Tutorial by Examples: me

class Simple { } class Test { void printName(Object obj){ Class c = obj.getClass(); System.out.println(c.getName()); } public static void main(String args[]){ Simple s = new Simple(); Test t = new Test(); ...
object CommonUtils { var anyname: String ="Hello" fun dispMsg(message: String) { println(message) } } From any other class, just invoke the variable and functions in this way: CommonUtils.anyname CommonUtils.dispMsg("like static call")
Deque deque = new LinkedList(); //Adding element at tail deque.add("Item1"); //Adding element at head deque.addFirst("Item2"); //Adding element at tail deque.addLast("Item3");
//Retrieves and removes the head of the queue represented by this deque Object headItem = deque.remove(); //Retrieves and removes the first element of this deque. Object firstItem = deque.removeFirst(); //Retrieves and removes the last element of this deque. Object lastItem = deque.removeLa...
//Retrieves, but does not remove, the head of the queue represented by this deque Object headItem = deque.element(); //Retrieves, but does not remove, the first element of this deque. Object firstItem = deque.getFirst(); //Retrieves, but does not remove, the last element of this deque. ...
// sample token string taken from the New example tokenString := "eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJmb28iOiJiYXIiLCJuYmYiOjE0NDQ0Nzg0MDB9.u1riaD1rW97opCoAuRCTy4w58Br-Zk-bh7vLiRIsrpU" // Parse takes the token string and a function for looking up the key. The latter is especially ...
// Create a new token object, specifying signing method and the claims // you would like it to contain. token := jwt.NewWithClaims(jwt.SigningMethodHS256, jwt.MapClaims{ "foo": "bar", "nbf": time.Date(2015, 10, 10, 12, 0, 0, 0, time.UTC).Unix(), }) // Si...
$data = $result->mysqli_fetch_array(MYSQLI_BOTH);
The GPU offers six different memory regions. They differ in their latency, size and accessibility from different threads. Global Memory: The largest memory available and one of the few ones to exchange data with the host. This memory has the highest latency and is available for all threads. Cons...
The typical scenario for your memory usage is to store the source data and the processed data in the global memory. When a threadblock starts, it first copies all relevant parts into the shared memory before getting their parts into the registers. Memory access latency also depends on your memory s...
There isn't much to add to Nokogiri's "Parsing an HTML/XML Document" tutorial, which is an easy introduction to the subject, so start there, then return to this page to help fill in some gaps. Nokogiri's basic parsing attempts to clean up a malformed document, sometimes adding missing clo...
When allocating Memory you have the option to choose between different modes: Read only memory Write only memory Read/Write memory Read-only memory is allocated in the __constant memory region, while the other two are allocated in the normal __global region. In addition to the accessibility...
DRF offers the chance to further customize the behavior of the generic views/viewsets by allowing the creation of custom mixins. How to: To define a custom mixin we just need to create a class inheriting from object. Let's assume that we want to define two separate views for a model named MyM...
This example illustrates how Go's type system can be used to implement some unit system. package main import ( "fmt" ) type MetersPerSecond float64 type KilometersPerHour float64 func (mps MetersPerSecond) toKilometersPerHour() KilometersPerHour { return KilometersPer...
A camera situated at the average height of human eye level (1.6 meters or 1.75 yard or 5.25 feet). <a-entity camera="userHeight: 1.6" look-controls></a-entity>
When the active property gets toggled, the component will notify the camera system to change the current camera used by the renderer: var secondCameraEl = document.querySelector('#second-camera'); secondCameraEl.setAttribute('camera', 'active', true);
To fix entities onto the camera such that they stay within view no matter where the user looks, you can attach those entities as a child of the camera. Use cases might be a heads-up display (HUD). <a-entity camera look-controls> <a-entity geometry="primitive: plane; height: 0.2; wi...
The camera primitive determines what the user sees. We can change the viewport by modifying the camera entity’s position and rotation. Note that by default, the camera origin will be at 0 1.6 0 in desktop mode and 0 0 0 in VR mode. Read about the camera.userHeight property. <a-scene> <...
To position the camera, set the position on a wrapper . Don’t set the position directly on the camera primitive because controls will quickly override the set position: <a-entity position="0 0 5"> <a-camera></a-camera> </a-entity>

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