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#include "EventDispatcher.h" | |
void EventDispatcher::addListener( Listener *l ) | |
{ | |
mListeners.push_back(l); | |
} | |
void EventDispatcher::removeListener( Listener *l ) | |
{ | |
mListeners.erase( std::remove( mListeners.begin(), mListeners.end(), l ), mListeners.end() ); |
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#!/usr/bin/env python | |
import sys | |
import json | |
import base64 | |
import urllib2 | |
liveURL = 'https://buy.itunes.apple.com/verifyReceipt' | |
sandboxURL = 'https://sandbox.itunes.apple.com/verifyReceipt' |
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[daniel@Europa:Desktop]: python riak_test.py | |
Inserting 0 | |
Inserting 1000 | |
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#!/usr/bin/env python | |
import paramiko | |
hostname = 'localhost' | |
port = 22 | |
username = 'foo' | |
password = 'xxxYYYxxx' | |
if __name__ == "__main__": |
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/* | |
* Copyright (c) 2013 Calvin Rien | |
* | |
* Based on the JSON parser by Patrick van Bergen | |
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html | |
* | |
* Simplified it so that it doesn't throw exceptions | |
* and can be used in Unity iPhone with maximum code stripping. | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining |
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/** | |
Converts Mobile Touch to the default Mouse Click | |
## invoked these method in Mobile too | |
OnMouseDown | |
OnMouseDrag | |
OnMouseUp | |
## only called in touch screen |
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import socket, ssl, json, struct | |
import binascii | |
# device token returned when the iPhone application | |
# registers to receive alerts | |
deviceToken = '39cac56f 986a0e66 3c4fd4f4 68df5598 024d2ca3 8b9f307c 741c180e 9fc30c62' | |
thePayLoad = { | |
'aps': { | |
'alert':'Oh no! Server\'s Down!', |
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using UnityEngine; | |
public class ParallaxLayer : MonoBehaviour | |
{ | |
public Transform originalPosition; | |
public Transform layerPosition; | |
public float _xFator; | |
public float _yFator; |
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Key: | |
"-" negative point | |
"+" positive point | |
"+-" could go either way depending on your opinion or if it functions or not | |
Background Info: the last project we worked on needed basic 2D functionality (sprites and animations) and SpriteKit was born to fill this need (http://www.youtube.com/watch?v=cabAr2CdLmc). It has no fancy editors and was really made to fit a specific need and as of yet it has not been extended much further than the video shows. Something a bit more full featured is required for a new prototype and instead of spending a bunch of time extending SpriteKit we went on a search for alternatives. None of the below frameworks are perfect and they all have pluses and minuses. One thing SpriteKit had that none of the others do is automatic texture selection based on screen resolution. That is one thing I would like to see incorporated in every 2D framework and it kind of surprises me that it isn't one of the first features added when making a 2D framework. | |
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using UnityEngine; | |
using System.Collections; | |
using System.Security.Cryptography; | |
using System; | |
using System.Text; | |
public class StackMob : MonoBehaviour | |
{ | |
public const string acceptHeader = "application/vnd.stackmob+json; version=0"; // 0 = development, 1 = production | |
public const string apiKey = "e78a2646-d479-47b1-9ae5-65732c5eabdc"; // nixApp |
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