Skip to content

Instantly share code, notes, and snippets.

diff --git a/libgc/allchblk.c b/libgc/allchblk.c
index 1a1efc6..8f9b895 100644
--- a/libgc/allchblk.c
+++ b/libgc/allchblk.c
@@ -579,8 +579,8 @@ int n;
register hdr * hhdr; /* Header corr. to hbp */
register struct hblk *thishbp;
register hdr * thishdr; /* Header corr. to hbp */
- signed_word size_needed; /* number of bytes in requested objects */
- signed_word size_avail; /* bytes available in this block */
levi@levi-XPS-8300:/tmp$ hg init blah
levi@levi-XPS-8300:/tmp$ cd blah
levi@levi-XPS-8300:/tmp/blah$ echo "a" > a
levi@levi-XPS-8300:/tmp/blah$ hg add a
levi@levi-XPS-8300:/tmp/blah$ hg commit -ma
levi@levi-XPS-8300:/tmp/blah$ echo "b" > a
levi@levi-XPS-8300:/tmp/blah$ hg commit -mb
levi@levi-XPS-8300:/tmp/blah$ hg strip --keep .
saved backup bundle to /tmp/blah/.hg/strip-backup/c5d889c88f42-backup.hg
levi@levi-XPS-8300:/tmp/blah$ hg diff
delegate int AnyFunctionThatTakesTwoFloatsAndReturnsAnInt (float a, float z);
AnyFunctionThatTakesTwoFloatsAndReturnsAnInt myFunction;
// myFunction is null
myFunction (1.1, 2.1); // => NullReferenceException
int AddAndTruncate (float first, float second){ return (int)(first + second); }
myFunction = AddAndTruncate;
using UnityEngine;
using System.Reflection;
public class ReflectionTest: MonoBehaviour {
// Use this for initialization
void Start () {
Something = 3.1415926f;
}
$ ./StrikeSuitZero
Running Tasks:
22
PRIO NAME STATUS
1) 205: MemoryManager - [Idle]
2) 204: ValkyrieEarlyLoad - [Idle]
3) 202: Filesystem - [Idle]
4) 201: cAsyncLoaderManager - [Idle]
5) 200: RendererBase - [Idle]
6) 160: RenderStateManager - [Idle]
#! /bin/bash
# streaming on Ubuntu via ffmpeg.
# see http://ubuntuguide.org/wiki/Screencasts for full documentation
# see http://www.thegameengine.org/miscellaneous/streaming-twitch-tv-ubuntu/
# for instructions on how to use this gist
# input resolution, currently fullscreen.
# you can set it manually in the format "WIDTHxHEIGHT" instead.
INRES=$(xwininfo -root | awk '/geometry/ {print $2}'i)
In Box2D kinematic bodies only collide with other kinematic bodies therefore the second static body doesn't create a contact.
When you change the first body to be dynamic (un-check the IsKinematic property) then it's a dynamic body. Dynamic bodies do collide with static bodies.
Kinematic can collide with Kinematic
Dynamic can collide with Static & Dynamic
Static can collide with Dynamic
Box2D imposes this and not Unity.
{
var bufferNames = new[]{ "MapData" };
bool done = false;
mConnectedStorage.GetAsync(bufferNames, (storage,op,view) => {
if (op.Success)
{
foreach( bufferName in bufferNames )
{
byte[] buffer = view.GetBuffer( bufferName );
// do something fancy shmancy with the data
[Conditional ("DEBUG")]
void SmoMoAssert (bool condition, string messageFormat, params object[] messageParams)
{
if (!condition)
Debug.LogError ("Assertion failed: " + string.Format (messageFormat, messageParams));
}
User's notes
===============================================================================================
===============================================================================================
Output of command: ''/home/levi/.local/share/Steam/SteamApps/common/the witcher 2/crash_reporting/minidump_stackwalk' '/home/levi/.local/share/cdprojektred/witcher2//1e5b3df4-7b27-869c-75897d4b-28fa64f2.dmp' '/home/levi/.local/share/Steam/SteamApps/common/the witcher 2/crash_reporting/symbols/''
===============================================================================================
Operating system: Linux
0.0.0 Linux 3.13.0-24-generic #47-Ubuntu SMP Fri May 2 23:30:00 UTC 2014 x86_64
CPU: x86
GenuineIntel family 6 model 58 stepping 9