Building GLFW with Visual C++ 2015 (x64)
cd /d "%USERPROFILE%"
git clone https://github.com/glfw/glfw
cd glfw
mkdir build_vs14_win64
cd build_vs14_win64
cmake -G "Visual Studio 14 2015 Win64" ..
#!/usr/bin/env python3 | |
# -*- coding: utf-8 -*- | |
# this script renames event names in tensorboard log files | |
# it does the rename in place (so make back ups!) | |
# | |
# example: | |
# | |
# find . -name "*.tfevents*" -exec tb-rename-events.py {} "iteration-time" "iteration-time/iteration-time" \; | |
# |
// | |
// Simple listener.c program for UDP multicast | |
// | |
// Adapted from: | |
// http://ntrg.cs.tcd.ie/undergrad/4ba2/multicast/antony/example.html | |
// | |
// Changes: | |
// * Compiles for Windows as well as Linux | |
// * Takes the port and group on the command line | |
// |
Building GLFW with Visual C++ 2015 (x64)
cd /d "%USERPROFILE%"
git clone https://github.com/glfw/glfw
cd glfw
mkdir build_vs14_win64
cd build_vs14_win64
cmake -G "Visual Studio 14 2015 Win64" ..
rsync (Everyone seems to like -z, but it is much slower for me)
// NOTE: For an actively-maintained version of this script, see https://github.com/mminer/consolation. | |
using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// A console to display Unity's debug logs in-game. | |
/// </summary> | |
public class Console : MonoBehaviour | |
{ |