This gist shows how to create a GIF screencast using only free OS X tools: QuickTime, ffmpeg, and gifsicle.
To capture the video (filesize: 19MB), using the free "QuickTime Player" application:
| # Put this in your ~/.gitconfig or ~/.config/git/config | |
| # Windows users: "~" is your profile's home directory, e.g. C:\Users\<YourName> | |
| [user] | |
| name = Your Full Name | |
| email = [email protected] | |
| [color] | |
| # Enable colors in color-supporting terminals | |
| ui = auto | |
| [alias] | |
| # List available aliases |
| --[[ | |
| 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() |
| i386 : iPhone Simulator | |
| x86_64 : iPhone Simulator | |
| arm64 : iPhone Simulator | |
| iPhone1,1 : iPhone | |
| iPhone1,2 : iPhone 3G | |
| iPhone2,1 : iPhone 3GS | |
| iPhone3,1 : iPhone 4 | |
| iPhone3,2 : iPhone 4 GSM Rev A | |
| iPhone3,3 : iPhone 4 CDMA | |
| iPhone4,1 : iPhone 4S |
| [merge] | |
| keepBackup = false | |
| tool = p4merge | |
| [mergetool "p4merge"] | |
| cmd = /Applications/p4merge.app/Contents/Resources/launchp4merge "\"$PWD/$BASE\"" "\"$PWD/$REMOTE\"" "\"$PWD/$LOCAL\"" "\"$PWD/$MERGED\"" | |
| keepTemporaries = false | |
| trustExitCode = false | |
| keepBackup = false | |
| [diff] | |
| tool = p4merge |
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using System.Text; | |
| using System.Threading.Tasks; | |
| using System.Net.Http; | |
| using System.Net; | |
| namespace HTTP_Test |
| "use strict"; | |
| // ================================================= | |
| // a common question that pops up is | |
| // 'why do my async functions use the final value of my loop variable instead of the one they are called with'? | |
| // its because they refer directly to the loop variable and its last value | |
| // the solutions are various ways to bind the loop variable in a new scope | |
| // | |
| // this gist shows different ways to handle a loop that spawns an async function that depends on the loop index | |
| // ================================================= |
| using UnityEngine; | |
| using System.Collections; | |
| namespace UnityEngine.UI | |
| { | |
| public class Empty4Raycast : MaskableGraphic | |
| { | |
| protected Empty4Raycast() | |
| { | |
| useLegacyMeshGeneration = false; |