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#!/usr/bin/env ruby | |
# ^ 1.8.x or 1.9, folks! | |
require 'rubygems' | |
require File.expand_path('./md_izer', File.dirname(__FILE__)) | |
render_options = { | |
:fenced_code_blocks => true, | |
:autolink => true, | |
:space_after_headers => true |
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## encoding: utf-8 | |
## Alex D's solution (1st revision) to http://stackoverflow.com/questions/5390537/best-practices-and-implementation-for-macro-and-class-level-accessor-methods/9019388#9019388 | |
module MacroMethods | |
private | |
def full_name(full_name) | |
# non-trivial, one-time-only set-up code exists here in actual usage | |
self.class_eval { const_set :FULL_NAME, full_name.to_s } | |
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#!/usr/bin/env bash | |
shared_group="$1" # e.g.: 'admin' | |
group_exists=`grep "^$shared_group:" /etc/group` | |
if [ -z $group_exists ]; then | |
echo "Error: There seems to be no group by the name of \"$shared_group\" (totally checked out your '/etc/group' file)." | |
else | |
echo "Permissifying within ./ directory..." |
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#!/usr/local/bin/node | |
var https = require('https'); | |
var token, username; | |
var tenxer = 'tenxer'; | |
var shitsFucked = 0; | |
var shitsUnfucked = 0; | |
var reposCount = 0; | |
process.argv.forEach(function (arg) { |
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## encoding: utf-8 | |
## author: Slipp Douglas Thompson <http://slippyd.com/> | |
class Object | |
# notice: it's a verbal statement | |
def where_i_am | |
object_index = self.object_id | |
class_name = self.class.name | |
class_lineage = begin |
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using UnityEngine; | |
using System.Collections; | |
public class OrderTester : MonoBehaviour { | |
void Update() { Debug.Log("Update()"); } | |
void LateUpdate() { Debug.Log("LateUpdate()"); } | |
void FixedUpdate() { Debug.Log("FixedUpdate()"); } | |
void Awake() { Debug.Log("Awake()"); } | |
void Start() { Debug.Log("Start()"); } | |
void Reset() { Debug.Log("Reset()"); } |
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// | |
// FSQSplitViewController.h | |
// | |
// Copyright (c) 2015 Foursquare. All rights reserved. | |
// | |
#import "FSCoreViewController.h" | |
NS_ASSUME_NONNULL_BEGIN; |
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#pragma once | |
// This provides a library for stubbing and mocking C++ code as is. It works by requiring | |
// explicit hooks to be inserted into the code that is to be mocked. In a regular build, | |
// these hooks will do nothing. In a testing build, they will expand to calls into the | |
// framework here to allow the code being executed to be hijacked from outside. | |
// | |
// NOTE: Thread-safety! Arranging fakes must be done on a single thread. Using fakes can | |
// be done from multiple threads concurrently. | |
// |
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using UnityEngine; | |
[ExecuteInEditMode] | |
public class ProjectedBounds : MonoBehaviour { | |
private Transform _transform; | |
private Renderer _renderer; | |
private Mesh _mesh; | |
private MaterialPropertyBlock _block; | |
private void Start(){ |
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/// @creator: Slipp Douglas Thompson | |
/// @license: Public Domain per The Unlicense. See <http://unlicense.org/>. | |
/// @purpose: Forwards keyed events to a KeyedEventActions component elsewhere. | |
/// @why: Because this functionality should be built-into Unity. | |
/// @usage: Needs to be put on the same GameObject as the Mecanim Animator component or “legacy” Animation component. | |
/// Animation events should be configured in the Unity Editor's Animation timeline view or model import settings › Animations tab › Events disclosure (or via the scripting API, I suppose) to call “Function: Action, Parameter String: «your-decided-key-string-for-this-action»”. | |
/// @intended project path: Assets/Utils/EventAction/KeyedEventActionForwarder.cs | |
/// @interwebsouce: https://gist.github.com/capnslipp/50db1dc724514bb3db91 | |
using System; |
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