gb.hpp - Namespaced Types
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## Ignore Visual Studio temporary files, build results, and
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## files generated by popular Visual Studio add-ons.
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# User-specific files
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*.suo
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*.user
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# User-specific files (MonoDevelop/Xamarin Studio)
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# Visual Studio 2015 cache/options directory
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.vs/
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# Uncomment if you have tasks that create the project's static files in wwwroot
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#wwwroot/
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# MSTest test Results
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[Tt]est[Rr]esult*/
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[Bb]uild[Ll]og.*
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# NUNIT
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*.VisualState.xml
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TestResult.xml
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# Build Results of an ATL Project
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dlldata.c
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# DNX
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artifacts/
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# Chutzpah Test files
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_Chutzpah*
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# Visual C++ cache files
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ipch/
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# Visual Studio profiler
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*.vspx
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# TFS 2012 Local Workspace
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$tf/
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# Guidance Automation Toolkit
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_ReSharper*/
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# NCrunch
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_NCrunch_*
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.*crunch*.local.xml
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nCrunchTemp_*
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# MightyMoose
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*.mm.*
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# Web workbench (sass)
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.sass-cache/
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# Installshield output folder
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# DocProject is a documentation generator add-in
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# Click-Once directory
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publish/
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# Publish Web Output
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*.[Pp]ublish.xml
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*.azurePubxml
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# TODO: Comment the next line if you want to checkin your web deploy settings
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# but database connection strings (with potential passwords) will be unencrypted
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*.pubxml
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*.publishproj
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# NuGet Packages
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*.nupkg
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# The packages folder can be ignored because of Package Restore
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**/packages/*
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# except build/, which is used as an MSBuild target.
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!**/packages/build/
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# Uncomment if necessary however generally it will be regenerated when needed
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#!**/packages/repositories.config
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# Windows Azure Build Output
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csx/
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*.build.csdef
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AppPackages/
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# Visual Studio cache files
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# files ending in .cache can be ignored
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*.[Cc]ache
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# but keep track of directories ending in .cache
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!*.[Cc]ache/
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# Others
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ClientBin/
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[Ss]tyle[Cc]op.*
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~$*
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*~
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*.dbmdl
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*.pfx
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node_modules/
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orleans.codegen.cs
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# RIA/Silverlight projects
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Generated_Code/
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# Backup & report files from converting an old project file
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# to a newer Visual Studio version. Backup files are not needed,
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# because we have git ;-)
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_UpgradeReport_Files/
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Backup*/
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UpgradeLog*.XML
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UpgradeLog*.htm
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# SQL Server files
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*.mdf
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*.ldf
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# Business Intelligence projects
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*.rdl.data
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*.bim.layout
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*.bim_*.settings
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# Microsoft Fakes
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FakesAssemblies/
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# Node.js Tools for Visual Studio
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.ntvs_analysis.dat
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# Visual Studio 6 build log
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**/*.Server/ModelManifest.xml
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_Pvt_Extensions
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# Project Specific
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misc/
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*.sublime*
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test.*
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@ -6,7 +6,7 @@ library | latest version | category | languages | description
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----------------|----------------|----------|-----------|-------------
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**gb_string.h** | 0.93 | strings | C, C++ | A better string library for C & C++
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**gb_ini.h** | 0.91 | misc | C, C++ | A simple ini file loader library for C & C++
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**gb.hpp** | 0.13a | misc | C++11 | (Experimental) A C++11 helper library without STL geared towards game development
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**gb.hpp** | 0.15 | misc | C++11 | (Experimental) A C++11 helper library without STL geared towards game development
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## FAQ
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@ -0,0 +1,29 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2013
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VisualStudioVersion = 12.0.31101.0
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{911E67C6-3D85-4FCE-B560-20A9C3E3FF48}") = "gb", "bin\gb.exe", "{5548FA62-E3AA-4E84-85B2-4CF1D02FE804}"
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ProjectSection(DebuggerProjectSystem) = preProject
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PortSupplier = 00000000-0000-0000-0000-000000000000
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Executable = W:\gb\bin\gb.exe
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RemoteMachine = BILL-PC
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StartingDirectory = W:\gb
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Environment = Default
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LaunchingEngine = 00000000-0000-0000-0000-000000000000
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UseLegacyDebugEngines = No
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LaunchSQLEngine = No
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AttachLaunchAction = No
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EndProjectSection
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{5548FA62-E3AA-4E84-85B2-4CF1D02FE804}.Debug|x64.ActiveCfg = Debug|x64
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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#include "../gb.hpp"
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struct Global_Allocators
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{
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gb::Heap_Allocator heap = {};
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gb::Allocator* default_allocator = &heap;
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};
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global Global_Allocators g_allocators;
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gb::Allocator& default_allocator()
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{
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return *g_allocators.default_allocator;
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}
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int main(int argc, char** argv)
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{
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// "Use" variables
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argc; argv;
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using namespace gb;
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{
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const u8 bytes[4] = {0x00, 0x20, 0xa7, 0x44};
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f32 a = reinterpret_cast<const f32&>(bytes);
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printf("%f\n", a);
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const f32 f = 1337.0f;
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u8* fb = (u8*)(&f);
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printf("0x%x%x%x%x\n", fb[0], fb[1], fb[2], fb[3]);
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}
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#if 1
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{
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auto table = make_hash_table<f32>(default_allocator());
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hash_table::set(table, 123, 321.0f);
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hash_table::set(table, 456, 654.0f);
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#define PGET(key, d) printf("%7d : %7f \n", key, hash_table::get(table, (key), (f32)(d)))
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PGET(123, 0);
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PGET(456, 0);
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PGET(789, 0);
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#undef PGET
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}
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{
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String hello = string::make(default_allocator(), "Hello");
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String world = string::make(default_allocator(), ", world!", 8);
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defer(string::free(hello));
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defer(string::free(world));
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string::append(hello, world);
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printf("%s\n", hello);
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}
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for (u32 i = 0; i < 8; i++)
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{
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u64 bins[10] = {};
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auto gen = random::make_mt19937_64(random::next(random::make_random_device()));
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for (usize i = 0; i < 200000; i++)
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{
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u64 result = random::uniform_u64_distribution(gen, 0, 9);
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bins[result]++;
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}
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for (usize i = 0; i < 10; i++)
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{
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printf("%2d : ", i);;
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u32 a = (u32)(bins[i] / 1000);
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for (u32 i = 0; i < a; i++)
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printf("*");
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printf("\n");
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}
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time_sleep(seconds(1));
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}
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#endif
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while (getchar() != '\n')
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;
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return 0;
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}
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@ -0,0 +1,5 @@
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#include "main.cpp"
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#define GB_IMPLEMENTATION
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#include "../gb.hpp"
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