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SammyJames / gist:6706314
Created September 25, 2013 21:29
L4D2 crash
SDL video target is 'x11'
Installing breakpad exception handler for appid(gameoverlayui)/version(20130920214747_client)
Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client)
Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client)
Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client)
[0925/142252:WARNING:proxy_service.cc(958)] PAC support disabled because there is no system implementation
Using breakpad crash handler
Setting breakpad minidump AppID = 550
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
@SammyJames
SammyJames / gist:10560690
Created April 12, 2014 22:47
ArcheAge _G dump
<1>{
ABILITY_CATEGORY_DESCRIPTION_TEXT = 54,
ABILITY_CATEGORY_TEXT = 49,
ABILITY_CHANGER_TEXT = 20,
ADDON = <2>{
ChatLog = <function 1>,
CreateTopLevelWidget = <function 2>,
GetContent = <function 3>,
ImportAPI = <function 4>,
ImportObject = <function 5>,
@SammyJames
SammyJames / gist:10560957
Created April 12, 2014 22:56
More complete _G dump
<1>{
ABILITY_CATEGORY_DESCRIPTION_TEXT = 54,
ABILITY_CATEGORY_TEXT = 49,
ABILITY_CHANGER_TEXT = 20,
ADDON = <2>{
ChatLog = <function 1>,
CreateTopLevelWidget = <function 2>,
GetContent = <function 3>,
ImportAPI = <function 4>,
ImportObject = <function 5>,
package.path = package.path .. ';' .. os.getenv ( 'USERPROFILE' ) .. '\\Documents\\ArcheAge\\Addon\\LootDrop\\?.lua'
local inspect = require( 'inspect' )
local output = os.getenv ( 'USERPROFILE' ) .. '\\Documents\\ArcheAge\\Addon\\LootDrop\\out.txt'
local outputFile = io.open( output, 'w+' )
ADDON:ImportAPI( UCST_UNIT )
ADDON:ImportObject( UOT_BASE_BUTTON )
@SammyJames
SammyJames / gist:601ad18ca8fa5435d6b2
Created May 4, 2014 13:37
Key remap 4 macbook profile
<?xml version="1.0"?>
<root>
<item>
<name>Razer OSX</name>
<item>
<name>Razer Naga</name>
<identifier>private.razer_naga</identifier>
<autogen>__KeyToKey__ PointingButton::BUTTON4, KeyCode::BRACKET_LEFT, ModifierFlag::COMMAND_L</autogen>
<autogen>__KeyToKey__ PointingButton::BUTTON5, KeyCode::BRACKET_RIGHT, ModifierFlag::COMMAND_L</autogen>
</item>
//
// EventDispatcher.cpp
// EventDispatcher
//
// Created by Sammy James on 5/10/14.
// Copyright (c) 2014 pawkette. All rights reserved.
//
#include "EventDispatcher.h"
#include "Registry.h"
Outline flow:
How do you get to this screen?
How do you expect to use this screen?
Where does this screen take you next?
Use case:
What information should it present?
What things should you be able to interact with?
Does the user need to be able to interact always, or can we have an optional step for interaction?
Simplify:
A screen should have a single function, a player should be able to expect to do one key thing per page. Having a number of functions begins to muddy the purpose of this screen. Try to keep the actions available uniform, if this screen allows you to change equipment, it should do so exclusively.
class Component2: public Component
{
public:
COMPONENT_TYPE( Type );
Component2();
}
for ( auto it = ConnectedSockets.cbegin(); it != ConnectedSockets.cend(); ++it )
{
if ( send( it->second, buffer, wrapper.ByteSize() + 4, 0 ) < 0 )
{
fprintf( stderr, "Failed to send packet to '%s' (error = %s)\n", it->first.c_str(),
strerror( errno ) );
it = ConnectedSockets.erase( it );
}
}
project(MasterBuilder)
cmake_minimum_required(VERSION 2.8)
# find Google protobuf
find_package(Protobuf REQUIRED)
# todo - invoke protoc
include_directories(${PROTOBUF_INCLUDE_DIRS})
include_directories(${CMAKE_CURRENT_BINARY_DIR})