gitflow | git |
---|---|
git flow init |
git init |
git commit --allow-empty -m "Initial commit" |
|
git checkout -b develop master |
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i386 : iPhone Simulator | |
x86_64 : iPhone Simulator | |
arm64 : iPhone Simulator | |
iPhone1,1 : iPhone | |
iPhone1,2 : iPhone 3G | |
iPhone2,1 : iPhone 3GS | |
iPhone3,1 : iPhone 4 | |
iPhone3,2 : iPhone 4 GSM Rev A | |
iPhone3,3 : iPhone 4 CDMA | |
iPhone4,1 : iPhone 4S |
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/* ************************************************************************** | |
Copyright 2012 Calvin Rien | |
(http://the.darktable.com) | |
Derived from a method in BuildManager, part of | |
VoxelBoy's Unite 2012 Advanced Editor Scripting Talk. | |
(http://bit.ly/EditorScripting) | |
Licensed under the Apache License, Version 2.0 (the "License"); | |
you may not use this file except in compliance with the License. |
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import haxe.macro.Context; | |
import haxe.macro.Expr; | |
import haxe.macro.Type; | |
using Lambda; | |
/** | |
Old school abstract class. | |
Classes that implements it, and their sub-classes, will be able to declare abstract methods (methods that without body). | |
There will be a check in compile-time such that no public constructor is allowed without all abstract methods implemented. | |
*/ |
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using Microsoft.CSharp; | |
using System.CodeDom; | |
using System.CodeDom.Compiler; | |
using System.Collections.Generic; | |
using System.Collections.ObjectModel; | |
using System.Collections.Specialized; | |
using System.IO; | |
using System.Linq; | |
using System.Reflection; | |
using System.Text; |
- Log into the container and create an empty directory, this will be the mount point
- Log out and stop the container.
- Open to your container's config file
- For regular LXC containers:
/var/lib/lxc/mycontainer/config
- For unprivileged LXC containers:
$HOME/.local/share/lxc/mycontainer/config
- For regular LXC containers:
- Add a new line above the
lxc.mount
directive, that follows the format below. Substitute proper paths as necessary:lxc.mount.entry = /path/to/folder/on/host /path/to/mount/point none bind 0 0
- Both of these paths are relative to the host machine.
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// General hints on defining types with constraints or invariants | |
// | |
// Just as in C#, use a private constructor | |
// and expose "factory" methods that enforce the constraints | |
// | |
// In F#, only classes can have private constructors with public members. | |
// | |
// If you want to use the record and DU types, the whole type becomes | |
// private, which means that you also need to provide: | |
// * a constructor function ("create"). |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public static class IEnumeratorExtensions | |
{ | |
/// <summary> | |
/// Execute an entire Unity Coroutine in one frame. | |
/// This is useful for testing coroutines with NUnit. | |
/// |
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#define BINKGL_LIST \ | |
/* ret, name, params */ \ | |
GLE(void, LinkProgram, GLuint program) \ | |
GLE(void, GetProgramiv, GLuint program, GLenum pname, GLint *params) \ | |
GLE(GLuint, CreateShader, GLenum type) \ | |
GLE(void, ShaderSource, GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length) \ | |
GLE(void, CompileShader, GLuint shader) \ | |
GLE(void, GetShaderiv, GLuint shader, GLenum pname, GLint *params) \ | |
GLE(void, GetShaderInfoLog, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) \ | |
GLE(void, DeleteShader, GLuint shader) \ |
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