aIndex]; } // return the number of filter strings provided by return NULL; return file_data.filters[aIndex]; } // return false since this plugin does not provide visualization data bool CanRender( void ) { return false; } // return NULL since this0 码力 | 48 页 | 66.10 KB | 1 年前3Kicad 4.0 Plugins
model and must return false. */ bool CanRender( void ); /* Load the specified model and return a pointer to its visual model data */ SCENEGRAPH* Load( char const* aFileName ); 2 Tutorials: 3D Plugin Class string char const* GetModelExtension( int aIndex ) { if( aIndex < 0 || aIndex >= NEXTS ) return NULL; return file_data.extensions[aIndex]; } // return the number of filter strings provided by this NFILS ) return NULL; return file_data.filters[aIndex]; } // return false since this plugin does not provide visualization data bool CanRender( void ) { return false; } // return NULL since this plugin0 码力 | 36 页 | 210.85 KB | 1 年前3Kicad 5.1 Plugins
model and must return false. */ bool CanRender( void ); /* Load the specified model and return a pointer to its visual model data */ SCENEGRAPH* Load( char const* aFileName ); 2 Tutorials: 3D Plugin Class string char const* GetModelExtension( int aIndex ) { if( aIndex < 0 || aIndex >= NEXTS ) return NULL; return file_data.extensions[aIndex]; } // return the number of filter strings provided by this NFILS ) return NULL; return file_data.filters[aIndex]; } // return false since this plugin does not provide visualization data bool CanRender( void ) { return false; } // return NULL since this plugin0 码力 | 36 页 | 204.70 KB | 1 年前3Kicad 5.1 插件
bool CanRender( void ); /* 加载指定的模型并返回指向其可视化模型数据的指针 */ /* Load the specified model and return a pointer to its visual model data */ SCENEGRAPH* Load( char const* aFileName ); 2. 教程:3D插件类 本节包含对 PLUGIN_3D char const* GetModelExtension( int aIndex ) { if( aIndex < 0 || aIndex >= NEXTS ) return NULL; return file_data.extensions[aIndex]; } // 返回该插件提供的筛选字符串数量 // return the number of filter strings string char const* GetFileFilter( int aIndex ) { if( aIndex < 0 || aIndex >= NFILS ) return NULL; return file_data.filters[aIndex]; } // 返回 false,因为此插件不提供可视化数据 // return false since this plugin0 码力 | 56 页 | 49.46 KB | 1 年前3Game Development for Human Beings
and asteroids 2 this.game.physics.arcade.collide(this.player, this.asteroids, this.hitAsteroid, null, this); Define the hitAsteroid() method where we play an explosion sound, destroy the ship and emitter.maxParticleSpeed.setTo(200, 200); 10 emitter.gravity = 0; 11 emitter.start(true, 1000, null, 100); 12 this.player.kill(); 13 14 //call the gameOver method in 800 milliseconds, we particle emission (a single explosion), which will last 1 second (1000 milliseconds), then we put null because that’s also for repeating emissions (it defines how many per emission), lastly we’ll send0 码力 | 472 页 | 8.46 MB | 10 月前3
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