- Download the perforce visual tool suite from here: http://www.perforce.com/perforce/downloads/index.html
- Copy only the p4merge.app file into your /Applications/ directory
// MIT License - Copyright (c) 2016 Can Güney Aksakalli | |
// https://aksakalli.github.io/2014/02/24/simple-http-server-with-csparp.html | |
using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using System.Net.Sockets; | |
using System.Net; | |
using System.IO; |
/* | |
* Copyright (c) 2013 Calvin Rien | |
* | |
* Based on the JSON parser by Patrick van Bergen | |
* http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html | |
* | |
* Simplified it so that it doesn't throw exceptions | |
* and can be used in Unity iPhone with maximum code stripping. | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining |
// Copyright (c) 2012 Calvin Rien | |
// http://the.darktable.com | |
// | |
// This software is provided 'as-is', without any express or implied warranty. In | |
// no event will the authors be held liable for any damages arising from the use | |
// of this software. | |
// | |
// Permission is granted to anyone to use this software for any purpose, | |
// including commercial applications, and to alter it and redistribute it freely, | |
// subject to the following restrictions: |
// NOTE: For an actively-maintained version of this script, see https://github.com/mminer/consolation. | |
using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// A console to display Unity's debug logs in-game. | |
/// </summary> | |
public class Console : MonoBehaviour | |
{ |
Unity has built-in support for hotswapping, which is a huge productivity booster. This feature works not only with graphics assets like bitmaps and meshes, but also with code: if you edit the source and save it, the editor will save the state of the running game, compile and load the new code, then load the saved state and continue where it left off. Unfortunately, this feature is very easy to break, and most available 3rd party plugins have little regard for it.
It looks like there’s a lot of confusion about hotswapping in Unity, and many developers are not even aware of its existence – which is no wonder if their only experience is seeing lots of errors on the console when they forget to stop the game before recompiling... This document is an attempt to clear up some of this confusion.
Nota bene, I’m not a Unity developer, so everything below is based on blog posts and experimentation. Corrections are most welcome!
Last updated 2020/03/04
Some links from twitter on the topic of parsing PSD files (haven't looked into them in details). PSD include a flattened rasterized image so this is easy to load if that's the only thing you need. Most software / librairies have support for extracting this flattened data (e.g. stb_image.h does).
However if you want access to individual layers, render non-rasterized layers, emulate every photoshop features, extract or apply effects with more granularity, more code is needed. May range from easy to lots-of-work depending on what exactly you need.
As far as I know there isn't a trivial stb-like ready-to-use C++ library to do that sort of things. Posting all links here. Some are probably bloated or hard to use into your project, some lacking features.
TODO: Actually look into the pros/cons of all those.
/* This is free and unencumbered software released into the public domain. | |
Anyone is free to copy, modify, publish, use, compile, sell, or | |
distribute this software, either in source code form or as a compiled | |
binary, for any purpose, commercial or non-commercial, and by any | |
means. | |
In jurisdictions that recognize copyright laws, the author or authors | |
of this software dedicate any and all copyright interest in the | |
software to the public domain. We make this dedication for the benefit |
{ | |
"cmd": ["sh", "-c", "javac $file_base_name.java && java $file_base_name"], | |
"file_regex": "^(...*?):([0-9]*):?([0-9]*)", | |
"selector": "source.java" | |
} |
//clang++ -std=c++11 -stdlib=libc++ -framework Foundation nsarray.mm -o nsarray | |
/* Note: | |
* - libstdc++ has been frozen by Apple at a pre-C++11 version, so you must opt | |
for the newer, BSD-licensed libc++ | |
* - Apple clang 4.0 (based on LLVM 3.1svn) does not default to C++11 yet, so | |
you must explicitly specify this language standard. */ | |
/* @file nsarray.mm | |
* @author Jeremy W. Sherman | |
* | |
* Demonstrates three different approaches to converting a std::vector |