So whilst they may try and avoid copything themselves over and over again, they'll fail - they'll go back to what works in their eyes. IMO, since about Season 7 of SG-1 (not to include S1 of Atlantis, which was fresh and new, and GOOD), you've slowly began to see more and more cracks in the lining in terms of storyline and the writing of.
- JustWatch is the best app to know where to watch what! JustWatch is the easiest way to browse through your favorite movies or tv shows to see if they are available for streaming at any of your favorite video services. 100% legal offers Check the legal offers available for movies or TV shows, either you want to watch them streaming online or at the cinema. We list all offers for 85+ streaming.
- We're sorry but jw-app doesn't work properly without JavaScript enabled. Please enable it to continue.
- I have a custom dynamic array class and one of it's members is of course a pointer to memory which holds the current array. Recently, I had a bug which was the result of the assignment operator performing a shallow copy on a struct with a dynamic array and me modifying that array copy not realizing this copy still had the same pointer to the original memory block.
- // File: ex5-1.cpp #include using namespace std; class Thing private: int x; double y; public: Thing(int arg1 = 0, double arg2 = 0.0); // constructor void copyThing.
Copy Thinkorswim Shared Workspaces
- local network = framework.PreRequire('Libraries','Network')
- local signals = framework.PreRequire('Shared','Signals')
- local oldData =require(script:WaitForChild('OldSaveData'))
- local getFakeDS =require(script:WaitForChild('GetFakeDatastore'))
- local players = game:GetService('Players')
- local dataStoreService = game:GetService('DataStoreService')
- local playerDataStore = getFakeDS()
- local playerBansStore = getFakeDS()
- ifnot runService:IsStudio()then
- playerDataStore = dataStoreService:GetDataStore('Player Data')
- playerBansStore = dataStoreService:GetDataStore('Player Bans')
- gameDataStore = dataStoreService:GetDataStore('Game Data')
- warn('Using fake datastores while in Studio')
- ['Character']={
- Header ='Alpha',
- Data ={
- Inventory =require(script:WaitForChild('InventoryTemplate')),
- Appearance ={
- HairColor ='LightBrown',
- },
- HasSpawned =false,
- Position ={},
- Hunger =100,
- Stamina =100,
- HotbarMemory ={
- Secondary =2,
- },
- ['Purchases']={
- Header ='Live',
- Data ={
- Gamepasses ={},
- },
- ['Loadouts']={
- Header ='Alpha',
- Data ={
- SkinColor =3,
- HairStyle ='Bald',
- Equipment ={},
- },
- Version =1,
- Items ={},
- },
- ['Bans']={
- Header ='Live',
- Data ={
- BannedAt =0,
- }
- },
- ['Statistics']={
- Header ='Alpha',
- Data ={
- BetaPlayer =false,
- PlayerKillsTotal =0,
- ZombieKillsLife =0,
- TotalTimePlayed =0,
- },
- Version =1,
- Keybinds ='[]',
- }
- local DATA_LOADED ={}
- local DATA_LOADING ={}
- ----
- localfunction copyThing(thing)
- local copy ={}
- for i, v innext, thing do
- copy[i]= copyThing(v)
- copy[i]= v
- end
- return copy
- return thing
- end
- localfunction updateSaveData(loadedCache)
- local templateVersion = config.Header..config.Version
- local refreshGroup =false
- -- has the config, check the version
- if templateVersion ~=(loadedConfig.Header..loadedConfig.Version)then
- end
- -- template has data not saved, write it
- refreshGroup =true
- if refreshGroup then
- end
- end
- localfunction getFreshCheckForOld(userId)
- local returnData ={}
- ifnext(oldFormatted)then
- for group, config innext, DATA_TEMPLATE do
- local setData = copyThing(config)
- -- if old data has this group, replace the setdata.Data with the old data
- setData.Data = oldFormatted[group]
- end
- returnData = copyThing(DATA_TEMPLATE)
- end
- localfunction getPlayerData(userId)
- if DATA_LOADED[userId]then
- elseif DATA_LOADING[userId]then
- else
- DATA_LOADING[userId]= loadedSignal
- local didLoad, loadedCache =pcall(function()
- end)
- if didLoad then
- updateSaveData(loadedCache)
- loadedCache = getFreshCheckForOld(userId)
- warn(userId..' failed to load data '..loadedCache)
- loadedCache = copyThing(DATA_TEMPLATE)
- LoadSuccess = didLoad,
- }
- loadedSignal:Fire(DATA_LOADED[userId].Cache)
- loadedSignal:Destroy()
- return DATA_LOADED[userId].Cache
- end
- localfunction savePlayerData(userId, clearOnSave)
- DATA_LOADING[userId]:Wait()
- if dataToSave.LoadSuccess then
- DATA_SAVING[userId]=true
- coroutine.wrap(function()
- local didSave =false
- while tickOut <=30and didSave falsedo
- playerDataStore:SetAsync(userId, dataToSave.Cache)
- warn(userId..' save attempt failed '..reason)
- wait(1.1)
- didSave =true
- end
- if clearOnSave then
- end
- DATA_SAVING[userId]=nil
- end
- if clearOnSave then
- end
- end
- savePlayerData(userId)
- savePlayerData(userId,true)
- local saveCache = getPlayerData(userId)
- end
- function library:Set(userId, configName, key, value)
- local groupData = saveCache[configName].Data
- groupData[key]= value
- function library:Update(userId, configName, key, setter)
- local new = setter(current)
- ifnot new then
- warn('SaveData:Update() setter function returned nil, saving previous')
- end
- self:Set(userId, configName, key, new)
- return copyThing(DATA_TEMPLATE[storeName].Data[index])
- function library:ResetToTemplate(userId, configName, key)
- library:Set(userId, configName, key, self:GetTemplate(configName, key))
- if DATA_LOADED[userId]then
- else
- end
- local loaded, data =pcall(function()
- end)
- if loaded andnot data then
- data = self:GetTemplate('Bans','Current')
- end
- ifnot loaded then
- end
- return data
- local saved, reason =pcall(function()
- BannedAt =os.time(),
- })
- end
- ----
- network:Add('Did Save Load',function(client)
- end)
- function game.OnClose()
- return
- savePlayerData(userId,true)
- end
- ----
- return library
crispSofties has launched copyThing 5, an update to the Mac utility for transferring music and more from an iOS device to iTunes.
Copy Things To Clipboard
copyThing connects with iPhones, iPads and iPods and lets you identify media content on those devices that’s missing from your iTunes library. Media and playlists can be synchronized with one click. Version 5 has been completely re-written from scratch with a speed boost and a new user interface.
copyThing requires Mac OS X 10.6.8 or higher. It costs US$29.95 (upgrades to version 5 from previous versions are $14.95) and is available for download from crispSofties online (www.crispsofties.com).