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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.
| // C++11 32bit FNV-1 and FNV-1a string hasing (Fowler–Noll–Vo hash) | |
| // | |
| // Requires a compiler with C++11 support | |
| // See main(...) for examples | |
| #include <iostream> | |
| #include <cassert> | |
| namespace hash | |
| { | 
| public static int getVersionCode(Context ctx) { | |
| int versionCode = 0; | |
| try { | |
| PackageInfo pInfo = ctx.getPackageManager().getPackageInfo( | |
| ctx.getPackageName(), 0); | |
| versionCode = pInfo.versionCode; | |
| } catch (PackageManager.NameNotFoundException e) { | |
| e.printStackTrace(); | |
| } | 
| import Foundation | |
| // 1. Wildcard Pattern | |
| func wildcard(a: String?) -> Bool { | |
| guard case _? = a else { return false } | |
| for case _? in [a] { | |
| return true | |
| } | |
| using UnityEngine; | |
| using System.Collections; | |
| using UnityEditor; | |
| public class ExportSprites { | |
| [MenuItem("Assets/Create/SpriteScriptableObject")] | |
| static void Export() | |
| { | |
| foreach (var sprite in Selection.objects) { | 
| Shader "UI/Dissolve" | |
| { | |
| Properties | |
| { | |
| [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
| _Color ("Tint", Color) = (1,1,1,1) | |
| _StencilComp ("Stencil Comparison", Float) = 8 | |
| _Stencil ("Stencil ID", Float) = 0 | |
| _StencilOp ("Stencil Operation", Float) = 0 | 
| // http:// stackoverflow.com/questions/23202489/how-does-this-code-find-the-number-of-trailing-zeros-from-any-base-number-factor | |
| // https://comeoncodeon.wordpress.com/2010/02/17/number-of-zeores-and-digits-in-n-factorial-in-base-b/ | |
| function zeroes (base, number) { | |
| var noz = Number.MAX_VALUE; | |
| // Now we can break the Base B as a product of primes : | |
| // B = a^p1 * b^p2 * c^p3 * … | |
| //Then the number of trailing zeroes in N factorial in Base B is given by the formulae | |
| // min{1/p1(n/a + n/(a*a) + ….), 1/p2(n/b + n/(b*b) + ..), ….}. | |
| var j = base; | 
| var fs = require("fs"); | |
| var path = require("path") | |
| var app = require("electron").remote.app; | |
| // var fsj = require("fs-jetpack"); | |
| // example usage : copyFileOutsideOfElectronAsar( "myFolderInsideTheAsarFile", app.getPath("temp") + "com.bla.bla" | |
| var copyFileOutsideOfElectronAsar = function (sourceInAsarArchive, destOutsideAsarArchive) { | 
| using UnityEngine; | |
| using UnityEngine.EventSystems; | |
| using UnityEngine.UI; | |
| public class NestedScrollRect : ScrollRect | |
| { | |
| public override void OnInitializePotentialDrag(PointerEventData eventData) | |
| { | |
| for(int i = 0; i < m_parentInitializePotentialDragHandlers.Length; ++i) | |
| { |