- 의미: 자원을 이름으로 그분하여 해당 자원의 상태를 주고받는 모든 것. -> 자원의 표현에 의한 상태 전달
- REST API URL 네이밍 규칙
- 동사보다 명사사용
- 대문자보다 소문자 사용
- 마지막에 '/' 사용 X
- '_' 대신 '-' 사용
- 파일 확장자 포함 X
// written by https://github.com/FreyaHolmer so use at your own risk c: | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary>Utility functions to copy GUIDs, as well as Copy/Paste import settings</summary> | |
public static class AssetCopyUtils { | |
const int CTX_MENU_LOCATION = 70; |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEditor.PackageManager.Requests; | |
using UnityEditor.PackageManager; | |
using UnityEngine; | |
using Unity.EditorCoroutines.Editor; | |
namespace Unity.Editor.Example |
In the olden days, HTML was prepared by the server, and JavaScript was little more than a garnish, considered by some to have a soapy taste.
After a fashion, it was decided that sometimes our HTML is best rendered by JavaScript, running in a user's browser. While some would decry this new-found intimacy, the age of interactivity had begun.
But all was not right in the world. Somewhere along the way, we had slipped. Our pages went uncrawled by Bing, time to first meaningful paint grew faster than npm, and it became clear: something must be done.
And so it was decided that the applications first forged for the browser would also run on the server. We would render our HTML using the same logic on the server and the browser, and reap the advantages of both worlds. In a confusing series of events a name for this approach was agreed upon: Server-side rendering. What could go wrong?
In dark rooms, in hushed tones, we speak of colours.
// NOTE DONT put in an editor folder! | |
using UnityEngine; | |
public class AutohookAttribute : PropertyAttribute | |
{ | |
} |
글 로딩 이슈로 앞으로 유니티 실무2에 적겠습니다. | |
실무2 - https://gist.github.com/Curookie/42c979a7de7d656ec8cf6b8c01ea0457 | |
----- 절차적 콘텐츠 생성(Procedural Content Generation, PCG) ----- | |
랜덤 생성 알고리즘 | |
1. Cellular Automaton | |
- 2D Platformer 맵 생성시 사용할 수 있음. (동굴, 던전) | |
2. Dungeon Room 생성 알고리즘 (BSP) | |
Binary Space Partitioning (BSP 알고리즘) |
Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
# LVDB - LLOOGG Memory DB | |
# Copyriht (C) 2009 Salvatore Sanfilippo <[email protected]> | |
# All Rights Reserved | |
# TODO | |
# - cron with cleanup of timedout clients, automatic dump | |
# - the dump should use array startsearch to write it line by line | |
# and may just use gets to read element by element and load the whole state. | |
# - 'help','stopserver','saveandstopserver','save','load','reset','keys' commands. | |
# - ttl with milliseconds resolution 'ttl a 1000'. Check ttl in dump! |
[주간닷넷] |