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######################### | |
# .gitignore file for Xcode4 and Xcode5 Source projects | |
# | |
# Apple bugs, waiting for Apple to fix/respond: | |
# | |
# 15564624 - what does the xccheckout file in Xcode5 do? Where's the documentation? | |
# | |
# Version 2.6 | |
# For latest version, see: http://stackoverflow.com/questions/49478/git-ignore-file-for-xcode-projects | |
# |
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//////////////////////////////////////////////////////////////////// | |
// client_transmit_input.cpp FILE | |
//////////////////////////////////////////////////////////////////// | |
#include "client_transmit_input.h" | |
// ------------------------------------------------------------------- | |
void ClientRequest_SendCharHandler(zmq::context_t* context, std::string threadName) | |
{ | |
zmq::socket_t socket (*context, ZMQ_REQ); |
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// ---------------------------------------------------------------------------- | |
#include <ppl.h> | |
#include <amp.h> | |
#include <amp_math.h> | |
#include <iostream> | |
#include <boost/chrono/chrono.hpp> | |
#include <vector> | |
using namespace concurrency; | |
using namespace concurrency::precise_math; |
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/* | |
I modified some code I found to correctly enumerate all OpenCL devices on my laptop... | |
Here's the output: | |
NAME: Intel(R) Core(TM) i7-3720QM CPU @ 2.60GHz | |
ADDRESS_WIDTH: 32 | |
EXTENSIONS: cl_APPLE_SetMemObjectDestructor cl_APPLE_ContextLoggingFunctions cl_APPLE_clut cl_APPLE_query_kernel_names cl_APPLE_gl_sharing cl_khr_gl_event cl_khr_fp64 cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_byte_addressable_store cl_khr_int64_base_atomics cl_khr_int64_extended_atomics cl_khr_3d_image_writes cl_APPLE_fp64_basic_ops cl_APPLE_fixed_alpha_channel_orders cl_APPLE_biased_fixed_point_image_formats |
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// | |
// testing out Visual Studio 11 Beta's support of | |
// the latest C++11 standard | |
// | |
// code snippets from | |
// http://en.wikipedia.org/wiki/C%2B%2B11 | |
// http://solarianprogrammer.com | |
// | |
#include "stdafx.h" |
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// this code is from http://www.everyday3d.com/blog/index.php/2010/05/24/loading-3d-models-runtime-unity3d/ | |
// which was released under the MIT license | |
using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Globalization; | |
public class OBJ : MonoBehaviour { |