One Paragraph of project description goes here
These instructions will get you a copy of the project up and running on your local machine for development and testing purposes. See deployment for notes on how to deploy the project on a live system.
| Latency Comparison Numbers (~2012) | |
| ---------------------------------- | |
| L1 cache reference 0.5 ns | |
| Branch mispredict 5 ns | |
| L2 cache reference 7 ns 14x L1 cache | |
| Mutex lock/unlock 25 ns | |
| Main memory reference 100 ns 20x L2 cache, 200x L1 cache | |
| Compress 1K bytes with Zippy 3,000 ns 3 us | |
| Send 1K bytes over 1 Gbps network 10,000 ns 10 us | |
| Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD |
| import os | |
| from PIL import Image | |
| ''' | |
| I searched high and low for solutions to the "extract animated GIF frames in Python" | |
| problem, and after much trial and error came up with the following solution based | |
| on several partial examples around the web (mostly Stack Overflow). | |
| There are two pitfalls that aren't often mentioned when dealing with animated GIFs - |
| using UnityEngine; | |
| using UnityEditor; | |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Text; | |
| using System.IO; | |
| using System.IO.Compression; | |
| using Ionic.Zip; // this uses the Unity port of DotNetZip https://github.com/r2d2rigo/dotnetzip-for-unity |
| using UnityEngine; | |
| using UnityEditor; | |
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| public class ColorToCSharp : EditorWindow | |
| { | |
| [SerializeField] | |
| private bool _usedColorPickerOnce = false; |
| /* | |
| Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader. | |
| Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites, | |
| then reuse this Material on all appropriate Sprite Renderers. | |
| (You can use Shader.SetGlobalFloat to set that Pixels Per Unit value for all your shaders: | |
| https://docs.unity3d.com/ScriptReference/Shader.SetGlobalFloat.html) | |
| This is not for scaled or rotated artwork. If you need those features, look at low res render textures. | |
| Use this however you want. |
| import warnings | |
| from skimage.measure import compare_ssim | |
| from skimage.transform import resize | |
| from scipy.stats import wasserstein_distance | |
| from scipy.misc import imsave | |
| from scipy.ndimage import imread | |
| import numpy as np | |
| import cv2 | |
| ## |
| // NOTE DONT put in an editor folder! | |
| using UnityEngine; | |
| public class AutohookAttribute : PropertyAttribute | |
| { | |
| } |