launch IRB
irb
#app/controllers/application_controller.rb | |
class ApplicationController < ActionController::Base | |
def opensearch | |
response.headers['Content-Type'] = 'application/opensearchdescription+xml; charset=utf-8' | |
end |
# Tweaked from http://tomislavsantek.iz.hr/2011/03/moving-mysql-databases-to-ramdisk-in-ubuntu-linux | |
# Log in as root | |
# Mount ramdisk folder in RAM | |
mkdir /tmp/ramdisk | |
mount -t tmpfs -o size=128M tmpfs /tmp/ramdisk/ | |
# Move MySQL data | |
mv /var/lib/mysql /tmp/ramdisk/mysql | |
ln -s /tmp/ramdisk/mysql/ /var/lib/mysql |
for f in $(find $1 -iname "*.wsp"); do | |
if [ -a $f ]; | |
then /opt/graphite/bin/whisper-set-aggregation-method.py $f max; | |
fi; | |
done |
Find [Stardeus install path]/UnityPlayer.dll
and look at the version information.
At time of writing it's Unity 2021.1.19
If you don't already have the matching version of Unity Editor, download it from https://unity3d.com/get-unity/download/archive In this case, we need download 2021.1.19. Choose Unity Editor 64-bit.
Make a backup of [Stardeus install path]/UnityPlayer.dll
and [Stardeus install path]/Stardeus.exe
When developing a program in Ruby, you may sometimes encounter a memory leak. For a while now, Ruby has a facility to gather information about what objects are laying around: ObjectSpace.
There are several approaches one can take to debug a leak. This discusses a time-based approach, where a full memory dump is generated every, say, 5 minutes, during a time that the memory leak is showing up. Afterwards, one can look at all the objects, and find out which ones are staying around, causing the
This is a compilation of various open-source Unity plugins, codebases, or utility scripts that may aid in expediting the development process.
"ProbePolisher is a Unity Editor plugin for editing light probes. It works both on Unity Basic (free) and Unity Pro."
/* | |
Delta Compression by Glenn Fiedler. | |
This source code is placed in the public domain. | |
http://gafferongames.com/2015/03/14/the-networked-physics-data-compression-challenge/ | |
*/ | |
#include <stdint.h> | |
#include <stdio.h> | |
#include <assert.h> | |
#include <string.h> |
Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |