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<pre><samp>You are in an open field west of a big white house with a boarded front door. There is a small mailbox here.
</samp> <kbd>open mailbox</kbd>
<samp>Opening the mailbox reveals: A leaflet.
</samp></pre>
<sxh apache round 11-15> <ifmodule mod_deflate.c> DeflateCompressionLevel 6 AddOutputFilterByType DEFLATE text/plain AddOutputFilterByType DEFLATE text/html AddOutputFilterByType DEFLATE text/php AddOutputFilterByType DEFLATE text/xml AddOutputFilterByType DEFLATE text/css AddOutputFilterByType DEFLATE text/javascript AddOutputFilterByType DEFLATE application/javascript </ifmodule>
<IfModule mod_expires.c> # enable expirations ExpiresActive On ExpiresDefault A2592000 # expire images after a month in the client's cache ExpiresByType image/gif A2592000 ExpiresByType image/jpg A2592000 ExpiresByType image/jpeg A2592000 ExpiresByType image/png A2592000 # css/js ExpiresByType text/css “access plus 4 weeks” ExpiresByType text/javascript “access plus 4 weeks” # html ExpiresByType text/html “access plus 2 days” </IfModule>
</sxh> <sxh css> .verticalcenter{
position: relative; top: 50%; -webkit-transform: translateY(-50%); -o-transform: translateY(-50%); transform: translateY(-50%);
} </sxh> <sxh php>
/** * Render xhtml output or metadata * * @param string $mode Renderer mode (supported modes: xhtml) * @param Doku_Renderer $renderer The renderer * @param array $data The data from the handler() function * @return bool If rendering was successful. */ public function render($mode, Doku_Renderer &$renderer, $data) { if($mode != 'xhtml') return false;
if (count($data) != 3) { return true; }
list($syntax, $attr, $content) = $data; if ($syntax == 'sxh') { $title = $this->procTitle($attr); $highlight = $this->procHighlight($attr); $renderer->doc .= '<pre class="brush: ' . strtolower($attr . $highlight) . '"' . $title . '>' . $renderer->_xmlEntities($content) . '</pre>'; } else { $renderer->file($content); }
return true; }
</sxh> <sxh glsl> varying vec3 normal; varying vec3 vertex_to_light_vector;
void main() {
// Defining The Material Colors const vec4 AmbientColor = vec4(0.1, 0.0, 0.0, 1.0); const vec4 DiffuseColor = vec4(1.0, 0.0, 0.0, 1.0);
Scaling The Input Vector To Length 1 vec3 normalized_normal = normalize(normal); vec3 normalized_vertex_to_light_vector = normalize(vertex_to_light_vector); Calculating The Diffuse Term And Clamping It To [0;1]
float DiffuseTerm = clamp(dot(normal, vertex_to_light_vector), 0.0, 1.0);
Calculating The Final Color gl_FragColor = AmbientColor + DiffuseColor * DiffuseTerm; } </sxh> <sxh bash> #!/bin/bash echo “hello bash” exit 0 </sxh>