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  | function foo(bar) | |
| a = {} | |
| end | |
| function foo(bar) | |
| a = { | |
| stuff, | |
| stasdtas, | |
| asdf | |
| } | 
  
    
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  | --[[ socketlanes.lua | |
| Multi-threaded LuaSocket with Lua Lanes example | |
| =============================================== | |
| Depends on the following LuaSocket 2.0.2 patch: | |
| http://www.net-core.org/dl/luasocket-2.0.2-acceptfd.patch | |
| (via http://www.net-core.org/39/lua/patching-luasocket-to-make-it-compatible) | |
| (provided at end of file) | |
  
    
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  | --[[ deepcopy.lua | |
| Deep-copy function for Lua - v0.2 | |
| ============================== | |
| - Does not overflow the stack. | |
| - Maintains cyclic-references | |
| - Copies metatables | |
| - Maintains common upvalues between copied functions (for Lua 5.2 only) | |
| TODO | 
  
    
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  | using System.Collections; | |
| using System.Collections.Generic; | |
| public class GameEvent | |
| { | |
| } | |
| public class Events | |
| { | |
| static Events instanceInternal = null; | 
  
    
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  | #!/bin/bash | |
| # | |
| # git-svn-diff originally by (http://mojodna.net/2009/02/24/my-work-git-workflow.html) | |
| # modified by [email protected] | |
| # modified by aconway@[redacted] - handle diffs that introduce new files | |
| # modified by [email protected] - fixes diffs that introduce new files | |
| # modified by [email protected] - fix sed syntax issue in OS X | |
| # modified by dertom - fix new file-bug. Whitespace mandatory for new file '+++ file.c' | |
| # | |
| # Generate an SVN-compatible diff against the tip of the tracking branch | 
  
    
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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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  | local random = math.random | |
| local function uuid() | |
| local template ='xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx' | |
| return string.gsub(template, '[xy]', function (c) | |
| local v = (c == 'x') and random(0, 0xf) or random(8, 0xb) | |
| return string.format('%x', v) | |
| end) | |
| end | 
  
    
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  | using UnityEngine; | |
| using System.Collections; | |
| using System; | |
| using System.Collections.Generic; | |
| public class AssetGPULoader : MonoBehaviour { | |
| public Camera activeCamera; | |
| RenderTexture _rt; | |
  
    
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  | --[[ | |
| ProFi v1.3, by Luke Perkin 2012. MIT Licence http://www.opensource.org/licenses/mit-license.php. | |
| Example: | |
| ProFi = require 'ProFi' | |
| ProFi:start() | |
| some_function() | |
| another_function() | |
| coroutine.resume( some_coroutine ) | |
| ProFi:stop() | 
  
    
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  | var p1 = { | |
| x: 20, | |
| y: 20 | |
| }; | |
| var p2 = { | |
| x: 40, | |
| y: 40 | |
| }; |