See the blog entry for more information.
The following snippet demonstrates TAP Task Synchronization using SemaphoreSlims in the context of upgrading an existing EAP application which relies on lock
statements. This snippet of code doesn't do anything particularly useful, because it isn't supposed to - it is only to demonstrate one way of migrating from the EAP model to the TAP model.
See the blog entry for more information.
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<?xml version="1.0" encoding="utf-8"?> | |
<Translation> | |
<QuickAccessTitle>OVRdrop Settings Quick Access</QuickAccessTitle> | |
<QuickAccessAdvanced>Advanced</QuickAccessAdvanced> | |
<QuickAccessHotkeys>Hotkeys</QuickAccessHotkeys> | |
<QuickAccessAutoSwap>Auto Swap</QuickAccessAutoSwap> | |
<QuickAccessQuickSwap>Quick Swap</QuickAccessQuickSwap> | |
<AdvancedSettingsLeftTitle>{b}Target Application Settings{/b}</AdvancedSettingsLeftTitle> | |
<AdvancedSettingsLeftText2>{b}Window Settings{/b} |
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<?xml version="1.0"?> | |
<profile name="Prusa Research Original Prusa i3 MK3" version="2018-01-19 08:00:00" app="S3D-Software 4.0.0"> | |
<baseProfile></baseProfile> | |
<printMaterial>PLA</printMaterial> | |
<printQuality>Medium</printQuality> | |
<printExtruders></printExtruders> | |
<extruder name="Primary Extruder"> | |
<toolheadNumber>0</toolheadNumber> | |
<diameter>0.4</diameter> | |
<autoWidth>0</autoWidth> |
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using System; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
/* Unity Sprite Resizer v1.6 © Hotrian 2017 | |
* | |
* This has only been tested on PNG files. | |
* | |
* Usage instructions: |
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using System.Collections.Generic; | |
using UnityEngine; | |
[RequireComponent(typeof(MeshFilter)), RequireComponent(typeof(MeshRenderer))] | |
public class ProtoMesh : MonoBehaviour | |
{ | |
#region Helper Properties | |
// Simple helpers to cache the MeshFilter and MeshRenderer | |
public MeshRenderer MyMeshRenderer | |
{ |
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using System; | |
using UnityEngine; | |
using System.Runtime.InteropServices; | |
public class HeadlessScript : MonoBehaviour | |
{ | |
#if UNITY_STANDALONE_WIN && !UNITY_EDITOR | |
[DllImport("user32.dll", EntryPoint = "FindWindow", SetLastError = true)] | |
static extern IntPtr FindWindowByCaption(IntPtr zeroOnly, string lpWindowName); |
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// Note this file goes in Assets/ | |
using UnityEngine; | |
using System.Collections.Generic; | |
[RequireComponent(typeof(PolygonCollider2D), typeof(MeshFilter), typeof(MeshRenderer))] // require PolygonCollider2D, MeshFilter, and MeshRenderer | |
public class PolygonDrawScript : MonoBehaviour | |
{ | |
private PolygonCollider2D Poly | |
{ |
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@echo off | |
goto prep | |
REM This batch script removes the leap drivers temporarily so SteamVR won't attempt to launch them | |
REM It also backup/restores the SteamVR.vrsettings file so you can have two copies and it switches the correct version in | |
REM This is just a little batch program I wrote to quickly disable/enable the SteamVR Leap Motion Drivers | |
REM You should copy steamvr.vrsettings twice and rename one to LeapVRSettings.vrsettings and the other to RegularVRSettings.vrsettings | |
REM Then run this batch once or twice and then go back in and change your steamvr.vrsettings as needed |
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using System; | |
using System.Drawing; | |
using System.Runtime.InteropServices; | |
namespace Colorful | |
{ | |
/// <summary> | |
/// Exposes methods used for mapping System.Drawing.Colors to System.ConsoleColors. | |
/// Based on code that was originally written by Alex Shvedov, and that was then modified by MercuryP. | |
/// </summary> |
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