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# ML-Agents Extensions See the [package documentation](Documentation~/com.unity.ml-agents.extensions.md) for more information
ml-agents/com.unity.ml-agents.extensions/README.md/0
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#if UNITY_2020_1_OR_NEWER using System.Collections.Generic; using UnityEngine; using Unity.MLAgents.Sensors; namespace Unity.MLAgents.Extensions.Sensors { public class ArticulationBodyJointExtractor : IJointExtractor { ArticulationBody m_Body; public ArticulationBodyJointExtractor(Articulatio...
ml-agents/com.unity.ml-agents.extensions/Runtime/Sensors/ArticulationBodyJointExtractor.cs/0
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using UnityEngine; using Unity.MLAgents.Sensors; namespace Unity.MLAgents.Extensions.Sensors { public class RigidBodyJointExtractor : IJointExtractor { Rigidbody m_Body; Joint m_Joint; public RigidBodyJointExtractor(Rigidbody body) { m_Body = body; m_Joi...
ml-agents/com.unity.ml-agents.extensions/Runtime/Sensors/RigidBodyJointExtractor.cs/0
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ml-agents/com.unity.ml-agents.extensions/Tests/Runtime/RuntimeExampleTest.cs.meta/0
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ml-agents/com.unity.ml-agents.extensions/Tests/Runtime/Unity.ML-Agents.Extensions.Tests.asmdef/0
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ml-agents/com.unity.ml-agents/Editor/AgentEditor.cs.meta/0
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using System; using System.Collections.Generic; using System.Diagnostics; using Unity.MLAgents.Actuators; using Unity.MLAgents.Sensors; using UnityEngine; #if MLA_UNITY_ANALYTICS_MODULE #if ENABLE_CLOUD_SERVICES_ANALYTICS using UnityEngine.Analytics; #endif #if UNITY_EDITOR using UnityEditor.Analytics; #endif #endif ...
ml-agents/com.unity.ml-agents/Runtime/Analytics/TrainingAnalytics.cs/0
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using UnityEngine; namespace Unity.MLAgents { public class UnityRLCapabilities { public bool BaseRLCapabilities; public bool ConcatenatedPngObservations; public bool CompressedChannelMapping; public bool HybridActions; public bool TrainingAnalytics; public bool V...
ml-agents/com.unity.ml-agents/Runtime/Communicator/UnityRLCapabilities.cs/0
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ml-agents/com.unity.ml-agents/Runtime/EnvironmentParameters.cs.meta/0
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ml-agents/com.unity.ml-agents/Runtime/Grpc/CommunicatorObjects/TrainingAnalytics.cs.meta/0
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using System; using System.Collections.Generic; using System.Linq; using Unity.Sentis; using Unity.MLAgents.Actuators; using Unity.MLAgents.Sensors; using Unity.MLAgents.Policies; namespace Unity.MLAgents.Inference { /// <summary> /// Prepares the Tensors for the Learning Brain and exposes a list of failed che...
ml-agents/com.unity.ml-agents/Runtime/Inference/SentisModelParamLoader.cs/0
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using System; using System.Collections.Generic; using Unity.MLAgents.Actuators; using Unity.MLAgents.Sensors; namespace Unity.MLAgents.Policies { /// <summary> /// IPolicy is connected to a single Agent. Each time the agent needs /// a decision, it will request a decision to the Policy. The decision //...
ml-agents/com.unity.ml-agents/Runtime/Policies/IPolicy.cs/0
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ml-agents/com.unity.ml-agents/Runtime/Sensors/IGridPerception.cs.meta/0
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ml-agents/com.unity.ml-agents/Runtime/Sensors/RayPerceptionSensorComponentBase.cs.meta/0
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namespace Unity.MLAgents.Sensors.Reflection { /// <summary> /// Sensor that wraps a Vector2 field or property of an object, and returns /// that as an observation. /// </summary> internal class Vector2ReflectionSensor : ReflectionSensorBase { public Vector2ReflectionSensor(ReflectionSens...
ml-agents/com.unity.ml-agents/Runtime/Sensors/Reflection/Vector2ReflectionSensor.cs/0
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using System.Collections.Generic; using System.Collections.ObjectModel; using UnityEngine; namespace Unity.MLAgents.Sensors { /// <summary> /// A sensor implementation for vector observations. /// </summary> public class VectorSensor : ISensor, IBuiltInSensor { // TODO use float[] instead ...
ml-agents/com.unity.ml-agents/Runtime/Sensors/VectorSensor.cs/0
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using System; using NUnit.Framework; using Unity.MLAgents.Actuators; namespace Unity.MLAgents.Tests.Actuators { [TestFixture] public class ActionSegmentTests { [Test] public void TestConstruction() { var floatArray = new[] { 1f, 2f, 3f, 4f, 5f, 6f, 7f }; Asse...
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using System.Collections.Generic; using Unity.Sentis; using NUnit.Framework; using Unity.MLAgents.Actuators; using Unity.MLAgents.Inference; namespace Unity.MLAgents.Tests { public class DiscreteActionOutputApplierTest { [Test] public void TestDiscreteApply() { var actionSpe...
ml-agents/com.unity.ml-agents/Tests/Editor/Inference/DiscreteActionOutputApplierTest.cs/0
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using System; using System.Collections.Generic; using UnityEngine; using NUnit.Framework; using Unity.MLAgents.Integrations.Match3; namespace Unity.MLAgents.Tests.Integrations.Match3 { internal class StringBoard : AbstractBoard { internal int MaxRows; internal int MaxColumns; internal i...
ml-agents/com.unity.ml-agents/Tests/Editor/Integrations/Match3/AbstractBoardTests.cs/0
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behaviors: Crawler: trainer_type: ppo hyperparameters: batch_size: 2024 buffer_size: 20240 learning_rate: 0.0003 beta: 0.005 epsilon: 0.2 lambd: 0.95 num_epoch: 3 learning_rate_schedule: linear network_settings: normalize: true hidden_units: 512 ...
ml-agents/config/imitation/Crawler.yaml/0
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default_settings: trainer_type: ppo hyperparameters: batch_size: 16 buffer_size: 120 learning_rate: 0.0003 beta: 0.005 epsilon: 0.2 lambd: 0.99 num_epoch: 3 learning_rate_schedule: constant network_settings: normalize: true hidden_units: 256 num_layers: 4 vis_encode...
ml-agents/config/ppo/Match3.yaml/0
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behaviors: GridWorld: trainer_type: sac hyperparameters: learning_rate: 0.0003 learning_rate_schedule: constant batch_size: 128 buffer_size: 50000 buffer_init_steps: 1000 tau: 0.005 steps_per_update: 10.0 save_replay_buffer: false init_entcoef: 0.5 r...
ml-agents/config/sac/GridWorld.yaml/0
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# Frequently Asked Questions ## Installation problems ## Environment Permission Error If you directly import your Unity environment without building it in the editor, you might need to give it additional permissions to execute it. If you receive such a permission error on macOS, run: ```sh chmod -R 755 *.app ``` ...
ml-agents/docs/FAQ.md/0
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# ML-Agents Toolkit Overview **Table of Contents** - [Running Example: Training NPC Behaviors](#running-example-training-npc-behaviors) - [Key Components](#key-components) - [Training Modes](#training-modes) - [Built-in Training and Inference](#built-in-training-and-inference) - [Cross-Platform Inference](#cros...
ml-agents/docs/ML-Agents-Overview.md/0
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# Sentis The ML-Agents Toolkit allows you to use pre-trained neural network models inside your Unity games. This support is possible thanks to the [Sentis](https://docs.unity3d.com/Packages/com.unity.sentis@latest/index.html) (codenamed Sentis). Sentis uses [compute shaders](https://docs.unity3d.com/Manual/class-Compu...
ml-agents/docs/Sentis.md/0
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/* The standard CSS for doxygen 1.8.14 */ body, table, div, p, dl { font: 400 14px/22px Roboto,sans-serif; } p.reference, p.definition { font: 400 14px/22px Roboto,sans-serif; } /* @group Heading Levels */ h1.groupheader { font-size: 150%; } .title { font: 400 14px/28px Roboto,sans-serif; font-size: 150%; fo...
ml-agents/docs/doxygen/doxygenbase.css/0
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# ML-Agents 용 도커 사용법 도커를 사용해 추론과 학습을 하고자하는 Windows와 Mac 사용자를 위한 솔루션을 제공합니다. 이것은 Python과 TensorFlow 설치를 피하고자 하는 분에게 매력적인 옵션이 될 것입니다. 현재 설정은 TensorFlow와 Unity가 _CPU를 통해서만_ 계산하도록 합니다. 따라서 도커 시뮬레이션은 GPU를 사용하지 않고 시각적 렌더링을 위해 [`Xvfb`](https://en.wikipedia.org/wiki/Xvfb)를 사용합니다. `Xvfb`는 `ML-Agents`(또는 다른 응용 프로그램)가 가상으로 렌더링을...
ml-agents/localized_docs/KR/docs/Using-Docker.md/0
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# @generated by generate_proto_mypy_stubs.py. Do not edit! import sys from google.protobuf.descriptor import ( Descriptor as google___protobuf___descriptor___Descriptor, ) from google.protobuf.message import ( Message as google___protobuf___message___Message, ) from typing import ( Optional as typing___O...
ml-agents/ml-agents-envs/mlagents_envs/communicator_objects/demonstration_meta_pb2.pyi/0
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# @generated by generate_proto_mypy_stubs.py. Do not edit! import sys from google.protobuf.descriptor import ( Descriptor as google___protobuf___descriptor___Descriptor, ) from google.protobuf.message import ( Message as google___protobuf___message___Message, ) from mlagents_envs.communicator_objects.unity_r...
ml-agents/ml-agents-envs/mlagents_envs/communicator_objects/unity_output_pb2.pyi/0
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from typing import Optional, Union, List from mlagents_envs import logging_util from mlagents_envs.exception import UnityWorkerInUseException from mlagents_envs.registry import default_registry from mlagents_envs.side_channel.engine_configuration_channel import ( EngineConfigurationChannel, ) from mlagents_envs.si...
ml-agents/ml-agents-envs/mlagents_envs/envs/pettingzoo_env_factory.py/0
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import sys import uuid import mlagents_envs from mlagents_envs.exception import UnityCommunicationException from mlagents_envs.side_channel import SideChannel, IncomingMessage, OutgoingMessage from mlagents_envs.communicator_objects.training_analytics_pb2 import ( TrainingEnvironmentInitialized, ) from google.prot...
ml-agents/ml-agents-envs/mlagents_envs/side_channel/default_training_analytics_side_channel.py/0
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import os from unittest import mock import pytest from mlagents_envs.environment import UnityEnvironment from mlagents_envs.base_env import DecisionSteps, TerminalSteps, ActionTuple from mlagents_envs.exception import UnityEnvironmentException, UnityActionException from mlagents_envs.mock_communicator import MockCommu...
ml-agents/ml-agents-envs/tests/test_envs.py/0
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from typing import Optional import os def get_num_threads_to_use() -> Optional[int]: """ Gets the number of threads to use. For most problems, 4 is all you need, but for smaller machines, we'd like to scale to less than that. By default, PyTorch uses 1/2 of the available cores. """ num_cpus =...
ml-agents/ml-agents/mlagents/torch_utils/cpu_utils.py/0
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# # Unity ML-Agents Toolkit # ## ML-Agent Learning (Ghost Trainer) from collections import defaultdict from typing import Deque, Dict, DefaultDict, List import numpy as np from mlagents_envs.logging_util import get_logger from mlagents_envs.base_env import BehaviorSpec from mlagents.trainers.policy import Policy fr...
ml-agents/ml-agents/mlagents/trainers/ghost/trainer.py/0
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from typing import Dict, cast import attr from mlagents.torch_utils import torch, default_device from mlagents.trainers.buffer import AgentBuffer, BufferKey, RewardSignalUtil from mlagents_envs.timers import timed from mlagents.trainers.policy.torch_policy import TorchPolicy from mlagents.trainers.optimizer.torch_op...
ml-agents/ml-agents/mlagents/trainers/ppo/optimizer_torch.py/0
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from unittest.mock import MagicMock, patch import pytest from mlagents.torch_utils import torch from mlagents.trainers.trainer_controller import TrainerController from mlagents.trainers.environment_parameter_manager import EnvironmentParameterManager from mlagents.trainers.ghost.controller import GhostController @py...
ml-agents/ml-agents/mlagents/trainers/tests/test_trainer_controller.py/0
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import pytest from mlagents.torch_utils import torch from mlagents.trainers.torch_entities.decoders import ValueHeads def test_valueheads(): stream_names = [f"reward_signal_{num}" for num in range(5)] input_size = 5 batch_size = 4 # Test default 1 value per head value_heads = ValueHeads(stream_n...
ml-agents/ml-agents/mlagents/trainers/tests/torch_entities/test_decoders.py/0
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import pytest import attr from mlagents.trainers.tests.simple_test_envs import ( SimpleEnvironment, MultiAgentEnvironment, MemoryEnvironment, RecordEnvironment, ) from mlagents.trainers.demo_loader import write_demo from mlagents.trainers.settings import ( NetworkSettings, SelfPlaySettings, ...
ml-agents/ml-agents/mlagents/trainers/tests/torch_entities/test_simple_rl.py/0
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from typing import Optional, Dict, List import numpy as np from mlagents.torch_utils import torch, default_device from mlagents.trainers.buffer import AgentBuffer, BufferKey from mlagents.trainers.torch_entities.components.reward_providers.base_reward_provider import ( BaseRewardProvider, ) from mlagents.trainers....
ml-agents/ml-agents/mlagents/trainers/torch_entities/components/reward_providers/gail_reward_provider.py/0
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import os from typing import Dict from mlagents_envs.logging_util import get_logger from mlagents.trainers.environment_parameter_manager import EnvironmentParameterManager from mlagents.trainers.exception import TrainerConfigError from mlagents.trainers.trainer import Trainer from mlagents.trainers.ghost.trainer impor...
ml-agents/ml-agents/mlagents/trainers/trainer/trainer_factory.py/0
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import argparse import numpy as np from mlagents_envs.environment import UnityEnvironment EPSILON = 0.001 def test_run_environment(env_name): """ Run the low-level API test of compressed sensors using the specified environment :param env_name: Name of the Unity environment binary to launch """ e...
ml-agents/ml-agents/tests/yamato/scripts/run_compressed_sensor.py/0
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syntax = "proto3"; option csharp_namespace = "Unity.MLAgents.CommunicatorObjects"; package communicator_objects; message CustomResetParametersProto { }
ml-agents/protobuf-definitions/proto/mlagents_envs/communicator_objects/custom_reset_parameters.proto/0
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[coverage:run] omit = */tests/* [coverage:report] # Run "pytest --cov=ml-agents --cov=ml-agents-envs --cov=gym-unity" to see the current coverage percentage. # Run the above plus "--cov-report html" to get a nice visualization of what is/isn't covered in html format. fail_under = 60 [flake8] # black will apply a lin...
ml-agents/setup.cfg/0
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using System; using System.IO; using System.Security.Cryptography; namespace XLua { public class FilesSignature { static void usage() { Console.WriteLine("FilesSignature from_path to_path"); } static void doSignature(string from, string to, SHA1 sha, RSACryptoServic...
xLua/General/Src/FilesSignature.cs/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...
xLua/General/vs2013/XLuaTest.csproj/0
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strValue = "D.lua"
xLua/Test/UnitTest/StreamingAssets/D.lua/0
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fileFormatVersion: 2 guid: 3def27a586fdac545a71c421a4593354 timeCreated: 1483528414 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant:
xLua/Test/UnitTest/StreamingAssets/luaCallCsReflect.lua.meta/0
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fileFormatVersion: 2 guid: d3e28212fb5931d44bc37dcd4fd0127f folderAsset: yes timeCreated: 1483527547 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant:
xLua/Test/UnitTest/xLuaTest/CSharpCallLua.meta/0
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#if !XLUA_GENERAL using UnityEngine; #endif using System.Collections; using System.Collections.Generic; using XLua; using System; using System.IO; public class LuaEnvSingletonForTest { static private LuaEnv instance = null; static public LuaEnv Instance { get { if(instance == null) { instance = new...
xLua/Test/UnitTest/xLuaTest/CSharpCallLua/TCForTestCSCallLua.cs/0
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<!-- $Id: lua.man,v 1.11 2006/01/06 16:03:34 lhf Exp $ --> <HTML> <HEAD> <TITLE>LUA man page</TITLE> <LINK REL="stylesheet" TYPE="text/css" HREF="lua.css"> </HEAD> <BODY BGCOLOR="#FFFFFF"> <H2>NAME</H2> lua - Lua interpreter <H2>SYNOPSIS</H2> <B>lua</B> [ <I>options</I> ] [ <I>script</I> [ <I>args</I> ] ] <H2>DESCRIP...
xLua/build/lua-5.1.5/doc/lua.html/0
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# makefile for building Lua # see ../INSTALL for installation instructions # see ../Makefile and luaconf.h for further customization # == CHANGE THE SETTINGS BELOW TO SUIT YOUR ENVIRONMENT ======================= # Your platform. See PLATS for possible values. PLAT= none CC= gcc CFLAGS= -O2 -Wall $(MYCFLAGS) AR= ar ...
xLua/build/lua-5.1.5/src/Makefile/0
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/* ** $Id: lgc.c,v 2.38.1.2 2011/03/18 18:05:38 roberto Exp $ ** Garbage Collector ** See Copyright Notice in lua.h */ #include <string.h> #define lgc_c #define LUA_CORE #include "lua.h" #include "ldebug.h" #include "ldo.h" #include "lfunc.h" #include "lgc.h" #include "lmem.h" #include "lobject.h" #include "lstate....
xLua/build/lua-5.1.5/src/lgc.c/0
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/* ** $Id: lparser.c,v 2.42.1.4 2011/10/21 19:31:42 roberto Exp $ ** Lua Parser ** See Copyright Notice in lua.h */ #include <string.h> #define lparser_c #define LUA_CORE #include "lua.h" #include "lcode.h" #include "ldebug.h" #include "ldo.h" #include "lfunc.h" #include "llex.h" #include "lmem.h" #include "lobjec...
xLua/build/lua-5.1.5/src/lparser.c/0
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/* ** $Id: lualib.h,v 1.36.1.1 2007/12/27 13:02:25 roberto Exp $ ** Lua standard libraries ** See Copyright Notice in lua.h */ #ifndef lualib_h #define lualib_h #include "lua.h" /* Key to file-handle type */ #define LUA_FILEHANDLE "FILE*" #define LUA_COLIBNAME "coroutine" LUALIB_API int (luaopen_base) (lua_Stat...
xLua/build/lua-5.1.5/src/lualib.h/0
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This is Lua 5.3.4, released on 12 Jan 2017. For installation instructions, license details, and further information about Lua, see doc/readme.html.
xLua/build/lua-5.3.4/README/0
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/* ** $Id: lapi.c $ ** Lua API ** See Copyright Notice in lua.h */ #define lapi_c #define LUA_CORE #include "lprefix.h" #include <limits.h> #include <stdarg.h> #include <string.h> #include "lua.h" #include "lapi.h" #include "ldebug.h" #include "ldo.h" #include "lfunc.h" #include "lgc.h" #include "lmem.h" #include...
xLua/build/lua-5.4.1/src/lapi.c/0
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/* ** $Id: lfunc.c $ ** Auxiliary functions to manipulate prototypes and closures ** See Copyright Notice in lua.h */ #define lfunc_c #define LUA_CORE #include "lprefix.h" #include <stddef.h> #include "lua.h" #include "ldebug.h" #include "ldo.h" #include "lfunc.h" #include "lgc.h" #include "lmem.h" #include "lobj...
xLua/build/lua-5.4.1/src/lfunc.c/0
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/* ** $Id: lopcodes.c $ ** Opcodes for Lua virtual machine ** See Copyright Notice in lua.h */ #define lopcodes_c #define LUA_CORE #include "lprefix.h" #include "lopcodes.h" /* ORDER OP */ LUAI_DDEF const lu_byte luaP_opmodes[NUM_OPCODES] = { /* MM OT IT T A mode opcode */ opmode(0, 0, 0, 0, 1, iA...
xLua/build/lua-5.4.1/src/lopcodes.c/0
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/* ** $Id: ltm.h $ ** Tag methods ** See Copyright Notice in lua.h */ #ifndef ltm_h #define ltm_h #include "lobject.h" /* * WARNING: if you change the order of this enumeration, * grep "ORDER TM" and "ORDER OP" */ typedef enum { TM_INDEX, TM_NEWINDEX, TM_GC, TM_MODE, TM_LEN, TM_EQ, /* last tag method ...
xLua/build/lua-5.4.1/src/ltm.h/0
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mkdir build32 & pushd build32 cmake -DLUAC_COMPATIBLE_FORMAT=ON -G "Visual Studio 14 2015" .. IF %ERRORLEVEL% NEQ 0 cmake -DLUAC_COMPATIBLE_FORMAT=ON -G "Visual Studio 15 2017" .. popd cmake --build build32 --config Release pause
xLua/build/luac/make_win32.bat/0
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/* ** Auxiliary library for the Lua/C API. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h ** ** Major parts 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 <stdarg.h> #include <stdio.h>...
xLua/build/luajit-2.1.0b2/src/lib_aux.c/0
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/* ** Public Lua/C API. ** 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 */ #define lj_api_c #define LUA_CORE #include "lj_obj.h" #include "lj_gc.h"...
xLua/build/luajit-2.1.0b2/src/lj_api.c/0
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/* ** Fast function call recorder. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h */ #define lj_ffrecord_c #define LUA_CORE #include "lj_obj.h" #if LJ_HASJIT #include "lj_err.h" #include "lj_str.h" #include "lj_tab.h" #include "lj_frame.h" #include "lj_bc.h" #include "lj_ff.h" #include "lj_i...
xLua/build/luajit-2.1.0b2/src/lj_ffrecord.c/0
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/* ** ARM64 instruction emitter. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h ** ** Contributed by Djordje Kovacevic and Stefan Pejic from RT-RK.com. ** Sponsored by Cisco Systems, Inc. */ /* -- Constant encoding --------------------------------------------------- */ static uint64_t get_k64v...
xLua/build/luajit-2.1.0b3/src/lj_emit_arm64.h/0
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/* ** Object de/serialization. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #define lj_serialize_c #define LUA_CORE #include "lj_obj.h" #if LJ_HASBUFFER #include "lj_err.h" #include "lj_buf.h" #include "lj_str.h" #include "lj_tab.h" #include "lj_udata.h" #if LJ_HASFFI #include "lj_ctype....
xLua/build/luajit-2.1.0b3/src/lj_serialize.c/0
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#ifndef MIME_H #define MIME_H /*=========================================================================*\ * Core MIME support * LuaSocket toolkit * * This module provides functions to implement transfer content encodings * and formatting conforming to RFC 2045. It is used by mime.lua, which * provide a higher level...
xLua/build/luasocket/mime.h/0
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#ifndef USOCKET_H #define USOCKET_H /*=========================================================================*\ * Socket compatibilization module for Unix * LuaSocket toolkit \*=========================================================================*/ /*==============================================================...
xLua/build/luasocket/usocket.h/0
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set CUR_DIR=%~dp0 cd %CUR_DIR% del /s/q buildnx64 mkdir buildnx64 & pushd buildnx64 rem fix for io_tmpfile & os_tmpname echo #if !__ASSEMBLER__ > switch_fix.h echo static inline struct _IO_FILE* tmpfile(){ return 0; } >> switch_fix.h echo static inline char* tmpnam(char* n){ return 0; } >> switch_fix.h echo #endif >> ...
xLua/build/make_nx64_lua53.bat/0
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<!DOCTYPE html> <html lang="en"> <head> <title>介绍 — 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/index.html/0
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--- title: XLua的配置 type: guide order: 100 --- ## XLua的配置 xLua所有的配置都支持三种方式:`打标签`, `静态列表`, `动态列表`。 配置有两必须两建议: * 列表方式均必须是static的字段/属性 * 列表方式均必须放到一个static类 * 建议不用标签方式 * 建议列表方式配置放Editor目录 ### 打标签 xLua用白名单来指明生成哪些代码,而白名单通过attribute来配置,比如你想从lua调用c#的某个类,希望生成适配代码,你可以为这个类型打一个LuaCallCSharp标签: ~~~csharp [LuaCallCSharp] publi...
xLua/docs/source/src/v1/guide/configure.md/0
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<article class="clearfix"> <%- page.content %> <div class="footer"> 发现错误?想参与编辑? <a href="<%- theme.modify_github %><%- page.path.replace(/\.html$/, '.md') %>" target="_blank"> 在 Github 上编辑此页! </a> </div> </article> <div class="sub-nav hiden-in-phone"> <dl id="sub-na...
xLua/docs/source/themes/catlib/layout/partials/article.ejs/0
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/* (C) 2019 David Lettier lettier.com */ #version 150 uniform vec2 pi; uniform float osg_FrameTime; uniform sampler2D colorTexture; uniform vec2 enabled; out vec4 fragColor; void main() { float amount = 0.01; vec2 texSize = textureSize(colorTexture, 0).xy; vec2 texCoord = gl_FragCoord.xy / texSize; ...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/film-grain.frag/0
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/* (C) 2019 David Lettier lettier.com */ #version 150 uniform sampler2D colorTexture; uniform sampler2D positionTexture; uniform vec2 parameters; uniform vec2 enabled; out vec4 fragColor; void main() { // Must be odd. int pixelSize = int(parameters.x); vec2 texSize = textureSize(colorTexture, 0).xy; ...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/pixelize.frag/0
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BSD 3-Clause License Copyright (c) 2019, David Lettier All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions...
3d-game-shaders-for-beginners/demonstration/src/LICENSE/0
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2
<!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/foam.html/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/running-the-demo.html/0
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[:arrow_backward:](sharpen.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](film-grain.md) # 3D Game Shaders For Beginners ## Dilation <p align="center"> <img src="https://i.imgur.com/z751O74.gif" alt="Dilation" title="Dilation"> </p> Dilation dilates or...
3d-game-shaders-for-beginners/sections/dilation.md/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef airsim_core_ClockFactory_hpp #define airsim_core_ClockFactory_hpp #include "ScalableClock.hpp" #include <memory> namespace msr { namespace airlib { class ClockFactory { public: //output of thi...
AirSim/AirLib/include/common/ClockFactory.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef airsim_core_StateReporterWrapper_hpp #define airsim_core_StateReporterWrapper_hpp #include <sstream> #include <string> #include <iomanip> #include "common/Common.hpp" #include "common_utils/OnlineStats.hpp" #includ...
AirSim/AirLib/include/common/StateReporterWrapper.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef commn_utils_sincos_hpp #define commn_utils_sincos_hpp #include <random> namespace common_utils { template <typename TReturn, typename TDistribution, unsigned int Seed = 42> class RandomGenerator { public: //f...
AirSim/AirLib/include/common/common_utils/RandomGenerator.hpp/0
{ "file_path": "AirSim/AirLib/include/common/common_utils/RandomGenerator.hpp", "repo_id": "AirSim", "token_count": 527 }
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