Short (72 chars or less) summary
More detailed explanatory text. Wrap it to 72 characters. The blank
line separating the summary from the body is critical (unless you omit
the body entirely).
Write your commit message in the imperative: "Fix bug" and not "Fixed
bug" or "Fixes bug." This convention matches up with commit messages
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I wanted to document the process that I went through to compile taglib for my iOS project. | |
At the time of this writing I used TagLib 1.9.1 | |
1. Download taglib at: http://taglib.github.io/ | |
2. Download ios-make at: github.com/plenluno/ios-cmake | |
3. The ios-make file that you need is in the toolchain directory. Copy the whole directory “toolchain” from inside the ios-make directory to taglib directory. |
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If you'd like to use a .jar file in your project, but it's not available in any Maven repository, | |
you can get around this by creating your own local repository. This is done as follows: | |
1 - To configure the local repository, add the following section to your pom.xml (inside the <project> tag): | |
<repositories> | |
<repository> | |
<id>in-project</id> | |
<name>In Project Repo</name> | |
<url>file://${project.basedir}/libs</url> |
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/* | |
Ref: https://forum.unity.com/threads/remove-all-missing-reference-behaviours.286808/#post-3113536 | |
https://pastebin.com/raw/DLuE2Ze9 | |
*/ | |
using UnityEditor; | |
using UnityEngine; | |
namespace FLGCoreEditor.Utilities | |
{ | |
public class FindMissingScriptsRecursivelyAndRemove : EditorWindow |
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using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
[System.Serializable] | |
public class SceneObject | |
{ | |
[SerializeField] | |
private string m_SceneName; |
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using System.Collections; | |
using System.IO; | |
using UnityEditor; | |
using UnityEditor.AddressableAssets; | |
using UnityEditor.AddressableAssets.Build; | |
using UnityEditor.AddressableAssets.Settings; | |
using UnityEngine; | |
namespace Scripts.AppBuilder | |
{ |
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using System.Collections; | |
using System.Collections.Generic; | |
using System.Diagnostics.CodeAnalysis; | |
using System.Linq; | |
using UnityEngine; | |
using UnityEngine.Events; | |
using UnityEngine.SceneManagement; | |
namespace BrkLib.Scripts.Core { | |
[SuppressMessage("ReSharper", "UseNullPropagation")] |
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/// <summary> | |
/// シングルトンクラス | |
/// </summary> | |
public class Singleton <T> where T : class , new() | |
{ | |
private static T _instance; | |
//インスタンスの取得 | |
public static T instance{ |
With Node you can write very fast JavaScript programs serverside. It's pretty easy to install Node, code your program, and run it. But > how do you make it run nicely in the background like a true server?
- Go to
/etc/init/
$ sudo vim yourapp.conf
- Paste script.conf
$ sudo start yourapp
- And when you wanna kill the process
$ sudo stop yourapp
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