Original transcript: http://allisonrandal.com/2012/04/15/open-source-enlightenment/
這幾年來,我慢慢覺得,我們參與開源社群,就像是在一條道路上並肩而行:這不僅讓我們成為更好的程式設計者,也讓我們通過與人合作,而成為更好的人。
您可以將它想成一條修行之道,讓身而為人的我們能夠不斷成長。接下來,我想談談我對開源世界的個人觀點,希望能與您分享。
首先,人是一切開源專案的核心。程式碼是很重要,但最核心的永遠是人。
Original transcript: http://allisonrandal.com/2012/04/15/open-source-enlightenment/
這幾年來,我慢慢覺得,我們參與開源社群,就像是在一條道路上並肩而行:這不僅讓我們成為更好的程式設計者,也讓我們通過與人合作,而成為更好的人。
您可以將它想成一條修行之道,讓身而為人的我們能夠不斷成長。接下來,我想談談我對開源世界的個人觀點,希望能與您分享。
首先,人是一切開源專案的核心。程式碼是很重要,但最核心的永遠是人。
#include <stdio.h> | |
#include <iostream> | |
#include <string> | |
#include <curl/curl.h> | |
using namespace std; | |
static string data; | |
size_t writeCallback(char *buf, size_t size, size_t nmemb, void *up) | |
{ |
// Lua C API | |
#include <lua.hpp> | |
// C++ input/output streams | |
#include <iostream> | |
// MyObject as C++ class | |
class MyObject{ | |
private: | |
double x; | |
public: |
# _______ __ __ _______ ______ _______ _______ _______ ______ # | |
#| || | | || || | | _ || || || | # | |
#| _ || | | ||_ _|| _ || |_| ||_ _|| ___|| _ |# | |
#| | | || |_| | | | | | | || | | | | |___ | | | |# | |
#| |_| || | | | | |_| || | | | | ___|| |_| |# | |
#| || | | | | || _ | | | | |___ | |# | |
#|_______||_______| |___| |______| |__| |__| |___| |_______||______| # | |
# # | |
# Modern CMake practices and importing the QT scripts by adding it to # | |
# your module path makes things a lot better than it used to be # |
// Modified from: https://gist.github.com/aksakalli/9191056 | |
using System; | |
using System.Collections.Generic; | |
using System.Net; | |
using System.IO; | |
using System.Threading; | |
namespace MyNamespace | |
{ |
A list of useful commands for the FFmpeg command line tool.
Download FFmpeg: https://www.ffmpeg.org/download.html
Full documentation: https://www.ffmpeg.org/ffmpeg.html
Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++, OOP or (other) obscuring cruft. View on YouTube
D3D11 essentials:
// | |
// Basic instrumentation profiler by Cherno | |
// Usage: include this header file somewhere in your code (eg. precompiled header), and then use like: | |
// | |
// Instrumentor::Get().BeginSession("Session Name"); // Begin session | |
// { | |
// InstrumentationTimer timer("Profiled Scope Name"); // Place code like this in scopes you'd like to include in profiling | |
// // Code | |
// } |