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try | |
set visSet to (do shell script "defaults read com.apple.finder AppleShowAllFiles") as integer as boolean | |
on error | |
set visSet to false -- default setting | |
end try | |
do shell script "defaults write com.apple.finder AppleShowAllFiles -bool " & (not visSet) as text | |
tell application "Finder" to quit | |
delay 1 |
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git clone git://github.com/farend/redmine_theme_farend_fancy.git /Applications/YOUR_REDMINE_APP_NAME/apps/redmine/htdocs/public/themes/farend_fancy |
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/System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/Support/lsregister -kill -r -domain local -domain system -domain user |
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defaults write com.apple.QuickTimePlayerX MGPlayMovieOnOpen 1 |
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for i in *.ogg; do ffmpeg -i "$i" -map_metadata 0:s:0 -acodec libmp3lame -ab 256k "${i%.ogg}.mp3"; done |
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<?xml version="1.0"?> | |
<root> | |
<item> | |
<name>UpperEnter</name> | |
<appendix>Fn+Enter to insert enter into upper-row. This is similar to (CTRL+ENTER) in Visual Studio</appendix> | |
<identifier>private.upper_enter</identifier> | |
<autogen> | |
__KeyToKey__ KeyCode::RETURN, ModifierFlag::FN, | |
KeyCode::CURSOR_UP, KeyCode::CURSOR_RIGHT, ModifierFlag::COMMAND_L, KeyCode::RETURN, Option::NOREPEAT</autogen> | |
</item> |
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ffmpeg -r 30 -i SS-%04d.png -vcodec libx264 -pix_fmt yuv420p test.mp4 |
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using UnityEngine; | |
using System.Collections; | |
// 指定したフレームを任意の解像度で連番PNGに出力するスクリプト for Unity5 | |
// ## メモ: | |
// * モーション付きMMDモデルの再生画像を高解像度でキャプチャして動画を作ります. | |
// * ゲームの解像度と関係なく,指定した解像度の画像を生成できます. | |
// * モーション再生のような自動再生されるようなシーンでしか使えないです.キャプチャしない間のフレームはすごい早く動いちゃいます. | |
// * どの解像度までいけるかは不明です.GPUが確保できるテクスチャサイズに依存するはず. | |
// ## 使い方: |
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using UnityEngine; | |
using System.Collections; | |
public class RayTracer : MonoBehaviour { | |
private Texture2D myCanvas; | |
// Use this for initialization | |
void Start () { | |
myCanvas = new Texture2D(Screen.width, Screen.height); // ゲーム実行時のスクリーンサイズと同じにしておく |
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//---- 各ピクセルの色を,当たったかどうかで変更する ----- | |
var ray = mainCamera.ScreenPointToRay(new Vector3(w, h, 0.0f)); // カメラからのレイの生成 | |
RaycastHit hit; | |
if (Physics.Raycast(ray, out hit)) { | |
c = new Color(1.0f, 1.0f, 1.0f, 1.0f); // 当たった場合は白(当たらない場合は変更なし) | |
} |
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