- Download the docset index XML.
- Find the docset you want (there are some with URL https://apple.com/none.dmg; ignore them - you will find them again further down the file with a working URL).
- Download the dmg. It's probably around a gigabyte or so.
- "Install" the .pkg file somewhere on your disk. If you don't trust the installer, do it manually:
- Find the largest file, named Payload, and extract it using The Unarchiver.
- This creates a new, even larger file, probably named Payload-1.
- Extract Payload-1 using The Unarchiver.
- After many minutes of extracting, we have our .docset file.
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# QEmu | |
brew install qemu | |
# Home for out tests | |
mkdir ~/arm-emu | |
cd ~/arm-emu | |
# Download initrd and kernel | |
wget http://ftp.de.debian.org/debian/dists/jessie/main/installer-armel/current/images/versatile/netboot/initrd.gz |
The current version of this document resides at https://git.greyserv.net/marrub/Maraiah/src/branch/master/doc/data, and contains public domain source code for loading Marathon formats in the Rust programming language.
To the extent possible under law, I, Alison Sanderson, have waived all copyright and related or neighboring rights to this Document as described by the Creative Commons Zero license linked below.
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public class UVWorld : MonoBehaviour { | |
Mesh _mesh; | |
Vector3[] _vertices; | |
int[] _triangles; | |
Vector2[] _uvs; | |
Vector3[] _normals; | |
Triangle2D[] _uvTris; | |
void Awake() { | |
_mesh = GetComponent<MeshFilter>().sharedMesh; |
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/* | |
* When developing the UI system we came across a bunch of things we were not happy | |
* with with regards to how certain events and calls could be sent in a loosely coupled | |
* way. We had this requirement because with a UI you tend to implement widgets that receive | |
* certain events, but you don't really want to have lots of glue code to manage them | |
* and keep track of them. The eventing interfaces we developed helped with this. One of | |
* the interesting things, is that they are not justfor the UI system! You can use this as | |
* a type-safe, fast, and simple alternative to SendMessage (never use SendMessage!). | |
* So how does it all work? |
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#!/usr/bin/env python | |
# -*- coding: utf-8 -*- | |
import sys | |
def demangleNode(node): | |
pointer = False | |
ref = False | |
const = False | |
unsigned = False |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine.Events; | |
// interface you implement in your MB to receive events | |
public interface ICustomHandler : IEventSystemHandler | |
{ | |
void OnCustomCode(CustomEventData eventData); | |
} |
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using UnityEngine; | |
using UnityEditor; | |
//Version 0.21 | twitter:@izm update for DK2 | |
//Version 0.2 | s.b.Newsom Edition | |
//Source from http://answers.unity3d.com/questions/179775/game-window-size-from-editor-window-in-editor-mode.html | |
//Modified by seieibob for use at the Virtual Environment and Multimodal Interaction Lab at the University of Maine. | |
//Use however you'd like! |
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# opening and closing windows and popovers | |
defaults write -g NSAutomaticWindowAnimationsEnabled -bool false | |
# smooth scrolling | |
defaults write -g NSScrollAnimationEnabled -bool false | |
# showing and hiding sheets, resizing preference windows, zooming windows | |
# float 0 doesn't work | |
defaults write -g NSWindowResizeTime -float 0.001 |
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class DataBuffer { | |
var internalData: NSData; | |
init(fromData: NSData) { | |
self.internalData = NSData.dataWithData(fromData) as NSData; | |
} | |
init(fromFilePath: String) { | |
self.internalData = NSData.dataWithContentsOfFile(fromFilePath, options: .DataReadingMappedIfSafe, error: nil) as NSData; | |
} |