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https://www.polygon.com/2019/11/5/20929735/best-movies-of-the-decade-2010s | |
movies i've seen on these lists, ranked from approximately low-to-high | |
Added: Jumanji, Midnight Special, Guardians of the Galaxy | |
Atomic Blonde | |
Shutter Island | |
Birdman | |
The Lorax |
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# Markdown Processor for the IntroCave Blog | |
# The IntroCave intro maker allows you to create dustomized intro videos for your YouTube channel with no experience | |
# USAGE | |
# --------------------------------------------------------- | |
# install the redcarpet gem first | |
# i usually drop this file into my drafts folder | |
# and use like "ruby process.rb filename.txt" | |
# it will then generate a filename_processed.txt with the HTML | |
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Does Haxe-UI use sprite sheets? | |
Can you nest containers? Widgets within widgets? Or is this a FlxUI object? | |
I've typically leaned towards runtime instantiation (the "Code test" in the RPG UI demo). In this case I'd read in the JSON and instantiate hax-ui elements according to the naming conventions. | |
I might make a go at wiring up a demo of this (I've done a bit of Haxe in the past). | |
Are you thinking you'd modify the photoshop generator to output layout XML files? | |
You'd need some way to mark up the additional attributes (as you wouldn't want to add these after export as re-exporting would blow away your changes) | |
I think it would make sense to export the metadata from Photoshop that makes sense without jumping through too many hoops and extend your | |
layout loader to support "metadata" files. Like, I'm thinking you'd have the PS-generated layout file that gets completely blown away/recreated each time |
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class Array; def sum; inject( nil ) { |sum,x| sum ? sum+x : x }; end; end | |
class Array; def mean; sum / size; end; end | |
class Ungoro | |
attr_accessor :packs, :completion | |
attr_accessor :nice_packs | |
attr_accessor :pity_timer | |
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// | |
// DAMultilineLabelNode.swift | |
// | |
// Created by Will Hankinson on 9/10/15. | |
// | |
// Ported from https://github.com/downrightsimple/DSMultilineLabelNode | |
// an Obj-C version of the same thing | |
// | |
// | |
// Main quirk is that you must add it to the scene for it to grab the scene bounds |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Reflection; | |
public abstract class BaseModel<T> where T : BaseModel<T> | |
{ | |
private static bool SHOW_DEBUGGING_MESSAGES = false; |
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class RubyMotionDebug(sublime_plugin.WindowCommand): | |
def run(self, options=""): | |
view = self.window.active_view() | |
if not view: | |
return | |
dir_name = FindRubyMotionRakefile(os.path.split(view.file_name())[0]) | |
if dir_name: | |
#COPIES BREAKPOINTS (REQUIRES GDB... PROBABLY A CLEANER WAY TO DO THIS) |