Uses the width, height, or diagonal length of a screen in inches to determine the pixels-per-inch.
Assumed environment would be a 21.5" iMac at 1920x1080 resolution.
var display = new Display({ diagonal: 21.5 }, window.screen);| function parseTime(time){ | |
| time = time.split(/(\,([ ]*and[ ]*)?|\;)/g); | |
| var ms = 0; | |
| for(var i = 0; i < time.length; i++){ | |
| var measure = time[i].trim(); | |
| switch(true){ | |
| case measure.search(/years?$/)>=0: ms+=parseFloat(measure, 10)*1000*60*60*24*365; break; | |
| case measure.search(/months?$/)>=0: ms+=parseFloat(measure, 10)*1000*60*60*24*30; break; | |
| case measure.search(/weeks?$/)>=0: ms+=parseFloat(measure, 10)*1000*60*60*24*7; break; | |
| case measure.search(/days?$/)>=0: ms+=parseFloat(measure, 10)*1000*60*60*24; break; |
| var net = require("net"); | |
| var port = 25560; // the port it listens to | |
| var target_host = "127.0.0.1"; // the host that receives the data | |
| var target_port = 25575; // the port that receives the data | |
| server = net.createServer(function(socket){ | |
| socket.pause() | |
| var target = net.connect(target_port, target_host, function(){ | |
| socket.resume() | |
| socket.on("data", function(data){ |
| { | |
| "meta": { | |
| "protocol": 48, | |
| "version": "1.4.3" | |
| }, | |
| "00": { | |
| "name": "Keep Alive", | |
| "source": "B", | |
| "structure": [ | |
| ["int","keepAliveId"] |
Random number generator, based on http://michalbe.blogspot.com/2011/02/javascript-random-numbers-with-custom.html
Randomizer for later use..next was called on the original seed.constant, prime, seed, and maximum.| local function clock() | |
| return (math.floor(os.clock() * 1000)/1000) | |
| end | |
| local _start_time = os.time() | |
| local _start_clock = clock() | |
| local _last | |
| function now() | |
| -- Sanity check. See http://lua-users.org/wiki/SleepFunction |
| function encode(input, base, map){ | |
| var num = input, arr = [], item; | |
| if(typeof base != "number" && typeof base == "string" || Array.isArray(base)){ | |
| map = base; | |
| base = map.length; | |
| } | |
| if(typeof base != "number") throw "Base must be a number"; | |
| if(typeof base < 2) throw "Base must be greater than 1"; | |
| while(num){ | |
| item = num % base; |
| /* | |
| * @Scryptonite | |
| * | |
| * Just attach this component to any GameObject with a Collider. | |
| * | |
| * If you end up using my cursor set, the hotspot is pretty good at <23, 26>. | |
| * | |
| * You might want to update the Texture Type of whatever cursor you use to "Cursor". | |
| * | |
| * Don't forget to update the default cursor and hotspot under Edit/Project Settings/Player. |
| using UnityEngine; | |
| // Requires the MousePointer script if you plan on having the mouse be restored to its former position when released from being locked. | |
| /// <summary>A Camera Controller that allows the user to pan/orbit and zoom around a target with their mouse.</summary> | |
| [DisallowMultipleComponent, AddComponentMenu("Camera Controllers/Better Mouse Orbit")] | |
| public class BetterMouseOrbit : MonoBehaviour { | |
| #region Enumerations |