Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
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Use at your own risk! Swift moves quickly so it is possible | |
info in these scripts is out of date. | |
To use build-redist-package.sh you'll need a Mac Developer ID certificate. | |
The build will take a long time but the custom my-presets.ini | |
file skips tests to speed things up a fair amount. | |
rebuild-toolchain.sh builds your own Personal local toolchain | |
over top of the previous one, so if you symlink it into the | |
actual Toolchains directory you can always have the most |
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#! /usr/bin/env python | |
''' | |
greenscreen.py: Greenscreen effect without a physical green screen | |
This performs background subtraction, and sets the background to "green" for use with "key frame" video editing software | |
Author: Scott Hawley, https://github.com/drscotthawley | |
Requirements: | |
Python, NumPy and OpenCV | |
I got these via Macports, but Homebrew, etc. work. |
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/// @creator: Slipp Douglas Thompson | |
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>. | |
/// @purpose: A UnityEngine.UI.Graphic subclass that provides only raycast targeting, skipping all drawing. | |
/// @why: Because this functionality should be built-into Unity. | |
/// @usage: Add a `NonDrawingGraphic` component to the GameObject you want clickable, but without its own image/graphics. | |
/// @intended project path: Assets/Plugins/UnityEngine UI Extensions/NonDrawingGraphic.cs | |
/// @interwebsouce: https://gist.github.com/capnslipp/349c18283f2fea316369 | |
using UnityEngine; | |
using UnityEngine.UI; |
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using System; | |
using System.IO; | |
using System.Linq; | |
using System.Linq.Extensions; | |
using UnityEditor; | |
using UnityEngine; | |
namespace PachowStudios.BadTummyBunny.Editor | |
{ | |
[CustomPropertyDrawer(typeof(ScriptableObject), true)] |
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#pragma once | |
// This provides a library for stubbing and mocking C++ code as is. It works by requiring | |
// explicit hooks to be inserted into the code that is to be mocked. In a regular build, | |
// these hooks will do nothing. In a testing build, they will expand to calls into the | |
// framework here to allow the code being executed to be hijacked from outside. | |
// | |
// NOTE: Thread-safety! Arranging fakes must be done on a single thread. Using fakes can | |
// be done from multiple threads concurrently. | |
// |
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// | |
// FSQSplitViewController.h | |
// | |
// Copyright (c) 2015 Foursquare. All rights reserved. | |
// | |
#import "FSCoreViewController.h" | |
NS_ASSUME_NONNULL_BEGIN; |
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#!/bin/sh | |
# Configure homebrew permissions to allow multiple users on MAC OSX. | |
# Any user from the admin group will be able to manage the homebrew and cask installation on the machine. | |
# allow admins to manage homebrew's local install directory | |
chgrp -R admin /usr/local | |
chmod -R g+w /usr/local | |
# allow admins to homebrew's local cache of formulae and source files | |
chgrp -R admin /Library/Caches/Homebrew |
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/// @creator: Slipp Douglas Thompson | |
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>. | |
/// @purpose: More-flexible GO-tree searching for Components by type, configurable via `SearchExtent` enum arg. | |
/// @why: Because this functionality should be built-into Unity. | |
/// @usage: Call `this.gameObject.FindComponent<«component-type»>(«SearchExtent-type»);`. | |
/// @intended project path: Assets/Plugins/UnityEngine Extensions/GameObjectFindComponentExtension.cs | |
/// @interwebsouce: https://gist.github.com/capnslipp/ac26e38fce770b5c4594 | |
using System; | |
using UnityEngine; |
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// It's tested on ios 8.2 .. | |
// Apple document about virtual memory: | |
// Both OS X and iOS include a fully-integrated virtual memory system that you cannot turn off; it is always on. | |
// https://developer.apple.com/library/mac/documentation/Performance/Conceptual/ManagingMemory/Articles/AboutMemory.html | |
// Discussing mmap on ios: | |
// http://stackoverflow.com/questions/13425558/why-does-mmap-fail-on-ios | |
// http://stackoverflow.com/questions/9184773/is-there-a-practical-limit-on-the-number-of-memory-mapped-files-in-ios | |
#include <sys/mman.h> |