Recent public codes are listed below. You can filter them by the following programming languages:
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#include iostream int main() { std::cout<<"Hdfhfdhdhg"<<std::endl; return 0; }
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#include iostream int main() { std::cout<<"Hdfhfdhdhg"<<std::endl; return EXIT_SUCCESS; }
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#include iostream; int main() { std::cout<<"Hdfhfdhdhg"<<std::endl; return EXIT_SUCCESS; }
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with Ada.Integer_Text_Io, Ada.Text_Io; use Ada.Integer_Text_Io, Ada.Text_Io; procedure Test is subtype Small is Integer range 0..99; Input : Small; begin loop Get(Input);
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with Ada.Integer_Text_Io, Ada.Text_Io; use Ada.Integer_Text_Io, Ada.Text_Io; procedure Test is subtype Small is Integer range 0..99; Input : Small; begin loop Get(Input);
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with Ada.Integer_Text_Io, Ada.Text_Io; use Ada.Integer_Text_Io, Ada.Text_Io; procedure Test is subtype Small is Integer range 0..99; Input : Small; begin loop Get(Input);
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with Ada.Integer_Text_Io, Ada.Text_Io; use Ada.Integer_Text_Io, Ada.Text_Io; procedure Test is subtype Small is Integer range 0..99; Input : Small; begin loop Get(Input);
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with Ada.Integer_Text_Io, Ada.Text_Io; use Ada.Integer_Text_Io, Ada.Text_Io; procedure Test is subtype Small is Integer range 0..99; Input : Small; begin loop Get(Input);
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with Ada.Text_IO; use Ada.Text_IO; procedure Hello is begin Put_Line("Hello, world!"); end Hello;
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with Ada.Text_IO; use Ada.Text_IO; procedure Hello is begin Put_Line("Hello, world!"); end Hello;
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With Ada.text_io; use Ada.text_io; procedure Main is begin Put_Line ("hi"); end Main;
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with Ada.Text_IO, Calendar; use Ada.Text_IO, Calendar; package body Random is X_initial : FLOAT_ITEM := 0.0; M : FLOAT_ITEM := 1.0; A : FLOAT_ITEM := 7.0; C : FLOAT_ITEM := 13.0 / 31.0;
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with Ada.Text_IO, Random; use Ada.Text_IO; procedure TestRan is package My_Random is new Random(FLOAT); use My_Random; package Int_IO is new Ada.Text_IO.Integer_IO(INTEGER);
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with Ada.Text_IO, Calendar; use Ada.Text_IO, Calendar; package body Random is X_initial : FLOAT_ITEM := 0.0; M : FLOAT_ITEM := 1.0; A : FLOAT_ITEM := 7.0; C : FLOAT_ITEM := 13.0 / 31.0;
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*/ void doubleTree(struct node* node) { struct node* oldLeft; if (node==NULL) return; // do the subtrees doubleTree(node->left); doubleTree(node->right);
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with Ada.Integer_Text_Io, Ada.Text_Io; use Ada.Integer_Text_Io, Ada.Text_Io; procedure Test is subtype Small is Integer range 0..99; Input : Small; begin loop Get(Input);
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public class Ronot { int temp=0; int Robot(int n){ //int temp=0; while(n>2){ temp=(n-2)+Robot(n-2); n--; } return temp;
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public class Ronot { int temp=0; int Robot(int n){ //int temp=0; while(n>2){ temp=(n*2-2)+Robot(n*2-2); n--; }
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with Ada.Integer_Text_Io, Ada.Text_Io; use Ada.Integer_Text_Io, Ada.Text_Io; procedure Test is subtype Small is Integer range 0..99; Input : Small; begin loop Get(Input);
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public class Ronot { int temp=0; int Robot(int n){ //int temp=0; while(n>2){ temp=((2*n)-2)+Robot((2*n)-2); n--;
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public class Ronot { int Robot(int n){ int temp=0; while(n>2){ temp=(2*n-2)+Robot(2*n-2); n--; } return temp; }
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with Ada.Integer_Text_Io, Ada.Text_Io; use Ada.Integer_Text_Io, Ada.Text_Io; procedure Test is subtype Small is Integer range 0..99; Input : Small; begin loop Get(Input);
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#include<iostream> #include<stdlib.h> using namespace std; int main() { int n,*a,i,j,k,l=0;cin>>n; a=(int*)malloc(n*sizeof(int)); for(i=0;i<n;i++) cin>>(*(a+i));
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С одного форума фотографов: Недавно приобрёл камеру Caнoн 400D. За небольшое время уже отснял кучу фоток и вот уже подумываю не совместить ли мне приятное с полезным? А именно — подработкой фотосъёмкой свадеб. С практикой фотосъёмки знаком не понаслышке — имел приличный опыт фотосъёмки с «Зенитом». Прикидываю что для этого нужно. Объектив в наличии пока только «китовый», понимаю что нужен другой, но сейчас не потяну. Реально ли только с «китовым»? Нужна внешняя вспышка, по деньгам прикидываю тысяч за 6—8,
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WITH ada.Text_IO; USE ada.Text_IO; WITH ada.Integer_Text_IO; USE ada.Integer_Text_IO; PROCEDURE nim IS SUBTYPE piletype IS character RANGE 'A'..'B'; -- used to keep track of the pile being used, A or B. chips, -- chips holds initial number of chips pile_a, pile_b : natural; -- pile_a, pile_b hold the current number of chips in each pile done : boolean := false; -- set to true when the game is over whichpile : piletype; -- holds the current pile being picked from chipstaken : positive; -- holds the number of chips taken on current turn
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WITH ada.Text_IO; USE ada.Text_IO; WITH ada.Integer_Text_IO; USE ada.Integer_Text_IO; PROCEDURE nim IS SUBTYPE piletype IS character RANGE 'A'..'B'; -- used to keep track of the pile being used, A or B. chips, -- chips holds initial number of chips pile_a, pile_b : natural; -- pile_a, pile_b hold the current number of chips in each pile done : boolean := false; -- set to true when the game is over whichpile : piletype; -- holds the current pile being picked from chipstaken : positive; -- holds the number of chips taken on current turn
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WITH ada.Text_IO; USE ada.Text_IO; WITH ada.Integer_Text_IO; USE ada.Integer_Text_IO; PROCEDURE nim IS SUBTYPE piletype IS character RANGE 'A'..'B'; -- used to keep track of the pile being used, A or B. chips, -- chips holds initial number of chips pile_a, pile_b : natural; -- pile_a, pile_b hold the current number of chips in each pile done : boolean := false; -- set to true when the game is over whichpile : piletype; -- holds the current pile being picked from chipstaken : positive; -- holds the number of chips taken on current turn
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WITH ada.Text_IO; USE ada.Text_IO; WITH ada.Integer_Text_IO; USE ada.Integer_Text_IO; PROCEDURE nim IS SUBTYPE piletype IS character RANGE 'A'..'B'; -- used to keep track of the pile being used, A or B. chips, -- chips holds initial number of chips pile_a, pile_b : natural; -- pile_a, pile_b hold the current number of chips in each pile done : boolean := false; -- set to true when the game is over whichpile : piletype; -- holds the current pile being picked from chipstaken : positive; -- holds the number of chips taken on current turn
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WITH ada.Text_IO; USE ada.Text_IO; WITH ada.Integer_Text_IO; USE ada.Integer_Text_IO; PROCEDURE nim IS SUBTYPE piletype IS character RANGE 'A'..'B'; -- used to keep track of the pile being used, A or B. chips, -- chips holds initial number of chips pile_a, pile_b : natural; -- pile_a, pile_b hold the current number of chips in each pile done : boolean := false; -- set to true when the game is over whichpile : piletype; -- holds the current pile being picked from chipstaken : positive; -- holds the number of chips taken on current turn
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