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{
"code": 0,
"response": {
"NetworkCons": [
{
"Network": {
"_id": "517046e52bb163132b000000",
"created": {
"sec": 1366312677,
"usec": 567000
- (void)pullAllNetworkConRequestsSuccess:(NSDictionary *)result {
User *user = [[[CodifyDataStore sharedInstance] getLoggedAccount] user];
[user saveInNetworkConRequestsDetails:[result valueForKey:@"NetworkRequests"]];
// Add network profiles if there are any
NSArray *networkProfiles = [result valueForKeyPath:@"NetworkProfiles"];
if(networkProfiles && [networkProfiles count]>0) {
NSManagedObjectContext *moc = [[CodifyDataStore sharedInstance] managedObjectContext];
NetworkConnectRequest *networkConnectRequest = [NetworkConnectRequest getNetworkConnectRequestWithId:[[[[result valueForKey:@"NetworkRequests"] objectAtIndex:0] valueForKey:@"NetworkRequest"] valueForKey:@"_id"] withManagedObjectContext:moc];
function identify() {
$data = @$this->params['form'];
unset($data['api_key']);
unset($data['auth_token']);
// CakeLog::write('debug', '[identified_users_controller.php] [params] ' . print_r($data, true));
$owner = $this->User->getWithId($this->loggedUser['User']['_id']);
// queue task to recognize static shares
{
   "stat":{
      "type":"ViewWillAppear",
      "value":"UINavigationController",
      "detail":"",
      "datetime":"1375686236.725499"
   },
   "stat":{
      "type":"ViewWillAppear",
      "value":"AddUsers",
1 class StatsController < ApplicationController
2
3 protect_from_forgery :except => :create
4 def create
5
6 if Stat.create(params)
7 {:success=>1}.to_json
8 else
9 {:succes=>0}.to_json
10 end
class StatsController < ApplicationController
respond_to :json
protect_from_forgery :except => :create
def create
params[:stats].each do |stat|
puts stat
Stat.create(stat)
end
r = {:succes=>true}
using UnityEngine;
using System.Collections;
public class HumanPlayer : MonoBehaviour {
// Where the actor wants to be
Vector3 finalTargetPosition;
// Where the actor needs to go first in order to get to the final target
Vector3 targetPosition;
- (void) applySmudgeWithOrigin: (CGPoint)origin: (CGPoint)direction {
CGPoint oldOrigin;
oldOrigin.x=origin.x;
oldOrigin.y=origin.y;
origin.x= invModelViewMatrix2d.a*oldOrigin.x+
invModelViewMatrix2d.c*oldOrigin.y+
invModelViewMatrix2d.tx;
origin.y= invModelViewMatrix2d.b*oldOrigin.x+
void ActivateVehicle() {
// Get it moving!
vehicle.constantForce.enabled = true;
// Switch to vehicle camera
Camera.mainCamera.GetComponent<SmoothLookAt>().enabled = false;
Camera.mainCamera.GetComponent<MouseOrbit>().enabled = true;
// Target the vehicle
void DeactivateVehicle() {
isRunning = false;
HumanPlayer hp = FindObjectOfType(typeof(HumanPlayer)) as HumanPlayer;
hp.Respawn(transform.position+2*Vector3.up);
hp.rigidbody.velocity = 2*transform.eulerAngles;
// Stop it's movement
constantForce.enabled = false;