- Mathematics (Class 11 & 12) - NCERT Relevant Chapters
- Class 11 - Ch 1. Sets
- Class 11 - Ch 2. Relations and Functions
- Class 12 - Ch 1. Relations and Functions
- Class 11 - Ch 6. Permutations and Combinations
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| (Dijkstra and plain A* are generally not included here as there are thousands of | |
| implementations, though I've made an exception for rare Ruby and Crystal versions, | |
| and for Thor, Mapzen's enhanced A*. ) | |
| A* Ruby https://github.com/georgian-se/shortest-path | |
| A* Crystal https://github.com/petoem/a-star.cr | |
| A* (bidirectional with shortcuts) C++ https://github.com/valhalla/valhalla | |
| NBA* JS https://github.com/anvaka/ngraph.path | |
| NBA* Java https://github.com/coderodde/GraphSearchPal | |
| NBA* Java https://github.com/coderodde/FunkyPathfinding |
This approach was only tested on Arch Linux with both: KDE Plasma and Hyprland, both using Wayland session. I do not know the outcome on the other distros. I'm also using systemd-boot, not grub, so, if you are using grub, you're kinda on your own with specific steps for systemd-boot. And, also, I sticked to the UKI (Unified Kernel Images), but that shouldn't be a problem, just want to notify.
Quick Guide: Overclocking Monitor Refresh Rates on Arch Linux (KDE Wayland, NVIDIA, systemd-boot) using Custom EDID
This guide outlines how to set custom refresh rates for your monitors when the standard video= kernel parameter is rejected by the NVIDIA proprietary driver.
The solution involves using a custom EDID file.
| AARDVARK, AARDWOLF, AARON, ABACK, ABACUS, ABAFT, ABALONE, ABANDON, ABANDONS, ABASE, ABASED, ABASH, ABASHED, ABATE, ABATED, ABATES, ABATTOIR, ABBE, ABBESS, ABBEY, ABBEYS, ABBOT, ABBOTS, ABDICATE, ABDOMEN, ABDOMENS, ABDUCT, ABDUCTED, ABDUCTOR, ABDUCTS, ABE, ABEAM, ABEL, ABELE, ABERDEEN, ABERRANT, ABET, ABETS, ABETTED, ABETTING, ABEYANCE, ABHOR, ABHORRED, ABHORS, ABIDE, ABIDED, ABIDES, ABIDING, ABIDJAN, ABIES, ABILITY, ABJECT, ABJECTLY, ABJURE, ABJURED, ABLATE, ABLATES, ABLATING, ABLATION, ABLATIVE, ABLAZE, ABLE, ABLER, ABLEST, ABLOOM, ABLUTION, ABLY, ABNORMAL, ABOARD, ABODE, ABODES, ABOLISH, ABOMB, ABORT, ABORTED, ABORTING, ABORTION, ABORTIVE, ABORTS, ABOUND, ABOUNDED, ABOUNDS, ABOUT, ABOVE, ABRADED, ABRAHAM, ABRASION, ABRASIVE, ABREAST, ABRIDGE, ABRIDGED, ABROAD, ABROGATE, ABRUPT, ABRUPTLY, ABSCESS, ABSCISSA, ABSCOND, ABSCONDS, ABSEIL, ABSEILED, ABSEILER, ABSEILS, ABSENCE, ABSENCES, ABSENT, ABSENTED, ABSENTEE, ABSENTLY, ABSOLUTE, ABSOLVE, ABSOLVED, ABSOLVES, ABSORB, ABSORBED, ABSORBER, ABSORBS, ABSTAIN, ABSTAI |
This guide explains how to configure JetBrains Rider to work properly with Nix flakes on NixOS for C# development.
Rider doesn't automatically inherit environment variables from direnv/nix-shell, even when using the Better Direnv or Nix IDE plugins. This causes MSBuild and .NET SDK detection issues.
hi, i'm daniel. i'm a 16-year-old high school senior. in my free time, i hack billion dollar companies and build cool stuff.
about a month ago, a couple of friends and I found serious critical vulnerabilities on Mintlify, an AI documentation platform used by some of the top companies in the world.
i found a critical cross-site scripting vulnerability that, if abused, would let an attacker to inject malicious scripts into the documentation of numerous companies and steal credentials from users with a single link open.
(go read my friends' writeups (after this one))
how to hack discord, vercel, and more with one easy trick (eva)
Redacted by Counsel: A supply chain postmortem (MDL)
- Noise: Unity editor has lots of temporary files that we don’t want git to track
- Broken object references: Unity keeps track of objects created by using random GUIDs, and if they aren’t tracked using .meta files then there can be conflicts that really break your project
- Unresolvable merge conflicts: files like scene files that are written in confusing languages (like YAML) that are supposed to be translations of Unity editor actions into code. Most likely, you cannot resolve using Git, and the only way to resolve merge conflicts is to open it in a text editor and resolve them manually while hoping you don't mess anything up because these files are confusing and not meant to be manipulated directly.
- Large files: Sometimes assets are large and take up a lot of storage space