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using System; using UnityEngine; using UnityEngine.SceneManagement; namespace Unity.MLAgentsExamples { internal class Startup : MonoBehaviour { const string k_SceneVariableName = "SCENE_NAME"; const string k_SceneCommandLineFlag = "--mlagents-scene-name"; void Awake() { ...
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-warnaserror+ -warnaserror-:618
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#if MLA_INPUT_SYSTEM using Unity.MLAgents.Actuators; using UnityEngine.InputSystem; using UnityEngine.InputSystem.LowLevel; namespace Unity.MLAgents.Extensions.Input { /// <summary> /// Translates data from any control that extends from <see cref="InputControl{Single}"/>. /// </summary> public class Fl...
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#if MLA_INPUT_SYSTEM using System; using Unity.Collections; using UnityEngine.InputSystem; using UnityEngine.InputSystem.LowLevel; #if UNITY_EDITOR using UnityEditor; #endif namespace Unity.MLAgents.Extensions.Input { /// <summary> /// This interface is passed to InputActionActuators to allow them to write to ...
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#if MLA_INPUT_TESTS //------------------------------------------------------------------------------ // <auto-generated> // This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator // version 1.1.0 // from Assets/ML-Agents/Examples/PushBlock/TestPushBlockActions.inputactions // // ...
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using System; using System.Collections.Generic; using System.IO; using Unity.MLAgents.CommunicatorObjects; using UnityEditor; using UnityEngine; #if UNITY_2020_2_OR_NEWER using UnityEditor.AssetImporters; #else using UnityEditor.Experimental.AssetImporters; #endif using Unity.MLAgents.Demonstrations; namespace Unity.M...
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# com.unity.ml-agents ML-Agents is a Unity package that allows users to use state-of-the-art machine learning to create intelligent character behaviors in any Unity environment (games, robotics, film, etc.). ## Installation Please refer to the [ML-Agents github repo] for installation instructions. ## Usage Please ...
ml-agents/com.unity.ml-agents/README.md/0
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using System; using System.Linq; using UnityEngine; namespace Unity.MLAgents.Actuators { /// <summary> /// A structure that wraps the <see cref="ActionSegment{T}"/>s for a particular <see cref="IActionReceiver"/> and is /// used when <see cref="IActionReceiver.OnActionReceived"/> is called. /// </summa...
ml-agents/com.unity.ml-agents/Runtime/Actuators/IActionReceiver.cs/0
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using System; using System.Collections.Generic; using UnityEngine; using Unity.MLAgents.Policies; namespace Unity.MLAgents.Demonstrations { /// <summary> /// Summary of a loaded Demonstration file. Only used for display in the Inspector. /// </summary> [Serializable] internal class DemonstrationSum...
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// <auto-generated> // Generated by the protocol buffer compiler. DO NOT EDIT! // source: mlagents_envs/communicator_objects/agent_info_action_pair.proto // </auto-generated> #pragma warning disable 1591, 0612, 3021 #region Designer generated code using pb = global::Google.Protobuf; using pbc = global::Google...
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// <auto-generated> // Generated by the protocol buffer compiler. DO NOT EDIT! // source: mlagents_envs/communicator_objects/observation.proto // </auto-generated> #pragma warning disable 1591, 0612, 3021 #region Designer generated code using pb = global::Google.Protobuf; using pbc = global::Google.Protobuf.C...
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// <auto-generated> // Generated by the protocol buffer compiler. DO NOT EDIT! // source: mlagents_envs/communicator_objects/unity_rl_input.proto // </auto-generated> #pragma warning disable 1591, 0612, 3021 #region Designer generated code using pb = global::Google.Protobuf; using pbc = global::Google.Protobu...
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using System; using Unity.MLAgents.Actuators; using UnityEngine; using UnityEngine.Serialization; namespace Unity.MLAgents.Integrations.Match3 { /// <summary> /// Actuator component for a Match3 game. Generates a Match3Actuator at runtime. /// </summary> [AddComponentMenu("ML Agents/Match 3 Actuator", ...
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using System.Collections.Generic; using System.Linq; using UnityEngine; namespace Unity.MLAgents.Sensors { /// <summary> /// A SensorComponent that creates a <see cref="GridSensorBase"/>. /// </summary> [AddComponentMenu("ML Agents/Grid Sensor", (int)MenuGroup.Sensors)] public class GridSensorCompo...
ml-agents/com.unity.ml-agents/Runtime/Sensors/GridSensorComponent.cs/0
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using UnityEngine; namespace Unity.MLAgents.Sensors { /// <summary> /// A component for 2D Ray Perception. /// </summary> [AddComponentMenu("ML Agents/Ray Perception Sensor 2D", (int)MenuGroup.Sensors)] public class RayPerceptionSensorComponent2D : RayPerceptionSensorComponentBase { ///...
ml-agents/com.unity.ml-agents/Runtime/Sensors/RayPerceptionSensorComponent2D.cs/0
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using System.Collections.Generic; using System.Runtime.CompilerServices; using System; using System.IO; using System.Text; namespace Unity.MLAgents.SideChannels { /// <summary> /// Utility class for reading the data sent to the SideChannel. /// </summary> public class IncomingMessage : IDisposable ...
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using Unity.MLAgents.SideChannels; namespace Unity.MLAgents { /// <summary> /// Determines the behavior of how multiple stats within the same summary period are combined. /// </summary> public enum StatAggregationMethod { /// <summary> /// Values within the summary period are averag...
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{ "createSeparatePackage": false }
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using System.Text.RegularExpressions; using NUnit.Framework; using UnityEngine; using UnityEngine.TestTools; namespace Unity.MLAgents.Tests.Communicator { [TestFixture] public class UnityRLCapabilitiesTests { [Test] public void TestWarnOnPythonMissingBaseRLCapabilities() { ...
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using NUnit.Framework; using UnityEngine; using Unity.MLAgents.Sensors; namespace Unity.MLAgents.Tests { [TestFixture] public class BufferSensorTest { [Test] public void TestBufferSensor() { var bufferSensor = new BufferSensor(20, 4, "testName"); var shape = ...
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using NUnit.Framework; using Unity.Sentis; using Unity.MLAgents.Sensors; using Unity.MLAgents.Inference; namespace Unity.MLAgents.Tests { public class ObservationWriterTests { [Test] public void TestWritesToIList() { ObservationWriter writer = new ObservationWriter(); ...
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using NUnit.Framework; using System; using System.Linq; using Unity.MLAgents.Actuators; using Unity.MLAgents.Policies; using UnityEngine; using Unity.MLAgents.Sensors; using Unity.MLAgents.Utils.Tests; namespace Unity.MLAgents.Tests { public class StackingSensorTests { [SetUp] public void SetUp...
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behaviors: Basic: trainer_type: ppo hyperparameters: batch_size: 32 buffer_size: 256 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: 20 ...
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behaviors: 3DBall: trainer_type: sac hyperparameters: learning_rate: 0.0003 learning_rate_schedule: constant batch_size: 64 buffer_size: 200000 buffer_init_steps: 0 tau: 0.005 steps_per_update: 10.0 save_replay_buffer: false init_entcoef: 0.5 reward_...
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# Background: Unity If you are not familiar with the [Unity Engine](https://unity3d.com/unity), we highly recommend the [Unity Manual](https://docs.unity3d.com/Manual/index.html) and [Tutorials page](https://unity3d.com/learn/tutorials). The [Roll-a-ball tutorial](https://learn.unity.com/project/roll-a-ball) is a fant...
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# Designing a Learning Environment This page contains general advice on how to design your learning environment, in addition to overviewing aspects of the ML-Agents Unity SDK that pertain to setting up your scene and simulation as opposed to designing your agents within the scene. We have a dedicated page on [Designin...
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# Table of Contents * [mlagents.trainers.trainer.on\_policy\_trainer](#mlagents.trainers.trainer.on_policy_trainer) * [OnPolicyTrainer](#mlagents.trainers.trainer.on_policy_trainer.OnPolicyTrainer) * [\_\_init\_\_](#mlagents.trainers.trainer.on_policy_trainer.OnPolicyTrainer.__init__) * [add\_policy](#mlagen...
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# ML-Agents Versioning ## Context As the ML-Agents project evolves into a more mature product, we want to communicate the process we use to version our packages and the data that flows into, through, and out of them clearly. Our project now has four packages (1 Unity, 3 Python) along with artifacts that are produced a...
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<img src="docs/images/image-banner.png" align="middle" width="3000"/> # 유니티 ML-Agents 툴킷 [![docs badge](https://img.shields.io/badge/docs-reference-blue.svg)](https://github.com/Unity-Technologies/ml-agents/tree/release_12_docs/docs/) [![license badge](https://img.shields.io/badge/license-Apache--2.0-green.svg)](LIC...
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# Unity ML-Agents Python Interface The `mlagents_envs` Python package is part of the [ML-Agents Toolkit](https://github.com/Unity-Technologies/ml-agents). `mlagents_envs` provides three Python APIs that allows direct interaction with the Unity game engine: - A single agent API (Gym API) - A gym-like multi-agent API (P...
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# Generated by the protocol buffer compiler. DO NOT EDIT! # source: mlagents_envs/communicator_objects/command.proto import sys _b=sys.version_info[0]<3 and (lambda x:x) or (lambda x:x.encode('latin1')) from google.protobuf.internal import enum_type_wrapper from google.protobuf import descriptor as _descriptor from g...
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# Generated by the protocol buffer compiler. DO NOT EDIT! # source: mlagents_envs/communicator_objects/unity_input.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 goog...
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# Generated by the gRPC Python protocol compiler plugin. DO NOT EDIT! """Client and server classes corresponding to protobuf-defined services.""" import grpc from mlagents_envs.communicator_objects import unity_message_pb2 as mlagents__envs_dot_communicator__objects_dot_unity__message__pb2 class UnityToExternalProto...
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from sys import platform from typing import Optional, Any, List from mlagents_envs.environment import UnityEnvironment from mlagents_envs.base_env import BaseEnv from mlagents_envs.registry.binary_utils import get_local_binary_path from mlagents_envs.registry.base_registry_entry import BaseRegistryEntry class RemoteR...
ml-agents/ml-agents-envs/mlagents_envs/registry/remote_registry_entry.py/0
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# config to specify which modules will be used to render api docs docs from ml-agents-env package folder: docs modules: - name: mlagents_envs file_name: Python-Gym-API-Documentation.md submodules: - envs.unity_gym_env - name: mlagents_envs file_name: Python-PettingZoo-API-Documentation...
ml-agents/ml-agents-envs/pydoc-config.yaml/0
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from abc import ABC, abstractmethod from typing import List, Dict, NamedTuple, Iterable, Tuple from mlagents_envs.base_env import ( DecisionSteps, TerminalSteps, BehaviorSpec, BehaviorName, ) from mlagents_envs.side_channel.stats_side_channel import EnvironmentStats from mlagents.trainers.policy impor...
ml-agents/ml-agents/mlagents/trainers/env_manager.py/0
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from mlagents.trainers.policy.policy import Policy # noqa
ml-agents/ml-agents/mlagents/trainers/policy/__init__.py/0
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import math import tempfile import numpy as np from typing import Dict from mlagents.trainers.trainer_controller import TrainerController from mlagents.trainers.trainer import TrainerFactory from mlagents.trainers.simple_env_manager import SimpleEnvManager from mlagents.trainers.stats import StatsReporter, StatsWriter,...
ml-agents/ml-agents/mlagents/trainers/tests/check_env_trains.py/0
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import pytest from mlagents.torch_utils import torch from mlagents.trainers.torch_entities.action_model import ActionModel, DistInstances from mlagents.trainers.torch_entities.agent_action import AgentAction from mlagents.trainers.torch_entities.distributions import ( GaussianDistInstance, CategoricalDistInsta...
ml-agents/ml-agents/mlagents/trainers/tests/torch_entities/test_action_model.py/0
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from mlagents.trainers.buffer import BufferKey import pytest import numpy as np from mlagents.trainers.torch_entities.components.reward_providers import ( ExtrinsicRewardProvider, create_reward_provider, ) from mlagents_envs.base_env import BehaviorSpec, ActionSpec from mlagents.trainers.settings import RewardS...
ml-agents/ml-agents/mlagents/trainers/tests/torch_entities/test_reward_providers/test_extrinsic.py/0
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from typing import Dict import numpy as np from mlagents.torch_utils import torch from mlagents.trainers.policy.torch_policy import TorchPolicy from mlagents.trainers.demo_loader import demo_to_buffer from mlagents.trainers.settings import BehavioralCloningSettings, ScheduleType from mlagents.trainers.torch_entities.a...
ml-agents/ml-agents/mlagents/trainers/torch_entities/components/bc/module.py/0
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from mlagents.trainers.trainer.trainer import Trainer # noqa from mlagents.trainers.trainer.trainer_factory import TrainerFactory # noqa
ml-agents/ml-agents/mlagents/trainers/trainer/__init__.py/0
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import os import sys from setuptools import setup, find_packages from setuptools.command.install import install from mlagents.plugins import ML_AGENTS_STATS_WRITER, ML_AGENTS_TRAINER_TYPE import mlagents.trainers VERSION = mlagents.trainers.__version__ EXPECTED_TAG = mlagents.trainers.__release_tag__ here = os.path....
ml-agents/ml-agents/setup.py/0
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syntax = "proto3"; import "mlagents_envs/communicator_objects/observation.proto"; option csharp_namespace = "Unity.MLAgents.CommunicatorObjects"; package communicator_objects; message AgentInfoProto { reserved 1; // deprecated repeated float stacked_vector_observation = 1; reserved 2; // deprecated repeated ...
ml-agents/protobuf-definitions/proto/mlagents_envs/communicator_objects/agent_info.proto/0
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syntax = "proto3"; import "mlagents_envs/communicator_objects/capabilities.proto"; import "mlagents_envs/communicator_objects/brain_parameters.proto"; option csharp_namespace = "Unity.MLAgents.CommunicatorObjects"; package communicator_objects; // The request message containing the academy's parameters. message Unit...
ml-agents/protobuf-definitions/proto/mlagents_envs/communicator_objects/unity_rl_initialization_output.proto/0
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#!/usr/bin/env python3 import os import json import sys from typing import Dict, Optional import argparse VERSION_LINE_START = "__version__ = " DIRECTORIES = ["ml-agents/mlagents/trainers", "ml-agents-envs/mlagents_envs"] MLAGENTS_PACKAGE_JSON_PATH = "com.unity.ml-agents/package.json" MLAGENTS_EXTENSIONS_PACKAGE_JS...
ml-agents/utils/validate_versions.py/0
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xLua/Assets/Plugins/WSA/x64.meta/0
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require 'signatured3' print('signatured1: this source was signatured!')
xLua/Assets/XLua/Examples/10_SignatureLoader/otherfiles/signatured1.lua/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/XLua.Mini.csproj/0
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using System.Collections.Generic; using System; using UnityEngine; using XLua; public static class PeformentTestConfig { [LuaCallCSharp] public static List<Type> LuaCallCSharp { get { return new List<Type>() { typeof(System.Object), ...
xLua/Test/PrefTest/xLuaPerfTest/PeformentTestConfig.cs/0
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--[[ ////////////////////////////////////////////////////////////////////////// // date : 2013-5-4 // auth : macroli(idehong@gmail.com) // ver : 0.3 // desc : output ////////////////////////////////////////////////////////////////////////// --]] --------------------------------------------------------------------...
xLua/Test/UnitTest/StreamingAssets/ltest/loutput.lua/0
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using XLua; using System; #if !XLUA_GENERAL using UnityEngine; #endif [LuaCallCSharp] public class LongStatic { public static long LONG_MAX = System.Int64.MaxValue; public static ulong ULONG_MAX = System.UInt64.MaxValue; } [LuaCallCSharp] public enum LuaTestType { ABC = 0, DEF, GHI, JKL }; [LuaCallCSharp...
xLua/Test/UnitTest/xLuaTest/LuaTestObj.cs/0
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <HTML> <HEAD> <TITLE>Lua 5.1 Reference Manual - contents</TITLE> <LINK REL="stylesheet" TYPE="text/css" HREF="lua.css"> <META HTTP-EQUIV="content-type" CONTENT="text/html; charset=utf-8"> <STYLE TYPE="text/css"> ul { list-style-type: none ; } </STYLE> </H...
xLua/build/lua-5.1.5/doc/contents.html/0
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# lua.pc -- pkg-config data for Lua # vars from install Makefile # grep '^V=' ../Makefile V= 5.1 # grep '^R=' ../Makefile R= 5.1.5 # grep '^INSTALL_.*=' ../Makefile | sed 's/INSTALL_TOP/prefix/' prefix= /usr/local INSTALL_BIN= ${prefix}/bin INSTALL_INC= ${prefix}/include INSTALL_LIB= ${prefix}/lib INSTALL_MAN= ${pre...
xLua/build/lua-5.1.5/etc/lua.pc/0
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/* ** $Id: ldo.c,v 2.38.1.4 2012/01/18 02:27:10 roberto Exp $ ** Stack and Call structure of Lua ** See Copyright Notice in lua.h */ #include <setjmp.h> #include <stdlib.h> #include <string.h> #define ldo_c #define LUA_CORE #include "lua.h" #include "ldebug.h" #include "ldo.h" #include "lfunc.h" #include "lgc.h" #...
xLua/build/lua-5.1.5/src/ldo.c/0
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/* ** $Id: lobject.c,v 2.22.1.1 2007/12/27 13:02:25 roberto Exp $ ** Some generic functions over Lua objects ** See Copyright Notice in lua.h */ #include <ctype.h> #include <stdarg.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #define lobject_c #define LUA_CORE #include "lua.h" #include "ldo.h" #inc...
xLua/build/lua-5.1.5/src/lobject.c/0
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/* ** $Id: ltm.h,v 2.6.1.1 2007/12/27 13:02:25 roberto Exp $ ** 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" */ typedef enum { TM_INDEX, TM_NEWINDEX, TM_GC, TM_MODE, TM_EQ, /*...
xLua/build/lua-5.1.5/src/ltm.h/0
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# Locate Lua library # This module defines # LUA_EXECUTABLE, if found # LUA_FOUND, if false, do not try to link to Lua # LUA_LIBRARIES # LUA_INCLUDE_DIR, where to find lua.h # LUA_VERSION_STRING, the version of Lua found (since CMake 2.8.8) # # Note that the expected include convention is # #include "lua.h" # an...
xLua/build/lua-5.3.3/cmake/FindLua.cmake/0
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/* ** $Id: ldebug.c $ ** Debug Interface ** See Copyright Notice in lua.h */ #define ldebug_c #define LUA_CORE #include "lprefix.h" #include <stdarg.h> #include <stddef.h> #include <string.h> #include "lua.h" #include "lapi.h" #include "lcode.h" #include "ldebug.h" #include "ldo.h" #include "lfunc.h" #include "lo...
xLua/build/lua-5.4.1/src/ldebug.c/0
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/* ** $Id: lmem.c $ ** Interface to Memory Manager ** See Copyright Notice in lua.h */ #define lmem_c #define LUA_CORE #include "lprefix.h" #include <stddef.h> #include "lua.h" #include "ldebug.h" #include "ldo.h" #include "lgc.h" #include "lmem.h" #include "lobject.h" #include "lstate.h" #if defined(EMERGENCYG...
xLua/build/lua-5.4.1/src/lmem.c/0
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/* ** $Id: lstrlib.c $ ** Standard library for string operations and pattern-matching ** See Copyright Notice in lua.h */ #define lstrlib_c #define LUA_LIB #include "lprefix.h" #include <ctype.h> #include <float.h> #include <limits.h> #include <locale.h> #include <math.h> #include <stddef.h> #include <stdio.h> #inc...
xLua/build/lua-5.4.1/src/lstrlib.c/0
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/* ** $Id: lvm.h $ ** Lua virtual machine ** See Copyright Notice in lua.h */ #ifndef lvm_h #define lvm_h #include "ldo.h" #include "lobject.h" #include "ltm.h" #if !defined(LUA_NOCVTN2S) #define cvt2str(o) ttisnumber(o) #else #define cvt2str(o) 0 /* no conversion from numbers to strings */ #endif #if !defined(L...
xLua/build/lua-5.4.1/src/lvm.h/0
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---------------------------------------------------------------------------- -- LuaJIT compiler dump 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/dump.lua/0
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/* ** String 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 */ #define lib_string_c #define LUA_LIB #include "lua.h" #include "lauxlib.h"...
xLua/build/luajit-2.1.0b2/src/lib_string.c/0
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/* ** IR CALL* instruction definitions. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h */ #ifndef _LJ_IRCALL_H #define _LJ_IRCALL_H #include "lj_obj.h" #include "lj_ir.h" #include "lj_jit.h" /* C call info for CALL* instructions. */ typedef struct CCallInfo { ASMFunction func; /* Function ...
xLua/build/luajit-2.1.0b2/src/lj_ircall.h/0
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/* ** String handling. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h */ #ifndef _LJ_STR_H #define _LJ_STR_H #include <stdarg.h> #include "lj_obj.h" /* String helpers. */ LJ_FUNC int32_t LJ_FASTCALL lj_str_cmp(GCstr *a, GCstr *b); LJ_FUNC const char *lj_str_find(const char *s, const char *f,...
xLua/build/luajit-2.1.0b2/src/lj_str.h/0
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------------------------------------------------------------------------------ -- DynASM x64 module. -- -- Copyright (C) 2005-2021 Mike Pall. All rights reserved. -- See dynasm.lua for full copyright notice. ------------------------------------------------------------------------------ -- This module just sets 64 bit m...
xLua/build/luajit-2.1.0b3/dynasm/dasm_x64.lua/0
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/* This is a generated file. DO NOT EDIT! */ static const int libbc_endian = 0; static const uint8_t libbc_code[] = { #if LJ_FR2 0,1,2,0,0,1,2,24,1,0,0,76,1,2,0,241,135,158,166,3,220,203,178,130,4,0,1,2,0, 0,1,2,24,1,0,0,76,1,2,0,243,244,148,165,20,198,190,199,252,3,0,1,2,0,0,0,3, 16,0,5,0,21,1,0,0,76,1,2,0,0,2,10,0,...
xLua/build/luajit-2.1.0b3/src/host/buildvm_libbc.h/0
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/* ** MIPS IR assembler (SSA IR -> machine code). ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ /* -- Register allocator extensions --------------------------------------- */ /* Allocate a register with a hint. */ static Reg ra_hintalloc(ASMState *as, IRRef ref, Reg hint, RegSet allow) { ...
xLua/build/luajit-2.1.0b3/src/lj_asm_mips.h/0
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/* ** Machine code management. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #define lj_mcode_c #define LUA_CORE #include "lj_obj.h" #if LJ_HASJIT #include "lj_gc.h" #include "lj_err.h" #include "lj_jit.h" #include "lj_mcode.h" #include "lj_trace.h" #include "lj_dispatch.h" #include "lj_pr...
xLua/build/luajit-2.1.0b3/src/lj_mcode.c/0
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/* ** Pseudo-random number generation. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #ifndef _LJ_PRNG_H #define _LJ_PRNG_H #include "lj_def.h" LJ_FUNC int LJ_FASTCALL lj_prng_seed_secure(PRNGState *rs); LJ_FUNC uint64_t LJ_FASTCALL lj_prng_u64(PRNGState *rs); LJ_FUNC uint64_t LJ_FASTCALL ...
xLua/build/luajit-2.1.0b3/src/lj_prng.h/0
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1,980
/* ** String scanning. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #include <math.h> #define lj_strscan_c #define LUA_CORE #include "lj_obj.h" #include "lj_char.h" #include "lj_strscan.h" /* -- Scanning numbers ---------------------------------------------------- */ /* ** Rationale fo...
xLua/build/luajit-2.1.0b3/src/lj_strscan.c/0
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/* ** Assembler VM interface definitions. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #ifndef _LJ_VM_H #define _LJ_VM_H #include "lj_obj.h" /* Entry points for ASM parts of VM. */ LJ_ASMF void lj_vm_call(lua_State *L, TValue *base, int nres1); LJ_ASMF int lj_vm_pcall(lua_State *L, TValu...
xLua/build/luajit-2.1.0b3/src/lj_vm.h/0
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1,982