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
#!/bin/bash | |
# change the values below to match your system. | |
# target the BUILD_DIR to output from an nw.io build process. nwjs-shell-builder recommended! | |
# https://github.com/Gisto/nwjs-shell-builder | |
# BASE_DIR is the target directory for this script, where files will be gathered and packaged to | |
BUILD_DIR=”/var/www/deploy/TMP/osx-ia32/latest-git” | |
BASE_DIR=”/var/www/deploy/osx” |
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 main | |
import( | |
"log" | |
"net/url" | |
"net/http" | |
"net/http/httputil" | |
) | |
func main() { |
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
#include <urlmon.h> | |
#pragma comment(lib, "urlmon.lib") | |
bool download(const char* url, OutputMemoryStream& blob) { | |
IStream* stream = nullptr; | |
if (S_OK != URLOpenBlockingStream(nullptr, url, &stream, 0, nullptr)) { | |
return false; | |
} | |
char buffer[4096]; | |
ULONG read = 0; |
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
// g++ *.cpp -o d3d9 -lmingw32 -lSDL2main -lSDL2 -I/dxsdk/include -L/dxsdk/lib -DUNICODE -ld3d9 -ld3dx9 | |
// http://blog.fourthwoods.com/2011/08/11/setting-up-mingw-for-directx/ | |
// http://www.directxtutorial.com/Lesson.aspx?lessonid=9-4-4 | |
#include <iostream> | |
using namespace std; | |
#include <SDL2/SDL.h> | |
#include <windows.h> |
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
<configuration xmlns:patch="http://www.sitecore.net/xmlconfig/"> | |
<sitecore> | |
<events> | |
<event name="publish:end:remote"> | |
<handler type="MyApp.Publishing.APICaller, MyApp.Publishing" method="CallAPIMethod" /> | |
</event> | |
</events> | |
</sitecore> | |
</configuration> |
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
using Sitecore.Caching; | |
using Sitecore.Caching.Generics; | |
using Sitecore.Configuration; | |
using Sitecore.Diagnostics; | |
using Sitecore.Sites; | |
using System; | |
using System.Collections; | |
namespace MyApp.Publishing | |
{ |
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
// Sobel Edge Detection Filter | |
// GLSL Fragment Shader | |
// Implementation by Patrick Hebron | |
uniform sampler2D texture; | |
uniform float width; | |
uniform float height; | |
void make_kernel(inout vec4 n[9], sampler2D tex, vec2 coord) | |
{ |
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
// On the basis: https://forum.unity.com/threads/export-obj-while-runtime.252262/ | |
// How to use: | |
// Put file to Assets/Editor folder | |
// then select GameObject -> Export selected objects | |
// in Unity's main panel. | |
using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; |
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
UTF-8 encoded sample plain-text file | |
‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ | |
Markus Kuhn [ˈmaʳkʊs kuːn] <http://www.cl.cam.ac.uk/~mgk25/> — 2002-07-25 CC BY | |
The ASCII compatible UTF-8 encoding used in this plain-text file | |
is defined in Unicode, ISO 10646-1, and RFC 2279. | |
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
-- Implements a basic binding for popen that allows non-blocking reads | |
-- returned "file" table only supports :read(with an optional size argument, no mode etc.) and :close | |
local function non_blocking_popen(cmd, read_buffer_size) | |
local ffi = require("ffi") | |
-- C functions that we need | |
ffi.cdef([[ | |
void* popen(const char* cmd, const char* mode); | |
int pclose(void* stream); | |
int fileno(void* stream); |
NewerOlder