CopyThing



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.

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Jul 10th, 2019
  1. 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.
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  3. 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.
  4. // 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.
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CopyThing

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  1. local network = framework.PreRequire('Libraries','Network')
  2. local signals = framework.PreRequire('Shared','Signals')
  3. local oldData =require(script:WaitForChild('OldSaveData'))
  4. local getFakeDS =require(script:WaitForChild('GetFakeDatastore'))
  5. local players = game:GetService('Players')
  6. local dataStoreService = game:GetService('DataStoreService')
  7. local playerDataStore = getFakeDS()
  8. local playerBansStore = getFakeDS()
  9. ifnot runService:IsStudio()then
  10. playerDataStore = dataStoreService:GetDataStore('Player Data')
  11. playerBansStore = dataStoreService:GetDataStore('Player Bans')
  12. gameDataStore = dataStoreService:GetDataStore('Game Data')
  13. warn('Using fake datastores while in Studio')
  14. ['Character']={
  15. Header ='Alpha',
  16. Data ={
  17. Inventory =require(script:WaitForChild('InventoryTemplate')),
  18. Appearance ={
  19. HairColor ='LightBrown',
  20. },
  21. HasSpawned =false,
  22. Position ={},
  23. Hunger =100,
  24. Stamina =100,
  25. HotbarMemory ={
  26. Secondary =2,
  27. },
  28. ['Purchases']={
  29. Header ='Live',
  30. Data ={
  31. Gamepasses ={},
  32. },
  33. ['Loadouts']={
  34. Header ='Alpha',
  35. Data ={
  36. SkinColor =3,
  37. HairStyle ='Bald',
  38. Equipment ={},
  39. },
  40. Version =1,
  41. Items ={},
  42. },
  43. ['Bans']={
  44. Header ='Live',
  45. Data ={
  46. BannedAt =0,
  47. }
  48. },
  49. ['Statistics']={
  50. Header ='Alpha',
  51. Data ={
  52. BetaPlayer =false,
  53. PlayerKillsTotal =0,
  54. ZombieKillsLife =0,
  55. TotalTimePlayed =0,
  56. },
  57. Version =1,
  58. Keybinds ='[]',
  59. }
  60. local DATA_LOADED ={}
  61. local DATA_LOADING ={}
  62. ----
  63. localfunction copyThing(thing)
  64. local copy ={}
  65. for i, v innext, thing do
  66. copy[i]= copyThing(v)
  67. copy[i]= v
  68. end
  69. return copy
  70. return thing
  71. end
  72. localfunction updateSaveData(loadedCache)
  73. local templateVersion = config.Header..config.Version
  74. local refreshGroup =false
  75. -- has the config, check the version
  76. if templateVersion ~=(loadedConfig.Header..loadedConfig.Version)then
  77. end
  78. -- template has data not saved, write it
  79. refreshGroup =true
  80. if refreshGroup then
  81. end
  82. end
  83. localfunction getFreshCheckForOld(userId)
  84. local returnData ={}
  85. ifnext(oldFormatted)then
  86. for group, config innext, DATA_TEMPLATE do
  87. local setData = copyThing(config)
  88. -- if old data has this group, replace the setdata.Data with the old data
  89. setData.Data = oldFormatted[group]
  90. end
  91. returnData = copyThing(DATA_TEMPLATE)
  92. end
  93. localfunction getPlayerData(userId)
  94. if DATA_LOADED[userId]then
  95. elseif DATA_LOADING[userId]then
  96. else
  97. DATA_LOADING[userId]= loadedSignal
  98. local didLoad, loadedCache =pcall(function()
  99. end)
  100. if didLoad then
  101. updateSaveData(loadedCache)
  102. loadedCache = getFreshCheckForOld(userId)
  103. warn(userId..' failed to load data '..loadedCache)
  104. loadedCache = copyThing(DATA_TEMPLATE)
  105. LoadSuccess = didLoad,
  106. }
  107. loadedSignal:Fire(DATA_LOADED[userId].Cache)
  108. loadedSignal:Destroy()
  109. return DATA_LOADED[userId].Cache
  110. end
  111. localfunction savePlayerData(userId, clearOnSave)
  112. DATA_LOADING[userId]:Wait()
  113. if dataToSave.LoadSuccess then
  114. DATA_SAVING[userId]=true
  115. coroutine.wrap(function()
  116. local didSave =false
  117. while tickOut <=30and didSave falsedo
  118. playerDataStore:SetAsync(userId, dataToSave.Cache)
  119. warn(userId..' save attempt failed '..reason)
  120. wait(1.1)
  121. didSave =true
  122. end
  123. if clearOnSave then
  124. end
  125. DATA_SAVING[userId]=nil
  126. end
  127. if clearOnSave then
  128. end
  129. end
  130. savePlayerData(userId)
  131. savePlayerData(userId,true)
  132. local saveCache = getPlayerData(userId)
  133. end
  134. function library:Set(userId, configName, key, value)
  135. local groupData = saveCache[configName].Data
  136. groupData[key]= value
  137. function library:Update(userId, configName, key, setter)
  138. local new = setter(current)
  139. ifnot new then
  140. warn('SaveData:Update() setter function returned nil, saving previous')
  141. end
  142. self:Set(userId, configName, key, new)
  143. return copyThing(DATA_TEMPLATE[storeName].Data[index])
  144. function library:ResetToTemplate(userId, configName, key)
  145. library:Set(userId, configName, key, self:GetTemplate(configName, key))
  146. if DATA_LOADED[userId]then
  147. else
  148. end
  149. local loaded, data =pcall(function()
  150. end)
  151. if loaded andnot data then
  152. data = self:GetTemplate('Bans','Current')
  153. end
  154. ifnot loaded then
  155. end
  156. return data
  157. local saved, reason =pcall(function()
  158. BannedAt =os.time(),
  159. })
  160. end
  161. ----
  162. network:Add('Did Save Load',function(client)
  163. end)
  164. function game.OnClose()
  165. return
  166. savePlayerData(userId,true)
  167. end
  168. ----
  169. return library
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crispSofties has launched copyThing 5, an update to the Mac utility for transferring music and more from an iOS device to iTunes.

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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).