- We are writing a digital textbook-reading app.
- Most of the time you have a "basic" license for your textbook, but one (and only one) of your computers can request an "enhanced" license.
- You can only print from the computer with the enhanced license.
First mail I ever got from Jeff: | |
---- | |
From: Jeff Roberts | |
Subject: dude! | |
To: Fabian "ryg" Giesen | |
Date: 5/17/2009 2:42PM | |
Hey, man - I don't think we have ever talked before directly! |
(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
Shader "Custom/yar" { | |
Properties { | |
_ColorLow ("Color Low", COLOR) = (1,1,1,1) | |
_ColorHigh ("Color High", COLOR) = (1,1,1,1) | |
_yPosLow ("Y Pos Low", Float) = 0 | |
_yPosHigh ("Y Pos High", Float) = 10 | |
_GradientStrength ("Graident Strength", Float) = 1 | |
_EmissiveStrengh ("Emissive Strengh ", Float) = 1 | |
_ColorX ("Color X", COLOR) = (1,1,1,1) | |
_ColorY ("Color Y", COLOR) = (1,1,1,1) |
The Visual Studio Tools for Unity are able to convert .NET debug symbol files (namely pdb files) to debug symbols files that are understood by Unity's scripting engine (namely .dll.mdb files) when importing both the .dll and the .pdb in the Assets folder.
If you prefer to handle the conversion yourself you need to call a tool named pdb2mdb on the .dll associated with the .pdb:
pdb2mdb MyLibrary.dll
Will produce a MyLibrary.dll.mdb usable on Unity if MyLibrary.pdb is present.
#include <stdio.h> | |
#define STR2(x) #x | |
#define STR(x) STR2(x) | |
#ifdef _WIN32 | |
#define INCBIN_SECTION ".rdata, \"dr\"" | |
#else | |
#define INCBIN_SECTION ".rodata" | |
#endif |
Orthodox C++ (sometimes referred as C+) is minimal subset of C++ that improves C, but avoids all unnecessary things from so called Modern C++. It's exactly opposite of what Modern C++ suppose to be.
// This code demonstrates a simplified "stackification" algorithm to turn | |
// instructions in a basic block back into a tree. This is useful when | |
// generating WebAssembly code from assembly instructions in SSA form. | |
// | |
// It's the algorithm used by LLVM's WebAssembly backend, viewable here: | |
// https://github.com/llvm-mirror/llvm/blob/master/lib/Target/WebAssembly/WebAssemblyRegStackify.cpp | |
type InsKind = | |
'Add' | | |
'LocalSet' | |
Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++, OOP or (other) obscuring cruft. View on YouTube
Also check out Minimal D3D11 pt2, reconfigured for instanced rendering and with a smaller, tighter, simplified overall code structure, or Minimal D3D11 pt3, with shadowmapping + showcasing a range of alternative setup and rendering techniques.