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#!/bin/sh | |
# | |
# Iconizer shell script by Steve Richey (srichey@floatlearning.com) | |
# | |
# This is a simple tool to generate all necessary app icon sizes and the JSON file for an *EXISTING* Xcode project from one file. | |
# To use: specify the path to your vector graphic (PDF format) and the path to your Xcode folder containing Images.xcassets | |
# Example: sh iconizer.sh MyVectorGraphic.pdf MyXcodeProject | |
# | |
# Requires ImageMagick: http://www.imagemagick.org/ |
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using UnityEngine; | |
using System.Collections; | |
using System.IO.Ports; | |
using System.Threading; | |
public class SerialHandler : MonoBehaviour | |
{ | |
public delegate void SerialDataReceivedEventHandler(string message); | |
public event SerialDataReceivedEventHandler OnDataReceived; |
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import sys, os | |
import shutil | |
import math | |
import itertools | |
from copy import deepcopy | |
# 0 1 2 3 4 5 6 | |
LIST_elmt = [" ("," (start ",") (end ",") "," (layer ",") ","))"] | |
#LIST_elmt = [" (gr_line (start 131.571908 182.314571) (end 112.874456 120.68499) (angle 90) (layer Dwgs.User) (width 0.1))"] | |
#LIST_elmt = [" (segment (start 118.7 106.7) (end 119.4 106.7) (width 0.25) (layer B.Cu) (net 0))"] |
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using UnityEngine; | |
using System.Collections; | |
public class Wireframe : MonoBehaviour | |
{ | |
Mesh myMesh; | |
Mesh newMesh, newMeshBackground; | |
Vector3[] myVertices; | |
int[] myTriangles; |
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/** | |
* Base contract that all upgradeable contracts should use. | |
* | |
* Contracts implementing this interface are all called using delegatecall from | |
* a dispatcher. As a result, the _sizes and _dest variables are shared with the | |
* dispatcher contract, which allows the called contract to update these at will. | |
* | |
* _sizes is a map of function signatures to return value sizes. Due to EVM | |
* limitations, these need to be populated by the target contract, so the | |
* dispatcher knows how many bytes of data to return from called functions. |
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// The MIT License (MIT) | |
// Copyright (c) 2016 David Evans @phosphoer | |
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | |
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR |
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var serialNumber: String? { | |
let platformExpert = IOServiceGetMatchingService(kIOMasterPortDefault, IOServiceMatching("IOPlatformExpertDevice") ) | |
guard platformExpert > 0 else { | |
return nil | |
} | |
guard let serialNumber = (IORegistryEntryCreateCFProperty(platformExpert, kIOPlatformSerialNumberKey as CFString, kCFAllocatorDefault, 0).takeUnretainedValue() as? String)?.trimmingCharacters(in: CharacterSet.whitespacesAndNewlines) else { | |
return nil | |
} |
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If you are having device with new iOS version(iOS 10.3 for example), but don't wanna to update XCode 8.2.1. | |
It's very simple to run application on new iOS with old XCode. | |
Check this out. | |
Follow the steps: | |
1. Download .dmg file with new XCode from apple developer portal (https://developer.apple.com/download/more/). | |
2. Keep your old XCode and unarchive new XCode from .dmg file. | |
3. Goto (New XCode path)/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport and copy folder with new iOS | |
4. Paste it to (Old XCode path)/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport |
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class CRC32 { | |
static var table: [UInt32] = { | |
(0...255).map { i -> UInt32 in | |
(0..<8).reduce(UInt32(i), { c, _ in | |
(c % 2 == 0) ? (c >> 1) : (0xEDB88320 ^ (c >> 1)) | |
}) | |
} | |
}() |
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#if UNITY_EDITOR | |
using UnityEditor; | |
using UnityEngine; | |
public static class OculusSDKAutomation | |
{ | |
private static readonly GameObject playerControllerPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Oculus/VR/Prefabs/OVRPlayerController.prefab"); | |
private static readonly GameObject controllerPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Oculus/VR/Prefabs/OVRControllerPrefab.prefab"); |
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