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Functions2,930 in github.com/dabing1022/Blog

↓ 6 callersFunctionluaS_newlstr
TheCProgrammingLanguage/LuaGlue/lua/lstring.c:75
↓ 6 callersFunctionlua_error
TheCProgrammingLanguage/LuaGlue/lua/lapi.c:964
↓ 6 callersFunctionlua_resume
TheCProgrammingLanguage/LuaGlue/lua/ldo.c:418
↓ 6 callersFunctionlua_setfenv
TheCProgrammingLanguage/LuaGlue/lua/lapi.c:734
↓ 6 callersFunctionlua_tolstring
TheCProgrammingLanguage/LuaGlue/lua/lapi.c:343
↓ 6 callersFunctionluaopen_base
TheCProgrammingLanguage/LuaGlue/lua/lbaselib.c:648
↓ 6 callersFunctionnew_localvar
TheCProgrammingLanguage/LuaGlue/lua/lparser.c:160
↓ 6 callersFunctionnewfile
** When creating file handles, always creates a `closed' file handle ** before opening the actual file; so, if there is a memory error, the ** file is
TheCProgrammingLanguage/LuaGlue/lua/liolib.c:86
↓ 6 callersMethodpathOn
Switch on path @return this auto-pilot object
Processing/game2dai/steering/AutoPilot.java:1431
↓ 6 callersFunctionreport
TheCProgrammingLanguage/LuaGlue/lua/lua.c:65
↓ 6 callersMethodresplit
Recompute a split. @param a input/out array containing the split, changed on output
Processing/game2dai/maths/FastMath.java:1046
↓ 6 callersFunctionsave
TheCProgrammingLanguage/LuaGlue/lua/llex.c:51
↓ 6 callersMethodsearch
Search for a route from node startID and ends at targetID. <br> This will return a linkedlist of the nodes that make up the route from start to end or
Processing/pathfinder/IGraphSearch.java:46
↓ 6 callersFunctionset2
TheCProgrammingLanguage/LuaGlue/lua/ltablib.c:173
↓ 6 callersMethodsplitReciprocal
Compute the reciprocal of in. Use the following algorithm. in = c + d. want to find x + y such that x+y = 1/(c+d) and x is much larger than y and
Processing/game2dai/maths/FastMath.java:1104
↓ 6 callersFunctiony
()
Javascript/D3JS/d3.v3.min.js:1
↓ 6 callersMethody
@return the y position
Processing/pathfinder/GraphNode.java:130
↓ 6 callersMethodz
@return the z position
Processing/pathfinder/GraphNode.java:151
↓ 5 callersFunction$u
(n,t)
Javascript/D3JS/d3.v3.min.js:2
↓ 5 callersMethodBRadius
GameAI/Game/BaseGameEntity.h:92
↓ 5 callersFunctionFi
(n,t)
Javascript/D3JS/d3.v3.min.js:2
↓ 5 callersMethodGetDOM
GameAI/fuzzy/FzSet.h:35
↓ 5 callersFunctionIa
(a,b,c)
Processing/addons/processing.min.js:169
↓ 5 callersFunctionKr
(n,t)
Javascript/D3JS/d3.v3.min.js:2
↓ 5 callersMethodLength
------------------------- Length --------------------------------------- returns the length of a 2D vector ------------------------------------------
GameAI/2D/Vector2D.h:127
↓ 5 callersFunctionM
(a)
Processing/addons/processing.min.js:163
↓ 5 callersFunctionOo
(n)
Javascript/D3JS/d3.v3.min.js:3
↓ 5 callersFunctionPrintConstant
TheCProgrammingLanguage/LuaGlue/lua/print.c:51
↓ 5 callersFunctionQr
(n,t)
Javascript/D3JS/d3.v3.min.js:2
↓ 5 callersFunctionXr
(n,t,e,r)
Javascript/D3JS/d3.v3.min.js:2
↓ 5 callersFunctionXu
(n,t)
Javascript/D3JS/d3.v3.min.js:2
↓ 5 callersFunction_get_auth_token
Tony the pony would not approve.
python/e040.py:30
↓ 5 callersFunction_get_auth_token
Tony the pony would not approve.
python/e039.py:29
↓ 5 callersFunctionblock
TheCProgrammingLanguage/LuaGlue/lua/lparser.c:881
↓ 5 callersFunctioncb
(a,b)
Processing/addons/processing.min.js:172
↓ 5 callersFunctioncrc32
(png, offs, size)
Javascript/Identicon/pnglib.js:189
↓ 5 callersFunctiondocall
TheCProgrammingLanguage/LuaGlue/lua/lua.c:96
↓ 5 callersMethoddoubleHighPart
Get the high order bits from the mantissa. Equivalent to adding and subtracting HEX_40000 but also works for very large numbers @param d the value to
Processing/game2dai/maths/FastMath.java:271
↓ 5 callersMethoddraw
This is the only method available and should be called from the renderer object. @param app @param owner @param velX @param velY @param headX @param
Processing/game2dai/entityshapes/ps/Hints.java:81
↓ 5 callersFunctione
(t,e,i)
Processing/addons/p5.sound.min.js:4
↓ 5 callersMethodevade
EVADE Used internally to calculate the force for this behaviour on the entity that owns this steering behaviour object.
Processing/game2dai/steering/AutoPilot.java:2831
↓ 5 callersFunctionexplist1
TheCProgrammingLanguage/LuaGlue/lua/lparser.c:596
↓ 5 callersMethodflee
FLEE Used internally to calculate the force for this behaviour on the entity that owns this steering behaviour object.
Processing/game2dai/steering/AutoPilot.java:2681
↓ 5 callersFunctionfunc
(x)
python/e006.py:19
↓ 5 callersMethodgetEdgeList
Gets a list of GraphEdges leaving (from) this node. <br> Used by graph search classes. @param nodeID id of the node where the edges start from
Processing/game2dai/graph/Graph.java:558
↓ 5 callersMethodgetEdgeList
Gets a list of GraphEdges from this node. <br> Used by graph search classes. @param nodeID id of the node where the edges start from @return a list o
Processing/pathfinder/Graph.java:410
↓ 5 callersMethodgetNbrNodes
get the number of nodes in the graph
Processing/game2dai/graph/Graph.java:361
↓ 5 callersMethodgetNbrNodes
get the number of nodes in the graph @return the number of nodes in this graph
Processing/pathfinder/Graph.java:216
↓ 5 callersMethodget_species
(cls)
python/learnpython3.py:662
↓ 5 callersFunctionluaH_set
TheCProgrammingLanguage/LuaGlue/lua/ltable.c:494
↓ 5 callersFunctionluaH_setnum
TheCProgrammingLanguage/LuaGlue/lua/ltable.c:508
↓ 5 callersFunctionluaK_getlabel
** returns current `pc' and marks it as a jump target (to avoid wrong ** optimizations with consecutive instructions not in the same basic block). */
TheCProgrammingLanguage/LuaGlue/lua/lcode.c:94
↓ 5 callersFunctionluaL_optinteger
TheCProgrammingLanguage/LuaGlue/lua/lauxlib.c:197
↓ 5 callersFunctionluaV_gettable
TheCProgrammingLanguage/LuaGlue/lua/lvm.c:108
↓ 5 callersFunctionlua_checkstack
TheCProgrammingLanguage/LuaGlue/lua/lapi.c:95
↓ 5 callersFunctionlua_gc
TheCProgrammingLanguage/LuaGlue/lua/lapi.c:899
↓ 5 callersFunctionlua_iscfunction
TheCProgrammingLanguage/LuaGlue/lua/lapi.c:254
↓ 5 callersFunctionlua_replace
TheCProgrammingLanguage/LuaGlue/lua/lapi.c:203
↓ 5 callersFunctionlua_yield
TheCProgrammingLanguage/LuaGlue/lua/ldo.c:444
↓ 5 callersFunctionmainposition
** returns the `main' position of an element in a table (that is, the index ** of its hash value) */
TheCProgrammingLanguage/LuaGlue/lua/ltable.c:100
↓ 5 callersFunctionmr
(n,t)
Javascript/D3JS/d3.v3.min.js:2
↓ 5 callersFunctionposrelat
TheCProgrammingLanguage/LuaGlue/lua/lstrlib.c:36
↓ 5 callersFunctionqo
(n,t)
Javascript/D3JS/d3.v3.min.js:2
↓ 5 callersMethodrotateHeadingToAlignWith
Rotate this entities heading to align with a vector over a given time period @param deltaTime time (seconds) to turn entity @param allignTo vector to
Processing/game2dai/entities/MovingEntity.java:593
↓ 5 callersFunctionset
TheCProgrammingLanguage/LuaGlue/test05/lua_tinker.h:695
↓ 5 callersMethodset
TheCProgrammingLanguage/LuaGlue/test05/sample3.cpp:37
↓ 5 callersFunctionsettabss
TheCProgrammingLanguage/LuaGlue/lua/ldblib.c:64
↓ 5 callersMethodsinQ
Compute sine over the first quadrant (0 < x < pi/2). Use combination of table lookup and rational polynomial expansion. @param xa number from which
Processing/game2dai/maths/FastMath.java:1996
↓ 5 callersFunctionsort_comp
TheCProgrammingLanguage/LuaGlue/lua/ltablib.c:178
↓ 5 callersFunctionw
(n)
Javascript/D3JS/d3.v3.min.js:1
↓ 5 callersFunctionx
()
Javascript/D3JS/d3.v3.min.js:1
↓ 5 callersFunctionxe
(n,t,e)
Javascript/D3JS/d3.v3.min.js:1
↓ 4 callersFunction$i
(n)
Javascript/D3JS/d3.v3.min.js:2
↓ 4 callersFunctionBr
(n,t,e,r)
Javascript/D3JS/d3.v3.min.js:2
↓ 4 callersMethodCost
GameAI/Graph/GraphEdgeTypes.h:63
↓ 4 callersFunctionDumpString
TheCProgrammingLanguage/LuaGlue/lua/ldump.c:61
↓ 4 callersFunctionFt
(n)
Javascript/D3JS/d3.v3.min.js:1
↓ 4 callersMethodGetCurrentFrame
GameAI/misc/FrameCounter.h:27
↓ 4 callersFunctionGr
(n)
Javascript/D3JS/d3.v3.min.js:2
↓ 4 callersFunctionHt
(n)
Javascript/D3JS/d3.v3.min.js:1
↓ 4 callersFunctionIi
(n)
Javascript/D3JS/d3.v3.min.js:2
↓ 4 callersFunctionKb
(a)
Processing/addons/processing.min.js:174
↓ 4 callersFunctionLineIntersection2D
GameAI/2D/geometry.h:200
↓ 4 callersFunctionLoadString
TheCProgrammingLanguage/LuaGlue/lua/lundump.c:76
↓ 4 callersFunctionPo
(n,t,e,r)
Javascript/D3JS/d3.v3.min.js:2
↓ 4 callersFunctionPt
(n)
Javascript/D3JS/d3.v3.min.js:1
↓ 4 callersFunctionRandInRange
GameAI/misc/utils.h:93
↓ 4 callersFunctionReorderUpwards
GameAI/misc/PriorityQueue.h:27
↓ 4 callersFunctionSetTextColor
default text colors can be found in wincon.h
GameAI/misc/ConsoleUtils.h:17
↓ 4 callersFunctionT
(n)
Javascript/D3JS/d3.v3.min.js:1
↓ 4 callersFunctionTi
(n)
Javascript/D3JS/d3.v3.min.js:2
↓ 4 callersFunctionVe
(n,t)
Javascript/D3JS/d3.v3.min.js:1
↓ 4 callersFunctionaddk
TheCProgrammingLanguage/LuaGlue/lua/lcode.c:229
↓ 4 callersMethodalignment
ALIGNMENT Used internally to calculate the force for this behaviour on the entity that owns this steering behaviour object.
Processing/game2dai/steering/AutoPilot.java:2211
↓ 4 callersMethodbox_box
Determine whether two boxes intersect. <br> The boxes are represented by the top-left and bottom-right corner coordinates. @param ax0 top-left corner
Processing/game2dai/maths/Geometry2D.java:682
↓ 4 callersFunctioncallTMres
TheCProgrammingLanguage/LuaGlue/lua/lvm.c:80
↓ 4 callersFunctioncheck_next
TheCProgrammingLanguage/LuaGlue/lua/llex.c:163
↓ 4 callersFunctionchunk
TheCProgrammingLanguage/LuaGlue/lua/lparser.c:1325
↓ 4 callersMethodcohesion
COHESION Used internally to calculate the force for this behaviour on the entity that owns this steering behaviour object.
Processing/game2dai/steering/AutoPilot.java:2279
↓ 4 callersMethodcosQ
Compute cosine in the first quadrant by subtracting input from PI/2 and then calling sinQ. This is more accurate as the input approaches PI/2. @para
Processing/game2dai/maths/FastMath.java:2120
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