GNU Octave is a high-level interpreted language, primarily intended for numerical computations.
(via GNU Octave)
Hint: I also mad an octave docset for Dash: https://github.com/obstschale/octave-docset
<?php | |
/** | |
* @author Kristaps Karlsons <[email protected]> | |
* Licensed under MPL 1.1 | |
*/ | |
function mc_status($host,$port='25565') { | |
$timeInit = microtime(); | |
// TODO: implement a way to store data (memcached or MySQL?) - please don't overload target server | |
$fp = fsockopen($host,$port,$errno,$errstr,$timeout=10); |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Globalization; | |
using System.IO; | |
using System.Text; | |
using UnityEditor; | |
using UnityEngine; | |
/* |
GNU Octave is a high-level interpreted language, primarily intended for numerical computations.
(via GNU Octave)
Hint: I also mad an octave docset for Dash: https://github.com/obstschale/octave-docset
Go to Bitbucket and create a new repository (its better to have an empty repo) | |
git clone [email protected]:abc/myforkedrepo.git | |
cd myforkedrepo | |
Now add Github repo as a new remote in Bitbucket called "sync" | |
git remote add sync [email protected]:def/originalrepo.git | |
Verify what are the remotes currently being setup for "myforkedrepo". This following command should show "fetch" and "push" for two remotes i.e. "origin" and "sync" | |
git remote -v |
using System; | |
using UnityEngine; | |
using UnityEditor; | |
using SyntaxTree.VisualStudio.Unity.Bridge; | |
[InitializeOnLoad] | |
public class ReferenceRemovalProjectHook | |
{ |
using UnityEngine; | |
using System; | |
using System.Text; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class LSystemGenerator : MonoBehaviour | |
{ | |
[Serializable] |
$ tmux attach | |
protocol version mismatch (client 7, server 6) | |
$ pgrep tmux | |
3429 | |
$ /proc/3429/exe attach |
/// | |
/// Simple pooling for Unity. | |
/// Author: Martin "quill18" Glaude ([email protected]) | |
/// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267 | |
/// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) | |
/// UPDATES: | |
/// 2015-04-16: Changed Pool to use a Stack generic. | |
/// | |
/// Usage: | |
/// |
using UnityEngine; | |
using System.Collections; | |
public class Gismo16to9 : MonoBehaviour { | |
public void OnDrawGizmos() | |
{ | |
var camSizeHeight = Camera.main.orthographicSize; | |
var camSizeWidth = camSizeHeight * 16f / 9f; | |
var leftUp = new Vector2(-camSizeWidth, camSizeHeight); |
The Visual Studio Tools for Unity are able to convert .NET debug symbol files (namely pdb files) to debug symbols files that are understood by Unity's scripting engine (namely .dll.mdb files) when importing both the .dll and the .pdb in the Assets folder.
If you prefer to handle the conversion yourself you need to call a tool named pdb2mdb on the .dll associated with the .pdb:
pdb2mdb MyLibrary.dll
Will produce a MyLibrary.dll.mdb usable on Unity if MyLibrary.pdb is present.