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using System; using System.Activities.Statements; using System.Threading; using System.Windows; using static System.Console; namespace DotNetDesignPatternDemos.Behavioral.Observer.WeakEventPattern { // an event subscription can lead to a memory // leak if you hold on to it past the object's // lifetime // we...
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using System; using System.Collections.Generic; using System.Reactive.Linq; using static System.Console; namespace DotNetDesignPatternDemos.Behavioral.Observer.Interfaces { public class Event { } public class FallsIllEvent : Event { public string Address; } public class Person : IObservable<Event...
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/** * */ package com.apress.demo.config; import org.springframework.beans.factory.annotation.Autowired; import org.springframework.context.annotation.Configuration; import org.springframework.security.config.annotation.authentication.builders.AuthenticationManagerBuilder; import org.springframework.security.config....
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using System; using System.Collections.Generic; using System.Runtime.Remoting.Channels; using NUnit.Framework; namespace DotNetDesignPatternDemos.Behavioral.Observer { namespace Coding.Exercise { public class Game { public event EventHandler RatEnters, RatDies; public event EventHandler<Rat> N...
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using System; using NUnit.Framework; namespace DotNetDesignPatternDemos.Behavioral.Command { namespace Coding.Exercise { public class Command { public enum Action { Deposit, Withdraw } public Action TheAction; public int Amount; public bool Success; ...
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using static System.Console; namespace DotNetDesignPatternDemos.Behavioral.TemplateMethod { public abstract class Game { public void Run() { Start(); while (!HaveWinner) TakeTurn(); WriteLine($"Player {WinningPlayer} wins."); } protected abstract void Start(); protec...
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using System.Runtime.InteropServices; using NUnit.Framework; namespace DotNetDesignPatternDemos.Behavioral.TemplateMethod { namespace Coding.Exercise { public class Creature { public int Attack, Health; public Creature(int attack, int health) { Attack = attack; Health = ...
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/** * */ package com.apress.demo.controllers; import java.util.List; import java.util.Optional; import org.springframework.beans.factory.annotation.Autowired; import org.springframework.web.bind.annotation.GetMapping; import org.springframework.web.bind.annotation.PathVariable; import org.springframework.web.bind....
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using System; using System.Collections.Generic; using System.Text; using static System.Console; namespace DotNetDesignPatternDemos.Behavioral.Visitor.Acyclic { public interface IVisitor<TVisitable> { void Visit(TVisitable obj); } public interface IVisitor {} // marker interface public abstract class ...
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using System; using System.Collections.Generic; using System.Text; using static System.Console; namespace DotNetDesignPatternDemos.Behavioral.Visitor.ReflectiveExtension { using DictType = Dictionary<Type, Action<Expression, StringBuilder>>; public abstract class Expression { } public class DoubleExpressi...
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package com.apress.demo.services; import java.util.List; import org.springframework.beans.factory.annotation.Autowired; import org.springframework.stereotype.Service; import org.springframework.transaction.annotation.Transactional; import com.apress.demo.entities.User; import com.apress.demo.exceptions.UserImportSe...
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using System; using System.Collections.Generic; using System.Text; using static System.Console; namespace DotNetDesignPatternDemos.Behavioral.Visitor.Dynamic { public abstract class Expression { } public class DoubleExpression : Expression { public double Value; public DoubleExpression(double valu...
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using System; using System.Text; using static System.Console; namespace DotNetDesignPatternDemos.Behavioral.Visitor.Intrusive { public abstract class Expression { // adding a new operation public abstract void Print(StringBuilder sb); } public class DoubleExpression : Expression { private double...
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using System; using System.Collections.Generic; using System.Text; using static System.Console; namespace DotNetDesignPatternDemos.Behavioral.Visitor.Reflective { using DictType = Dictionary<Type, Action<Expression, StringBuilder>>; public abstract class Expression { } public class DoubleExpression : Exp...
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using System; using System.Collections.Generic; using System.Text; using static System.Console; namespace DotNetDesignPatternDemos.Behavioral.Visitor.Classic { public abstract class Expression { public abstract void Accept(IExpressionVisitor visitor); } public class DoubleExpression : Expression { ...
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using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using Stateless; using static System.Console; namespace DesignPatterns.Behavioral.State.Stateless { public enum Health { NonReproductive, Pregnant, Reproductive } public enum Activity { ...
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using NUnit.Framework; namespace DotNetDesignPatternDemos.Behavioral.State { namespace Coding.Exercise { public class CombinationLock { private readonly int[] combination; public CombinationLock(int [] combination) { this.combination = combination; Reset(); } ...
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using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; namespace DotNetDesignPatternDemos.Behavioral.State.Handmade { public enum State { OffHook, Connecting, Connected, OnHold, OnHook } public enum Trigger { CallDialed, HungUp, ...
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using System; using System.Text; namespace DotNetDesignPatternDemos.Behavioral.State { enum State { Locked, Failed, Unlocked } public class SwitchBasedDemo { static void Main(string[] args) { string code = "1234"; var state = State.Locked; var entry = new StringBuilder...
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using System; using System.Activities.Statements; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace DotNetDesignPatternDemos.Behavioral.State.Classic { public class Switch { public State State = new OffState(); public void On() { State.On(this...
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<?php // Illuminate\Contracts\Bus\Dispatcher namespace Illuminate\Contracts\Bus; interface Dispatcher { /** * Dispatch a command to its appropriate handler. * * @param mixed $command * @return mixed */ public function dispatch($command); /** * Dispatch a command to its appr...
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// dll/database/migrations/{YOUR_TIMESTAMP}/_create_claim_table.php <?php ... class CreateClaimsTable extends Migration { Schema::create('claims', function (Blueprint $table) { $table->bigIncrements('id'); $table->integer(‘status_id’)->unsigned(); $table->integer(‘provider_id’)->unsigned(); $table->i...
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"use strict"; var powerupjs = (function (powerupjs) { function GameStateManager_Singleton() { this._gameStates = []; this._currentGameState = null; } GameStateManager_Singleton.prototype.add = function (gamestate) { this._gameStates.push(gamestate); this._currentGameState ...
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// ddl/app/Policies/ClaimPolicy.php <?php namespace App\Policies; use App\User; use App\Claim; use Illuminate\Auth\Access\HandlesAuthorization; class ClaimPolicy { use HandlesAuthorization; /** * Determine whether the user can view any Claim. * * @param \App\User $user * @return mixed */ public fun...
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<?php namespace App\Http\Controllers; use Illuminate\Contracts\Container\BindingResolutionException; use Illuminate\Http\Request; use App\Http\Requests\UploadFileRequest; use Illuminate\Support\Facades\Storage; class UploadController extends Controller { /** * This is the method that will simply list all the...
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<?php //namespace & use statements class Order extends Model { //properties and method definitions /** * @param $sequence : The location of the order line in the array */ public function removeOrderLine($sequence) { if (isset($this->orderLines[$sequence])) { $orderLine = $this->orderLines[$sequence]; ...
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<?php namespace App\Providers; class RouteServiceProvider extends ServiceProvider { /** * This namespace is applied to your controller routes. * * In addition, it is set as the URL generator's root namespace. * * @var string */ protected $namespace = 'App\Http\Controllers'; pro...
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// ddl/src/Claim/Submission/Application/Providers/ClaimSubmissionProvider.php <?php namespace Claim\Submission\Application\Providers; use Illuminate\Support\ServiceProvider; class ClaimSubmissionProvider extends ServiceProvider { /** * Register any application services. * * @return void */ ...
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"use strict"; function Level(levelIndex, id) { powerupjs.GameObjectList.call(this, id); this._levelIndex = levelIndex; this._waterdrops = new powerupjs.GameObjectList(ID.layer_objects); this._enemies = new powerupjs.GameObjectList(ID.layer_objects); this._quitButton = new powerupjs.Button(sprites....
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"use strict"; function PlayingState() { powerupjs.IGameLoopObject.call(this); this.currentLevelIndex = -1; this.levels = []; this.loadLevelsStatus(); this.loadLevels(); } PlayingState.prototype = Object.create(powerupjs.IGameLoopObject.prototype); Object.defineProperty(PlayingState.prototype, "...
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"use strict"; function TitleMenuState(layer) { powerupjs.GameObjectList.call(this, layer); // the title screen var titleScreen = new powerupjs.SpriteGameObject(sprites.background_title, ID.layer_background); this.add(titleScreen); // add a play button this.playButton = new powerupjs.Button(sp...
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"use strict"; function LevelMenuState(layer) { powerupjs.GameObjectList.call(this, layer); this.background = new powerupjs.SpriteGameObject(sprites.levelselect, ID.layer_background); this.add(this.background); this.back = new powerupjs.Button(sprites.button_back, ID.layer_overlays); this.back.pos...
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"use strict"; function GameOverState() { powerupjs.GameObjectList.call(this); this.playingState = powerupjs.GameStateManager.get(ID.game_state_playing); this.overlay = new powerupjs.SpriteGameObject(sprites.overlay_gameover, ID.layer_overlays); this.overlay.position = this.overlay.screenCenter; thi...
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"use strict"; function LevelFinishedState() { powerupjs.GameObjectList.call(this); this.playingState = powerupjs.GameStateManager.get(ID.game_state_playing); this.overlay = new powerupjs.SpriteGameObject(sprites.overlay_welldone, ID.layer_overlays); this.overlay.position = this.overlay.screenCenter; ...
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"use strict"; function GameStateManager_Singleton() { this._gameStates = []; this._currentGameState = null; } GameStateManager_Singleton.prototype.add = function (gamestate) { this._gameStates.push(gamestate); this._currentGameState = gamestate; return this._gameStates.length - 1; }; GameStateMan...
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#include <cstdio> #include <stack> #include <vector> #include <array> #include <iostream> using namespace std; #include <boost/algorithm/string.hpp> void stack_and_vector() { stack<int, vector<int>> s; s.push(123); int x = s.top(); s.pop(); } class String { string s; public: String(const string& s) : s{s...
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"use strict"; function handleTouchStart(evt) { evt.preventDefault(); var touches = evt.changedTouches; for (var i = 0; i < touches.length; i++) { Touch._touches.push(touches[i]); Touch._touchPresses.push(true); } } function handleTouchMove(evt) { evt.preventDefault(); var touch...
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"use strict"; GameObjectList.prototype = Object.create(GameObject.prototype); function GameObjectList(layer, id) { GameObject.call(this, layer, id); this._gameObjects = []; } Object.defineProperty(GameObjectList.prototype, "length", { get: function () { return this._gameObjects.length; } });...
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"use strict"; function PairList(nrPairs, layer, id) { SpriteGameObject.call(this, sprites.frame_goal, layer, id); this._pairs = []; for (var i = 0; i < nrPairs; i++) this._pairs.push(7); this._pairSprite = new SpriteGameObject(sprites.penguin_pairs); this._pairSprite.parent = this; } PairLi...
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"use strict"; function PlayingState() { IGameLoopObject.call(this); this.currentLevelIndex = -1; this.levels = []; this.loadLevelsStatus(); this.loadLevels(); } PlayingState.prototype = Object.create(IGameLoopObject.prototype); Object.defineProperty(PlayingState.prototype, "currentLevel", { ...
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"use strict"; function TitleMenuState(layer) { GameObjectList.call(this, layer); var background = new SpriteGameObject(sprites.background_title, ID.layer_background); this.add(background); this.playButton = new Button(sprites.button_play, ID.layer_overlays); this.playButton.position = new Vector2...
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"use strict"; function OptionsMenuState(layer) { GameObjectList.call(this, layer); var background = new SpriteGameObject(sprites.background_options, ID.layer_background); this.add(background); var onOffLabel = new Label("Arial", "60px", ID.layer_overlays); onOffLabel.text = "Hints"; onOffLabe...
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"use strict"; function Vector2(x, y) { this.x = typeof x !== 'undefined' ? x : 0; this.y = typeof y !== 'undefined' ? y : 0; } Object.defineProperty(Vector2, "zero", { get: function () { return new Vector2(); } }); Object.defineProperty(Vector2.prototype, "isZero", { ...
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"use strict"; function GameStateManager_Singleton() { this._gameStates = []; this._currentGameState = null; } GameStateManager_Singleton.prototype.add = function (gamestate) { this._gameStates.push(gamestate); this._currentGameState = gamestate; return this._gameStates.length - 1; }; GameStateMan...
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#include <iostream> #include <fstream> #include <string> #include <vector> #include <boost/lexical_cast.hpp> using namespace std; struct Journal { string title; vector<string> entries; explicit Journal(const string& title) : title{title} { } void add(const string& entry); // persistence is a separ...
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#include <string> #include <iostream> #include <functional> using namespace std; class MailService { class Email { public: string from, to, subject, body; }; public: class EmailBuilder{ Email& email; public: explicit EmailBuilder(Email &email) : email(email) {} EmailBuilder& from(string from...
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"use strict"; function handleTouchStart(evt) { evt.preventDefault(); var touches = evt.changedTouches; for (var i = 0; i < touches.length; i++) { Touch._touches.push(touches[i]); Touch._touchPresses.push(true); } } function handleTouchMove(evt) { evt.preventDefault(); var touch...
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"use strict"; GameObjectList.prototype = Object.create(GameObject.prototype); function GameObjectList(layer, id) { GameObject.call(this, layer, id); this._gameObjects = []; } Object.defineProperty(GameObjectList.prototype, "length", { get: function () { return this._gameObjects.length; } });...
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"use strict"; function TitleMenuState(layer) { GameObjectList.call(this, layer); this.add(new SpriteGameObject(sprites.background_title, ID.layer_background)); this.playButton = new Button(sprites.button_play, ID.layer_overlays); this.playButton.position = new Vector2(415, 540); this.add(this.pla...
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"use strict"; function LevelMenuState(layer) { GameObjectList.call(this, layer); this.background = new SpriteGameObject(sprites.background_levelselect, ID.layer_background); this.add(this.background); this.back = new Button(sprites.button_back, ID.layer_overlays); this.back.position = new Vector2...
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"use strict"; function OptionsMenuState(layer) { GameObjectList.call(this, layer); var background = new SpriteGameObject(sprites.background_options, ID.layer_background); this.add(background); var onOffLabel = new Label("Arial", "60px", ID.layer_overlays); onOffLabel.text = "Hints"; onOffLabe...
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#include <iostream> #include <string> #include <vector> #include <tuple> using namespace std; // A. High-level modules should not depend on low-level modules. // Both should depend on abstractions. // B. Abstractions should not depend on details. // Details should depend on abstractions. enum class Relationsh...
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#pragma once #include <iostream> #include <fstream> #include <string> #include <map> #include <boost/lexical_cast.hpp> #include <vector> class Database { public: virtual int get_population(const std::string& name) = 0; }; class SingletonDatabase : public Database { SingletonDatabase() { std::cout << "Initia...
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"use strict"; function Vector2(x, y) { this.x = typeof x !== 'undefined' ? x : 0; this.y = typeof y !== 'undefined' ? y : 0; } Object.defineProperty(Vector2, "zero", { get: function () { return new Vector2(); } }); Object.defineProperty(Vector2.prototype, "isZero", { ...
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#include <string> #include <iostream> #include <functional> using namespace std; class PersonBuilder; class Person { public: string name, position; }; class PersonBuilder { protected: Person person; public: [[nodiscard]] Person build() const { return person; } }; //class PersonInfoBuilder : public Perso...
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// Objects in a program should be replaceable with instances of their subtypes // w/o altering the correctness of the program #include <iostream> class Rectangle { protected: int width, height; public: Rectangle(const int width, const int height) : width{width}, height{height} { } int get_width() const { r...
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#pragma once #include "Material.h" #include "SolidWall.h" enum class WallType { basic, main, partition }; class WallFactory { static std::vector<std::weak_ptr<Wall>> walls; public: static std::shared_ptr<SolidWall> create_main(Point2D start, Point2D end, int elevation, int height) { if (elevation < 0...
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#pragma once #include "Point2D.h" class Wall { Point2D start, end; int elevation; int height; //public: protected: Wall(const Point2D start, const Point2D end, const int elevation, const int height) : start{start}, end{end}, elevation{elevation}, height{height} { } // but now you ...
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"use strict"; function Level(levelIndex, id) { powerupjs.GameObjectList.call(this, id); this._levelIndex = levelIndex; this._waterdrops = new powerupjs.GameObjectList(ID.layer_objects); this._quitButton = new powerupjs.Button(sprites.button_quit, ID.layer_overlays); this._quitButton.position = ne...
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"use strict"; function PlayingState() { powerupjs.IGameLoopObject.call(this); this.currentLevelIndex = -1; this.levels = []; this.loadLevelsStatus(); this.loadLevels(); } PlayingState.prototype = Object.create(powerupjs.IGameLoopObject.prototype); Object.defineProperty(PlayingState.prototype, "...
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"use strict"; function TitleMenuState(layer) { powerupjs.GameObjectList.call(this, layer); // the title screen var titleScreen = new powerupjs.SpriteGameObject(sprites.background_title, ID.layer_background); this.add(titleScreen); // add a play button this.playButton = new powerupjs.Button(sp...
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"use strict"; function LevelMenuState(layer) { powerupjs.GameObjectList.call(this, layer); this.background = new powerupjs.SpriteGameObject(sprites.levelselect, ID.layer_background); this.add(this.background); this.back = new powerupjs.Button(sprites.button_back, ID.layer_overlays); this.back.pos...
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"use strict"; function handleTouchStart(evt) { evt.preventDefault(); var touches = evt.changedTouches; for (var i = 0; i < touches.length; i++) { Touch._touches.push(touches[i]); Touch._touchPresses.push(true); } } function handleTouchMove(evt) { evt.preventDefault(); var touch...
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"use strict"; GameObjectList.prototype = Object.create(GameObject.prototype); function GameObjectList(layer) { GameObject.call(this, layer); this._gameObjects = []; } Object.defineProperty(GameObjectList.prototype, "length", { get: function () { return this._gameObjects.length; } }); GameOb...
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"use strict"; function Vector2(x, y) { this.x = typeof x !== 'undefined' ? x : 0; this.y = typeof y !== 'undefined' ? y : 0; } Object.defineProperty(Vector2, "zero", { get: function () { return new Vector2(); } }); Object.defineProperty(Vector2.prototype, "isZero", { ...
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"use strict"; function handleTouchStart(evt) { evt.preventDefault(); var touches = evt.changedTouches; for (var i = 0; i < touches.length; i++) { Touch._touches.push(touches[i]); Touch._touchPresses.push(true); } } function handleTouchMove(evt) { evt.preventDefault(); var touch...
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"use strict"; function Vector2(x, y) { this.x = typeof x !== 'undefined' ? x : 0; this.y = typeof y !== 'undefined' ? y : 0; } Object.defineProperty(Vector2, "zero", { get: function () { return new Vector2(); } }); Object.defineProperty(Vector2.prototype, "isZero", { ...
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"use strict"; function Level(levelIndex, id) { powerupjs.GameObjectList.call(this, id); this._levelIndex = levelIndex; this._waterdrops = new powerupjs.GameObjectList(ID.layer_objects); this._enemies = new powerupjs.GameObjectList(ID.layer_objects); this._quitButton = new powerupjs.Button(sprites....
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"use strict"; function PlayingState() { powerupjs.IGameLoopObject.call(this); this.currentLevelIndex = -1; this.levels = []; this.loadLevelsStatus(); this.loadLevels(); } PlayingState.prototype = Object.create(powerupjs.IGameLoopObject.prototype); Object.defineProperty(PlayingState.prototype, "...
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"use strict"; function TitleMenuState(layer) { powerupjs.GameObjectList.call(this, layer); // the title screen var titleScreen = new powerupjs.SpriteGameObject(sprites.background_title, ID.layer_background); this.add(titleScreen); // add a play button this.playButton = new powerupjs.Button(sp...
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"use strict"; function LevelMenuState(layer) { powerupjs.GameObjectList.call(this, layer); this.background = new powerupjs.SpriteGameObject(sprites.levelselect, ID.layer_background); this.add(this.background); this.back = new powerupjs.Button(sprites.button_back, ID.layer_overlays); this.back.pos...
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"use strict"; function handleTouchStart(evt) { evt.preventDefault(); var touches = evt.changedTouches; for (var i = 0; i < touches.length; i++) { Touch._touches.push(touches[i]); Touch._touchPresses.push(true); } } function handleTouchMove(evt) { evt.preventDefault(); var touch...
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"use strict"; GameObjectList.prototype = Object.create(GameObject.prototype); function GameObjectList(layer, id) { GameObject.call(this, layer, id); this._gameObjects = []; } Object.defineProperty(GameObjectList.prototype, "length", { get: function () { return this._gameObjects.length; } });...
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"use strict"; function Vector2(x, y) { this.x = typeof x !== 'undefined' ? x : 0; this.y = typeof y !== 'undefined' ? y : 0; } Object.defineProperty(Vector2, "zero", { get: function () { return new Vector2(); } }); Object.defineProperty(Vector2.prototype, "isZero", { ...
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"use strict"; function PainterGameWorld() { this.cannon = new Cannon(); this.ball = new Ball(); this.can1 = new PaintCan(450, Color.red); this.can2 = new PaintCan(575, Color.green); this.can3 = new PaintCan(700, Color.blue); this.score = 0; this.lives = 5; } PainterGameWorld.prototype.ha...
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"use strict"; function Vector2(x, y) { this.x = typeof x !== 'undefined' ? x : 0; this.y = typeof y !== 'undefined' ? y : 0; } Object.defineProperty(Vector2, "zero", { get: function () { return new Vector2(); } }); Object.defineProperty(Vector2.prototype, "isZero", { ...
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"use strict"; function Level(levelIndex, id) { powerupjs.GameObjectList.call(this, id); this._levelIndex = levelIndex; this._waterdrops = new powerupjs.GameObjectList(ID.layer_objects); this._enemies = new powerupjs.GameObjectList(ID.layer_objects); this._quitButton = new powerupjs.Button(sprites....
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"use strict"; function TitleMenuState(layer) { powerupjs.GameObjectList.call(this, layer); // the title screen var titleScreen = new powerupjs.SpriteGameObject(sprites.background_title, ID.layer_background); this.add(titleScreen); // add a play button this.playButton = new powerupjs.Button(sp...
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"use strict"; function LevelMenuState(layer) { powerupjs.GameObjectList.call(this, layer); this.background = new powerupjs.SpriteGameObject(sprites.levelselect, ID.layer_background); this.add(this.background); this.back = new powerupjs.Button(sprites.button_back, ID.layer_overlays); this.back.pos...
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<!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="content-type" content="text/html; charset=utf-8" /> <title>DOM Scripting: Web Design with JavaScript and the Document Object Model</title> <link rel="stylesheet" type="text/css" media="screen" href="styles/basic.css" /> </head> <body> <div id="container"> <div...
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"use strict"; function PainterGameWorld() { this.cannon = new Cannon(); this.ball = new Ball(); this.can1 = new PaintCan(450, Color.red); this.can2 = new PaintCan(575, Color.green); this.can3 = new PaintCan(700, Color.blue); this.lives = 5; } PainterGameWorld.prototype.handleInput = function...
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"use strict"; function Vector2(x, y) { this.x = typeof x !== 'undefined' ? x : 0; this.y = typeof y !== 'undefined' ? y : 0; } Object.defineProperty(Vector2, "zero", { get: function () { return new Vector2(); } }); Object.defineProperty(Vector2.prototype, "isZero", { ...
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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <title>Jay Skript And The Domsters</title> <script src="scripts/modernizr-1.6.min.js"></script> <link rel="stylesheet" media="screen" href="styles/basic.css" /> </head> <body> <header> <img src="images/logo.gif" alt="Jay Skript and the Domst...
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"use strict"; function PainterGameWorld() { this.cannon = new Cannon(); this.ball = new Ball(); this.can1 = new PaintCan(450, Color.red); this.can2 = new PaintCan(575, Color.green); this.can3 = new PaintCan(700, Color.blue); this.score = 0; this.lives = 5; } PainterGameWorld.prototype.ha...
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"use strict"; function handleTouchStart(evt) { evt.preventDefault(); var touches = evt.changedTouches; for (var i = 0; i < touches.length; i++) { Touch._touches.push(touches[i]); Touch._touchPresses.push(true); } } function handleTouchMove(evt) { evt.preventDefault(); var touch...
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"use strict"; function Vector2(x, y) { this.x = typeof x !== 'undefined' ? x : 0; this.y = typeof y !== 'undefined' ? y : 0; } Object.defineProperty(Vector2, "zero", { get: function () { return new Vector2(); } }); Object.defineProperty(Vector2.prototype, "isZero", { ...
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"use strict"; function handleTouchStart(evt) { evt.preventDefault(); var touches = evt.changedTouches; for (var i = 0; i < touches.length; i++) { Touch._touches.push(touches[i]); Touch._touchPresses.push(true); } } function handleTouchMove(evt) { evt.preventDefault(); var touch...
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"use strict"; function Vector2(x, y) { this.x = typeof x !== 'undefined' ? x : 0; this.y = typeof y !== 'undefined' ? y : 0; } Object.defineProperty(Vector2, "zero", { get: function () { return new Vector2(); } }); Object.defineProperty(Vector2.prototype, "isZero", { ...
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"use strict"; function handleTouchStart(evt) { evt.preventDefault(); var touches = evt.changedTouches; for (var i = 0; i < touches.length; i++) { Touch._touches.push(touches[i]); Touch._touchPresses.push(true); } } function handleTouchMove(evt) { evt.preventDefault(); var touch...
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"use strict"; GameObjectList.prototype = Object.create(GameObject.prototype); function GameObjectList(layer, id) { GameObject.call(this, layer, id); this._gameObjects = []; } Object.defineProperty(GameObjectList.prototype, "length", { get: function () { return this._gameObjects.length; } });...
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"use strict"; function JewelJamGameWorld(layer, id) { GameObjectList.call(this, layer, id); // the title screen var titleScreen = new SpriteGameObject(sprites.title, ID.layer_overlays_2, ID.title); this.add(titleScreen); // add a background sprite var background = new SpriteGameObject(sprites...
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"use strict"; function Vector2(x, y) { this.x = typeof x !== 'undefined' ? x : 0; this.y = typeof y !== 'undefined' ? y : 0; } Object.defineProperty(Vector2, "zero", { get: function () { return new Vector2(); } }); Object.defineProperty(Vector2.prototype, "isZero", { ...
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"use strict"; function handleTouchStart(evt) { evt.preventDefault(); var touches = evt.changedTouches; for (var i = 0; i < touches.length; i++) { Touch._touches.push(touches[i]); Touch._touchPresses.push(true); } } function handleTouchMove(evt) { evt.preventDefault(); var touch...
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"use strict"; GameObjectList.prototype = Object.create(GameObject.prototype); function GameObjectList(layer, id) { GameObject.call(this, layer, id); this._gameObjects = []; } Object.defineProperty(GameObjectList.prototype, "length", { get: function () { return this._gameObjects.length; } });...
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"use strict"; function JewelJamGameWorld(layer, id) { GameObjectList.call(this, layer, id); // add a background sprite this.add(new SpriteGameObject(sprites.background, ID.layer_background)); // add a score frame var scoreFrame = new SpriteGameObject(sprites.frame_score, ID.layer_overlays); s...
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"use strict"; function Vector2(x, y) { this.x = typeof x !== 'undefined' ? x : 0; this.y = typeof y !== 'undefined' ? y : 0; } Object.defineProperty(Vector2, "zero", { get: function () { return new Vector2(); } }); Object.defineProperty(Vector2.prototype, "isZero", { ...
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"use strict"; function Level(levelIndex, id) { powerupjs.GameObjectList.call(this, id); this._levelIndex = levelIndex; this._waterdrops = new powerupjs.GameObjectList(ID.layer_objects); this._enemies = new powerupjs.GameObjectList(ID.layer_objects); this._quitButton = new powerupjs.Button(sprites....
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"use strict"; function TitleMenuState(layer) { powerupjs.GameObjectList.call(this, layer); // the title screen var titleScreen = new powerupjs.SpriteGameObject(sprites.background_title, ID.layer_background); this.add(titleScreen); // add a play button this.playButton = new powerupjs.Button(sp...
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"use strict"; function LevelMenuState(layer) { powerupjs.GameObjectList.call(this, layer); this.background = new powerupjs.SpriteGameObject(sprites.levelselect, ID.layer_background); this.add(this.background); this.back = new powerupjs.Button(sprites.button_back, ID.layer_overlays); this.back.pos...
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"use strict"; function PainterGameWorld() { this.cannon = new Cannon(); this.ball = new Ball(); this.can1 = new PaintCan(450, Color.red); this.can2 = new PaintCan(575, Color.green); this.can3 = new PaintCan(700, Color.blue); this.lives = 5; } PainterGameWorld.prototype.handleInput = function...
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