This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/*Hard Noise | |
Feel free to use this program as you wish, though if you borrow a | |
significant peice of code please add a comment giving me credit :) | |
This program traverses through the directory tree from where it is run | |
and for each file it finds it shows the data as audio and visual..it | |
then starts back over at the beginning of the directory tree. During | |
runtime, the user may press 'b' to break out of the current directory. | |
It also allows the user to specify a volume level as an argument, | |
save the images as bitmap files in order as well as specify a |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
package | |
{ | |
import flash.display.Bitmap; | |
import flash.display.BitmapData; | |
import flash.display.Shape; | |
import flash.events.TimerEvent; | |
import flash.geom.Matrix; | |
import flash.utils.Timer; | |
import starling.display.Image; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
ffmpeg -i input.mkv -c:v copy -c:a copy output.mp4 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
//http://answers.unity3d.com/questions/425478/onmousedown-not-firing.html | |
void Update () { | |
if (Input.GetMouseButtonDown (0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { Debug.Log ("Name = " + hit.collider.name); Debug.Log ("Tag = " + hit.collider.tag); Debug.Log ("Hit Point = " + hit.point); Debug.Log ("Object position = " + hit.collider.gameObject.transform.position); Debug.Log ("--------------"); } } | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
@echo off | |
setlocal enableextensions enabledelayedexpansion | |
set LIST= | |
for /f %%x in (list.txt) do ( | |
set LIST=!LIST! "%%x" | |
) | |
echo %LIST% | |
"C:\Program Files (x86)\Notepad++\notepad++" %LIST% |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
git reset HEAD~3 | |
git add . | |
git commit -m "README updates" | |
git push origin master | |
RESULT: | |
! [rejected] master -> master (non-fast-forward) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<meta name="viewport" content="width=device-width"> | |
<title>JS Bin</title> | |
</head> | |
<body> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/ramda/0.22.1/ramda.min.js"></script> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
class extends React.Component { | |
private canRender: boolean = false; | |
private latestData: any; | |
constructor(props) { | |
super(props); | |
let nJobs = 0; | |
let lastRenderTime: number; | |
props.someObservableThing.listen(data => { |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
//Copied from https://github.com/dakom/sodium-loaders | |
import { | |
loadXhrFactory, LoaderXhr, LoaderXhrRequest, LoaderXhrResponse, LOADER_TYPE_XHR, | |
loadImageFactory, LoaderImage, LoaderImageRequest, LoaderImageResponse, LOADER_TYPE_IMAGE, | |
loadTextureFactory, LoaderTexture, LoaderTextureRequest, LoaderTextureResponse, LOADER_TYPE_TEXTURE, | |
LoaderResponseAny, | |
LoaderRequestAny, | |
LoaderCallbackAny, | |
LoaderAny, |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
namespace JiTap; | |
// Note - the flatbuffer exporter has some issues with ordering | |
// So adjustments for readability need to be tested before commit | |
//GENERIC - TRANSFORM | |
table Transform { | |
posX: double; | |
posY: double; |
OlderNewer