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behaviors: 3DBallHard: trainer_type: ppo hyperparameters: batch_size: 120 buffer_size: 12000 learning_rate: 0.0003 beta: 0.001 epsilon: 0.2 lambd: 0.95 num_epoch: 3 learning_rate_schedule: linear network_settings: normalize: true hidden_units: 12...
ml-agents/config/ppo/3DBallHard.yaml/0
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behaviors: BigWallJump: trainer_type: ppo hyperparameters: batch_size: 128 buffer_size: 2048 learning_rate: 0.0003 beta: 0.005 epsilon: 0.2 lambd: 0.95 num_epoch: 3 learning_rate_schedule: linear network_settings: normalize: false hidden_units: 2...
ml-agents/config/ppo/WallJump_curriculum.yaml/0
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# Background: Machine Learning Given that a number of users of the ML-Agents Toolkit might not have a formal machine learning background, this page provides an overview to facilitate the understanding of the ML-Agents Toolkit. However, we will not attempt to provide a thorough treatment of machine learning as there ar...
ml-agents/docs/Background-Machine-Learning.md/0
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# Making a New Learning Environment This tutorial walks through the process of creating a Unity Environment from scratch. We recommend first reading the [Getting Started](Getting-Started.md) guide to understand the concepts presented here first in an already-built environment. ![A simple ML-Agents environment](images...
ml-agents/docs/Learning-Environment-Create-New.md/0
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# Table of Contents * [mlagents\_envs.base\_env](#mlagents_envs.base_env) * [DecisionStep](#mlagents_envs.base_env.DecisionStep) * [DecisionSteps](#mlagents_envs.base_env.DecisionSteps) * [agent\_id\_to\_index](#mlagents_envs.base_env.DecisionSteps.agent_id_to_index) * [\_\_getitem\_\_](#mlagents_envs.base...
ml-agents/docs/Python-LLAPI-Documentation.md/0
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# Using TensorBoard to Observe Training The ML-Agents Toolkit saves statistics during learning session that you can view with a TensorFlow utility named, [TensorBoard](https://www.tensorflow.org/tensorboard). The `mlagents-learn` command saves training statistics to a folder named `results`, organized by the `run-id`...
ml-agents/docs/Using-Tensorboard.md/0
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{!../ml-agents-envs/README.md!}
ml-agents/docs/ml-agents-envs.md/0
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# Kurulum ML-Agents Araç Seti birkaç bileşen içermektedir: - Unity paketi ([`com.unity.ml-agents`](../com.unity.ml-agents/)) Unity sahnenize entegre edilecek Unity C# SDK içerir. - Python paketleri: - [`mlagents`](https://github.com/Unity-Technologies/ml-agents/tree/release_7_docs/ml-agents) Unity sahnenizdeki davr...
ml-agents/localized_docs/TR/docs/Installation.md/0
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# ML-Agents 概述 **Unity Machine Learning Agents** (ML-Agents) 是一款开源的 Unity 插件,使我们得以在游戏和其它模拟环境中训练智能的 agent。您可以使用 reinforcement learning(强化学习)、 imitation learning(模仿学习)、neuroevolution(神经进化)或其他机器学习方法 通过简单易用的 Python API 对 Agent 进行训练。我们还提供最先进算法的实现方式(基于 TensorFlow),让游戏开发者和业余爱好者能够轻松地 训练用于 2D、3D 和 VR/AR 游戏的智能 agent。 这些经过训练的 ag...
ml-agents/localized_docs/zh-CN/docs/ML-Agents-Overview.md/0
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{ "ignorePatterns": [ { "pattern": "^http://localhost", "comment": "Ignore local tensorboard links" }, { "pattern": "^https://developer.nvidia.com/compute/machine-learning/cudnn/secure", "comment": "Requires login" }, { ...
ml-agents/markdown-link-check.full.json/0
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# Generated by the protocol buffer compiler. DO NOT EDIT! # source: mlagents_envs/communicator_objects/capabilities.proto import sys _b=sys.version_info[0]<3 and (lambda x:x) or (lambda x:x.encode('latin1')) from google.protobuf import descriptor as _descriptor from google.protobuf import message as _message from goo...
ml-agents/ml-agents-envs/mlagents_envs/communicator_objects/capabilities_pb2.py/0
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# -*- coding: utf-8 -*- # Generated by the protocol buffer compiler. DO NOT EDIT! # source: mlagents_envs/communicator_objects/unity_to_external.proto """Generated protocol buffer code.""" from google.protobuf import descriptor as _descriptor from google.protobuf import descriptor_pool as _descriptor_pool from google....
ml-agents/ml-agents-envs/mlagents_envs/communicator_objects/unity_to_external_pb2.py/0
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from abc import abstractmethod from typing import Any, Optional from mlagents_envs.base_env import BaseEnv class BaseRegistryEntry: def __init__( self, identifier: str, expected_reward: Optional[float], description: Optional[str], ): """ BaseRegistryEntry allows...
ml-agents/ml-agents-envs/mlagents_envs/registry/base_registry_entry.py/0
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import uuid from typing import Tuple, List, Mapping from enum import Enum from collections import defaultdict from mlagents_envs.side_channel import SideChannel, IncomingMessage # Determines the behavior of how multiple stats within the same summary period are combined. class StatsAggregationMethod(Enum): # Valu...
ml-agents/ml-agents-envs/mlagents_envs/side_channel/stats_side_channel.py/0
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from unittest import mock from mlagents_envs import timers @timers.timed def decorated_func(x: int = 0, y: float = 1.0) -> str: timers.set_gauge("my_gauge", x + y) return f"{x} + {y} = {x + y}" def test_timers() -> None: test_timer = timers.TimerStack() with mock.patch("mlagents_envs.timers._get_th...
ml-agents/ml-agents-envs/tests/test_timers.py/0
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from setuptools import setup from mlagents.plugins import ML_AGENTS_TRAINER_TYPE setup( name="mlagents_trainer_plugin", version="0.0.1", # Example of how to add your own registration functions that will be called # by mlagents-learn. # # Here, the get_example_stats_writer() function in mlagents...
ml-agents/ml-agents-trainer-plugin/setup.py/0
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import os from typing import List, Tuple import numpy as np from mlagents.trainers.buffer import AgentBuffer, BufferKey from mlagents_envs.communicator_objects.agent_info_action_pair_pb2 import ( AgentInfoActionPairProto, ) from mlagents.trainers.trajectory import ObsUtil from mlagents_envs.rpc_utils import behavio...
ml-agents/ml-agents/mlagents/trainers/demo_loader.py/0
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from typing import Dict, cast, List, Tuple, Optional from collections import defaultdict import attr from mlagents.trainers.torch_entities.components.reward_providers.extrinsic_reward_provider import ( ExtrinsicRewardProvider, ) import numpy as np from mlagents.torch_utils import torch, default_device from mlagen...
ml-agents/ml-agents/mlagents/trainers/poca/optimizer_torch.py/0
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import datetime from typing import Dict, NamedTuple, List, Any, Optional, Callable, Set import cloudpickle import enum import time from mlagents_envs.environment import UnityEnvironment from mlagents_envs.exception import ( UnityCommunicationException, UnityTimeOutException, UnityEnvironmentException, ...
ml-agents/ml-agents/mlagents/trainers/subprocess_env_manager.py/0
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import pytest import yaml from unittest.mock import MagicMock, patch, mock_open from mlagents.trainers import learn from mlagents.trainers.trainer_controller import TrainerController from mlagents.trainers.learn import parse_command_line from mlagents.trainers.cli_utils import DetectDefault from mlagents_envs.exception...
ml-agents/ml-agents/mlagents/trainers/tests/test_learn.py/0
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import pytest import os import numpy as np from mlagents_envs.logging_util import WARNING from mlagents.trainers.ppo.optimizer_torch import TorchPPOOptimizer, PPOSettings from mlagents.trainers.sac.optimizer_torch import TorchSACOptimizer, SACSettings from mlagents.trainers.poca.optimizer_torch import TorchPOCAOptimi...
ml-agents/ml-agents/mlagents/trainers/tests/torch_entities/saver/test_saver_reward_providers.py/0
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import pytest import numpy as np import attr from mlagents.trainers.ppo.optimizer_torch import TorchPPOOptimizer from mlagents.trainers.policy.torch_policy import TorchPolicy from mlagents.trainers.torch_entities.networks import SimpleActor from mlagents.trainers.tests import mock_brain as mb from mlagents.trainers.t...
ml-agents/ml-agents/mlagents/trainers/tests/torch_entities/test_ppo.py/0
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from typing import Callable, List, Dict, Tuple, Optional, Union, Any import abc from mlagents.torch_utils import torch, nn from mlagents_envs.base_env import ActionSpec, ObservationSpec, ObservationType from mlagents.trainers.torch_entities.action_model import ActionModel from mlagents.trainers.torch_entities.agent_a...
ml-agents/ml-agents/mlagents/trainers/torch_entities/networks.py/0
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import os import argparse import yaml import json from pathlib import Path from huggingface_hub import HfApi from huggingface_hub.repocard import metadata_save from typing import Tuple from mlagents_envs import logging_util from mlagents_envs.logging_util import get_logger logger = get_logger(__name__) logging_ut...
ml-agents/ml-agents/mlagents/utils/push_to_hf.py/0
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rem variables rem GRPC-TOOLS required. Install with `nuget install Grpc.Tools`. rem Then un-comment and replace [DIRECTORY] with location of files. rem For example, on Windows, you might have something like: rem set COMPILER=Grpc.Tools.1.14.1\tools\windows_x64 rem set COMPILER=[DIRECTORY] set SRC_DIR=proto\mlagents_e...
ml-agents/protobuf-definitions/make_for_win.bat/0
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syntax = "proto3"; import "mlagents_envs/communicator_objects/unity_rl_output.proto"; import "mlagents_envs/communicator_objects/unity_rl_initialization_output.proto"; option csharp_namespace = "Unity.MLAgents.CommunicatorObjects"; package communicator_objects; message UnityOutputProto { UnityRLOutputProto rl_ou...
ml-agents/protobuf-definitions/proto/mlagents_envs/communicator_objects/unity_output.proto/0
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import os def main(): asset_paths = [ "Project/Assets", "DevProject/Assets", "com.unity.ml-agents", "com.unity.ml-agents.extensions", ] meta_suffix = ".meta" python_suffix = ".py" allow_list = frozenset( [ "com.unity.ml-agents/.editorconfig", ...
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language: csharp script: - cd build - chmod +x *.sh - ./make_linux64_lua53.sh - ./make_linux64_luajit.sh - cd ../General - msbuild /property:Configuration=Release vs2013/XLua.sln - cp ../build/build_linux64/libxlua.so Bin/ - cp ../build/build_linux64/libxlua.so Tools/ - mono Bin/XLuaUnitTest.exe - m...
xLua/.travis.yml/0
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<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft...
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--[[ ////////////////////////////////////////////////////////////////////////// // date : 2013-5-4 // auth : macroli(idehong@gmail.com) // ver : 0.3 // desc : assert and except ////////////////////////////////////////////////////////////////////////// --]] ---------------------------------------------------------...
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using XLua; #if !XLUA_GENERAL using UnityEngine; #endif using System.Collections.Generic; using System; public class LuaEnvSingleton { static private LuaEnv instance = null; static public LuaEnv Instance { get { if(instance == null) { instance = new LuaEnv(); #if XLUA_GENERAL instan...
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# makefile for installing Lua # see INSTALL for installation instructions # see src/Makefile and src/luaconf.h for further customization # == CHANGE THE SETTINGS BELOW TO SUIT YOUR ENVIRONMENT ======================= # Your platform. See PLATS for possible values. PLAT= none # Where to install. The installation star...
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/* ** $Id: ldebug.c,v 2.29.1.6 2008/05/08 16:56:26 roberto Exp $ ** Debug Interface ** See Copyright Notice in lua.h */ #include <stdarg.h> #include <stddef.h> #include <string.h> #define ldebug_c #define LUA_CORE #include "lua.h" #include "lapi.h" #include "lcode.h" #include "ldebug.h" #include "ldo.h" #include ...
xLua/build/lua-5.1.5/src/ldebug.c/0
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/* ** $Id: lmem.h,v 1.31.1.1 2007/12/27 13:02:25 roberto Exp $ ** Interface to Memory Manager ** See Copyright Notice in lua.h */ #ifndef lmem_h #define lmem_h #include <stddef.h> #include "llimits.h" #include "lua.h" #define MEMERRMSG "not enough memory" #define luaM_reallocv(L,b,on,n,e) \ ((cast(size_t, (n)+1...
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/* ** $Id: ltablib.c,v 1.38.1.3 2008/02/14 16:46:58 roberto Exp $ ** Library for Table Manipulation ** See Copyright Notice in lua.h */ #include <stddef.h> #define ltablib_c #define LUA_LIB #include "lua.h" #include "lauxlib.h" #include "lualib.h" #define aux_getn(L,n) (luaL_checktype(L, n, LUA_TTABLE), luaL_get...
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html { background-color: #F8F8F8 ; } body { background-color: #FFFFFF ; color: #000000 ; font-family: Helvetica, Arial, sans-serif ; text-align: justify ; line-height: 1.25 ; margin: 16px auto ; padding: 32px ; border: solid #ccc 1px ; border-radius: 20px ; max-width: 70em ; width: 90% ; } h1, h2, h3, h4 ...
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/* ** $Id: lctype.h $ ** 'ctype' functions for Lua ** See Copyright Notice in lua.h */ #ifndef lctype_h #define lctype_h #include "lua.h" /* ** WARNING: the functions defined here do not necessarily correspond ** to the similar functions in the standard C ctype.h. They are ** optimized for the specific needs of Lua...
xLua/build/lua-5.4.1/src/lctype.h/0
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/* ** $Id: llimits.h $ ** Limits, basic types, and some other 'installation-dependent' definitions ** See Copyright Notice in lua.h */ #ifndef llimits_h #define llimits_h #include <limits.h> #include <stddef.h> #include "lua.h" /* ** 'lu_mem' and 'l_mem' are unsigned/signed integers big enough to count ** the to...
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/* ** $Id: lstring.c $ ** String table (keeps all strings handled by Lua) ** See Copyright Notice in lua.h */ #define lstring_c #define LUA_CORE #include "lprefix.h" #include <string.h> #include "lua.h" #include "ldebug.h" #include "ldo.h" #include "lmem.h" #include "lobject.h" #include "lstate.h" #include "lstri...
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/* ** $Id: lutf8lib.c $ ** Standard library for UTF-8 manipulation ** See Copyright Notice in lua.h */ #define lutf8lib_c #define LUA_LIB #include "lprefix.h" #include <assert.h> #include <limits.h> #include <stdlib.h> #include <string.h> #include "lua.h" #include "lauxlib.h" #include "lualib.h" #define MAXUNIC...
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <title>Lua/C API Extensions</title> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> <meta name="Author" content="Mike Pall"> <meta name="Copyright" content="Copyright (C) 2005-2016, Mike Pal...
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---------------------------------------------------------------------------- -- LuaJIT x64 disassembler wrapper module. -- -- Copyright (C) 2005-2016 Mike Pall. All rights reserved. -- Released under the MIT license. See Copyright Notice in luajit.h ----------------------------------------------------------------------...
xLua/build/luajit-2.1.0b2/src/jit/dis_x64.lua/0
{ "file_path": "xLua/build/luajit-2.1.0b2/src/jit/dis_x64.lua", "repo_id": "xLua", "token_count": 164 }
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/* ** OS library. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h ** ** Major portions taken verbatim or adapted from the Lua interpreter. ** Copyright (C) 1994-2008 Lua.org, PUC-Rio. See Copyright Notice in lua.h */ #include <errno.h> #include <time.h> #define lib_os_c #define LUA_LIB #includ...
xLua/build/luajit-2.1.0b2/src/lib_os.c/0
{ "file_path": "xLua/build/luajit-2.1.0b2/src/lib_os.c", "repo_id": "xLua", "token_count": 3059 }
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/* ** Bytecode instruction format. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h */ #ifndef _LJ_BC_H #define _LJ_BC_H #include "lj_def.h" #include "lj_arch.h" /* Bytecode instruction format, 32 bit wide, fields of 8 or 16 bit: ** ** +----+----+----+----+ ** | B | C | A | OP | Format ABC *...
xLua/build/luajit-2.1.0b2/src/lj_bc.h/0
{ "file_path": "xLua/build/luajit-2.1.0b2/src/lj_bc.h", "repo_id": "xLua", "token_count": 4494 }
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/* ** Character types. ** Donated to the public domain. ** ** This is intended to replace the problematic libc single-byte NLS functions. ** These just don't make sense anymore with UTF-8 locales becoming the norm ** on POSIX systems. It never worked too well on Windows systems since hardly ** anyone bothered to call s...
xLua/build/luajit-2.1.0b2/src/lj_char.c/0
{ "file_path": "xLua/build/luajit-2.1.0b2/src/lj_char.c", "repo_id": "xLua", "token_count": 887 }
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/* ** MIPS instruction emitter. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h */ /* -- Emit basic instructions --------------------------------------------- */ static void emit_dst(ASMState *as, MIPSIns mi, Reg rd, Reg rs, Reg rt) { *--as->mcp = mi | MIPSF_D(rd) | MIPSF_S(rs) | MIPSF_T(rt);...
xLua/build/luajit-2.1.0b2/src/lj_emit_mips.h/0
{ "file_path": "xLua/build/luajit-2.1.0b2/src/lj_emit_mips.h", "repo_id": "xLua", "token_count": 2915 }
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/* ** SSA IR (Intermediate Representation) emitter. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h */ #define lj_ir_c #define LUA_CORE /* For pointers to libc/libm functions. */ #include <stdio.h> #include <math.h> #include "lj_obj.h" #if LJ_HASJIT #include "lj_gc.h" #include "lj_buf.h" #in...
xLua/build/luajit-2.1.0b2/src/lj_ir.c/0
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README for LuaJIT 2.1.0-beta3 ----------------------------- LuaJIT is a Just-In-Time (JIT) compiler for the Lua programming language. Project Homepage: https://luajit.org/ LuaJIT is Copyright (C) 2005-2021 Mike Pall. LuaJIT is free software, released under the MIT license. See full Copyright Notice in the COPYRIGHT ...
xLua/build/luajit-2.1.0b3/README/0
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<!DOCTYPE html> <html> <head> <title>Installation</title> <meta charset="utf-8"> <meta name="Copyright" content="Copyright (C) 2005-2021"> <meta name="Language" content="en"> <link rel="stylesheet" type="text/css" href="bluequad.css" media="screen"> <link rel="stylesheet" type="text/css" href="bluequad-print.css" media...
xLua/build/luajit-2.1.0b3/doc/install.html/0
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/* ** DynASM s390x encoding engine. ** Copyright (C) 2005-2017 Mike Pall. All rights reserved. ** Released under the MIT license. See dynasm.lua for full copyright notice. */ #include <stddef.h> #include <stdarg.h> #include <string.h> #include <stdlib.h> #define DASM_ARCH "s390x" #ifndef DASM_EXTERN #define DASM_EX...
xLua/build/luajit-2.1.0b3/dynasm/dasm_s390x.h/0
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/* ** LuaJIT VM builder: IR folding hash table generator. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #include "buildvm.h" #include "lj_obj.h" #include "lj_ir.h" /* Context for the folding hash table generator. */ static int lineno; static uint32_t funcidx; static uint32_t foldkeys[BUILD...
xLua/build/luajit-2.1.0b3/src/host/buildvm_fold.c/0
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---------------------------------------------------------------------------- -- LuaJIT MIPS64R6 disassembler wrapper module. -- -- Copyright (C) 2005-2021 Mike Pall. All rights reserved. -- Released under the MIT license. See Copyright Notice in luajit.h -----------------------------------------------------------------...
xLua/build/luajit-2.1.0b3/src/jit/dis_mips64r6.lua/0
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/* ** String formatting. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #ifndef _LJ_STRFMT_H #define _LJ_STRFMT_H #include "lj_obj.h" typedef uint32_t SFormat; /* Format indicator. */ /* Format parser state. */ typedef struct FormatState { const uint8_t *p; /* Current format string poi...
xLua/build/luajit-2.1.0b3/src/lj_strfmt.h/0
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/* ** Userdata handling. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #define lj_udata_c #define LUA_CORE #include "lj_obj.h" #include "lj_gc.h" #include "lj_err.h" #include "lj_udata.h" GCudata *lj_udata_new(lua_State *L, MSize sz, GCtab *env) { GCudata *ud = lj_mem_newt(L, sizeof(GCu...
xLua/build/luajit-2.1.0b3/src/lj_udata.c/0
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@rem Script to build LuaJIT with the PS Vita SDK. @rem Donated to the public domain. @rem @rem Open a "Visual Studio .NET Command Prompt" (32 bit host compiler) @rem Then cd to this directory and run this script. @if not defined INCLUDE goto :FAIL @if not defined SCE_PSP2_SDK_DIR goto :FAIL @setlocal @rem ---- Host c...
xLua/build/luajit-2.1.0b3/src/psvitabuild.bat/0
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#ifndef _TEST_UTIL_HPP_ #define _TEST_UTIL_HPP_ #include <sys/time.h> // gettimeofday() #include <string> #include <vector> struct TestErrMsg { const char* fileName; unsigned lineNo; std::string errMsg; TestErrMsg(const char* FN, unsigned LN, const char* Err): fileName(FN), lineNo(LN), errMsg(Er...
xLua/build/luajit-2.1.0b3/src/x64/test/test_util.hpp/0
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/*=========================================================================*\ * Input/Output abstraction * LuaSocket toolkit \*=========================================================================*/ #include "io.h" /*=========================================================================*\ * Exported functions \...
xLua/build/luasocket/io.c/0
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/*=========================================================================*\ * Timeout management functions * LuaSocket toolkit \*=========================================================================*/ #include <stdio.h> #include <limits.h> #include <float.h> #include "lua.h" #include "lauxlib.h" #include "auxil...
xLua/build/luasocket/timeout.c/0
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mkdir -p build_ios_54 && cd build_ios_54 cmake -DLUA_VERSION=5.4.1 -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS64 -GXcode ../ cd .. cmake --build build_ios_54 --config Release mkdir -p plugin_lua54/Plugins/iOS/ cp build_ios_54/Release-iphoneos/libxlua.a plugin_lua54/Plugins/iOS/libxlua.a
xLua/build/make_ios_lua54.sh/0
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mkdir build32 & pushd build32 cmake -G "Visual Studio 16 2019" -A Win32 .. popd cmake --build build32 --config Release md plugin_lua53\Plugins\x86 copy /Y build32\Release\xlua.dll plugin_lua53\Plugins\x86\xlua.dll pause
xLua/build/make_win32_lua53.bat/0
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<!DOCTYPE html> <html lang="en"> <head> <title>C# API — XLua</title> <meta charset="utf-8"> <meta name="description" content="XLua"> <meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no"> <link rel="stylesheet" href="/xLua/public/css/page.css">...
xLua/docs/public/v1/guide/api.html/0
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--- title: 从零开始 type: guide order: 100 --- ## 从零开始 > 文章等待完善
xLua/docs/source/src/v1/guide/tutorial.md/0
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/* (C) 2019 David Lettier lettier.com */ #version 150 uniform sampler2D positionTexture; uniform sampler2D noiseTexture; uniform sampler2D focusTexture; uniform sampler2D outOfFocusTexture; uniform vec2 mouseFocusPoint; uniform vec2 nearFar; uniform vec2 enabled; out vec4 fragColor; out vec4 fragColor1; void m...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/depth-of-field.frag/0
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/* (C) 2020 David Lettier lettier.com */ #version 150 uniform sampler2D positionTexture; uniform sampler2D colorTexture; uniform mat4 previousViewWorldMat; uniform mat4 worldViewMat; uniform mat4 lensProjection; uniform vec2 motionBlurEnabled; uniform vec2 parameters; out vec4 fragColor; void main() { int ...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/motion-blur.frag/0
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/* (C) 2020 David Lettier lettier.com */ #version 150 void main() { gl_Position = vec4(vec3(2.0), 1.0); }
3d-game-shaders-for-beginners/demonstration/shaders/vertex/discard.vert/0
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<!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml" lang="" xml:lang=""> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" /> <meta name="description" content="Interested in adding textures, lighting, shadows, normal maps, glowi...
3d-game-shaders-for-beginners/docs/reference-frames.html/0
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[:arrow_backward:](motion-blur.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](screen-space-reflection.md) # 3D Game Shaders For Beginners ## Chromatic Aberration <p align="center"> <img src="https://i.imgur.com/bawgERm.gif" alt="Chromatic Aberration" ti...
3d-game-shaders-for-beginners/sections/chromatic-aberration.md/0
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[:arrow_backward:](posterization.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](sharpen.md) # 3D Game Shaders For Beginners ## Pixelization <p align="center"> <img src="https://i.imgur.com/IbnyYZN.gif" alt="Pixelization" title="Pixelization"> </p> Pixe...
3d-game-shaders-for-beginners/sections/pixelization.md/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef airsim_core_AirSimSettings_hpp #define airsim_core_AirSimSettings_hpp #include "CommonStructs.hpp" #include "ImageCaptureBase.hpp" #include "Settings.hpp" #include "common_utils/Utils.hpp" #include "sensors/SensorB...
AirSim/AirLib/include/common/AirSimSettings.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef airsim_core_ScalableClock_hpp #define airsim_core_ScalableClock_hpp #include "ClockBase.hpp" #include "Common.hpp" namespace msr { namespace airlib { //ScalableClock is a clock that can be scaled (i.e. slowed...
AirSim/AirLib/include/common/ScalableClock.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef common_utils_MinWinDefines_hpp #define common_utils_MinWinDefines_hpp /************************************************ This header disables lots of things soafter including it you may have to #undef whatever you a...
AirSim/AirLib/include/common/common_utils/MinWinDefines.hpp/0
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// Copyright (C) 2011 - 2012 Andrzej Krzemienski. // // Use, modification, and distribution is subject to the Boost Software // License, Version 1.0. (See accompanying file LICENSE_1_0.txt or copy at // http://www.boost.org/LICENSE_1_0.txt) // // The idea and interface is based on Boost.Optional library // authored by ...
AirSim/AirLib/include/common/common_utils/optional.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef air_ObstacleMap_hpp #define air_ObstacleMap_hpp #include <mutex> #include "common/Common.hpp" namespace msr { namespace airlib { /* ObstacleMap implements 2D map of obstacles in circular disk around the v...
AirSim/AirLib/include/safety/ObstacleMap.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_SimpleImu_hpp #define msr_airlib_SimpleImu_hpp #include "common/Common.hpp" #include "ImuSimpleParams.hpp" #include "ImuBase.hpp" namespace msr { namespace airlib { class ImuSimple : public ImuBase...
AirSim/AirLib/include/sensors/imu/ImuSimple.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_vehicles_MultiRotorParamsFactory_hpp #define msr_airlib_vehicles_MultiRotorParamsFactory_hpp #include "vehicles/multirotor/firmwares/mavlink/MavLinkMultirotorApi.hpp" #include "vehicles/multirotor/firmwa...
AirSim/AirLib/include/vehicles/multirotor/MultiRotorParamsFactory.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_AirSimSimpleFlightCommLink_hpp #define msr_airlib_AirSimSimpleFlightCommLink_hpp #include <exception> #include "firmware/interfaces/ICommLink.hpp" #include "common/Common.hpp" namespace msr { namespace ...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/AirSimSimpleFlightCommLink.hpp/0
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#pragma once #include "interfaces/IUpdatable.hpp" #include "interfaces/IGoal.hpp" #include "interfaces/IBoardClock.hpp" #include "interfaces/CommonStructs.hpp" #include "interfaces/IAxisController.hpp" #include "VelocityController.hpp" #include "Params.hpp" #include "PidController.hpp" #include "common/common_utils/U...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/PositionController.hpp/0
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#pragma once #include <string> #include "CommonStructs.hpp" #include "IGoal.hpp" namespace simple_flight { class IOffboardApi : public IGoal { public: virtual bool canRequestApiControl(std::string& message) = 0; virtual bool hasApiControl() = 0; virtual bool requestApiControl(std::string& message) = 0; ...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/interfaces/IOffboardApi.hpp/0
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<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <ItemGroup> <Filter Include="Source Files"> <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier> <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx...
AirSim/AirLibUnitTests/AirLibUnitTests.vcxproj.filters/0
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<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <ItemGroup> <Filter Include="Source Files"> <UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier> <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx...
AirSim/DroneServer/DroneServer.vcxproj.filters/0
{ "file_path": "AirSim/DroneServer/DroneServer.vcxproj.filters", "repo_id": "AirSim", "token_count": 432 }
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#pragma once #include "DepthNav.hpp" namespace msr { namespace airlib { class DepthNavCost : public DepthNav { protected: virtual Pose getNextPose(const std::vector<float>& depth_image, const Vector3r& goal, const Pose& current_pose, real_T dt) override { auto goal_body = Vect...
AirSim/Examples/DepthNav/DepthNavCost.hpp/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Controls; namespace LogViewer.Controls { /// <summary> /// Represents a group of chats located on top of each other. /// </summary> public cla...
AirSim/LogViewer/LogViewer/Controls/ChartGroup.cs/0
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using LogViewer.Utilities; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Input; using System.Windows.Media; using System.Windows.Shapes; using System.Windows.Threading; using LogViewer.Model; using System.Diagnostics; // The...
AirSim/LogViewer/LogViewer/Controls/SimpleLineChart.xaml.cs/0
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using LogViewer.Utilities; using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; namespace LogViewer.Model.ULog { public abstract class Message { public abstract ulong GetTi...
AirSim/LogViewer/LogViewer/Model/Px4ULog.cs/0
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using System; using System.Collections.Generic; using System.Collections.ObjectModel; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Media; using System.Windows.Media.Imaging; namespace LogViewer.Utilities { class Raw8UBitmapDecoder { List<Bi...
AirSim/LogViewer/LogViewer/Utilities/Raw8UBitmapDecoder.cs/0
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<?xml version="1.0" encoding="utf-8"?> <Project DefaultTargets="Build" ToolsVersion="16.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$([MSBuild]::GetDirectoryNameOfFileAbove($(MSBuildThisFileDirectory), AirSim.props))\AirSim.props" /> <PropertyGroup> <ShowAllFiles>true</Show...
AirSim/MavLinkCom/MavLinkCom.vcxproj/0
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# Welcome to MavLinkMoCap This page has moved [here](https://github.com/microsoft/AirSim/blob/main/docs/mavlinkcom_mocap.md).
AirSim/MavLinkCom/MavLinkMoCap/Readme.md/0
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# Welcome to MavLinkCom This page has moved [here](https://github.com/microsoft/AirSim/blob/main/docs/mavlinkcom.md).
AirSim/MavLinkCom/README.md/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_MavLinkConnection_hpp #define MavLinkCom_MavLinkConnection_hpp #include <functional> #include <memory> #include <string> #include <vector> #include "MavLinkMessageBase.hpp" #include "MavLinkLog.hpp" #if...
AirSim/MavLinkCom/include/MavLinkConnection.hpp/0
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/** @file * @brief MAVLink comm protocol built from common.xml * @see http://mavlink.org */ #pragma once #ifndef MAVLINK_VERSION_H #define MAVLINK_VERSION_H #define MAVLINK_BUILD_DATE "Fri Aug 07 2020" #define MAVLINK_WIRE_PROTOCOL_VERSION "2.0" #define MAVLINK_MAX_DIALECT_PAYLOAD_SIZE 255 #endif // MAVLINK_VER...
AirSim/MavLinkCom/mavlink/common/version.h/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "MavLinkTcpServer.hpp" #include "impl/MavLinkTcpServerImpl.hpp" using namespace mavlinkcom; using namespace mavlinkcom_impl; MavLinkTcpServer::MavLinkTcpServer(const std::string& local_addr, int local_port) :...
AirSim/MavLinkCom/src/MavLinkTcpServer.cpp/0
{ "file_path": "AirSim/MavLinkCom/src/MavLinkTcpServer.cpp", "repo_id": "AirSim", "token_count": 277 }
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_MavLinkVehicleImpl_hpp #define MavLinkCom_MavLinkVehicleImpl_hpp #define MAVLINK_PACKED #include "VehicleState.hpp" #include "Utils.hpp" #include "MavLinkNodeImpl.hpp" #include "MavLinkMessages.hpp" #i...
AirSim/MavLinkCom/src/impl/MavLinkVehicleImpl.hpp/0
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