#Every Single Option Under The Sun
- optimization level options
- automatic crashing options
- debug info options
- swift internal options
- swift debug/development internal options
- linker-specific options
- mode options
//////////////// | |
// on iPad Air 2 | |
//////////////// | |
// Boot as portrait | |
2015-06-15 19:57:47.597 ios9[16003:229076] viewDidLoad() | |
2015-06-15 19:57:47.598 ios9[16003:229076] viewWillAppear - false | |
2015-06-15 19:57:47.601 ios9[16003:229076] traitCollectionDidChange - nil | |
2015-06-15 19:57:47.602 ios9[16003:229076] viewWillLayoutSubviews() | |
2015-06-15 19:57:47.602 ios9[16003:229076] viewDidLayoutSubviews() |
#Every Single Option Under The Sun
Here's what I did to get things working.
Yep, over at: https://developer.apple.com
OVERVIEW: LLVM 'Clang' Compiler: http://clang.llvm.org | |
USAGE: clang -cc1 [options] <inputs> | |
OPTIONS: | |
-### Print the commands to run for this compilation | |
--analyze Run the static analyzer | |
--migrate Run the migrator | |
--relocatable-pch Build a relocatable precompiled header | |
--serialize-diagnostics <value> |
John Belmonte, 2022-Sep
I've started writing a toy structured concurrency implementation for the Lua programming language. Some motivations:
So what is structured concurrency? For now, I'll just say that it's a programming paradigm that makes managing concurrency (arguably the hardest problem of computer science) an order of magnitude easier in many contexts. It achieves this in ways that seem subtle to us—clearly so, since its utility didn't reach critical mass until around 2018[^sc_birth] (just as control structures like functions, if
, and while
weren't introduced to languages until long after the first compu
--[[ | |
Original Author: https://github.com/Leandros | |
Updated Author: https://github.com/jakebesworth | |
MIT License | |
Copyright (c) 2018 Jake Besworth | |
Original Gist: https://gist.github.com/Leandros/98624b9b9d9d26df18c4 | |
Love.run 11.X: https://love2d.org/wiki/love.run | |
Original Article, 4th algorithm: https://gafferongames.com/post/fix_your_timestep/ | |
Forum Discussion: https://love2d.org/forums/viewtopic.php?f=3&t=85166&start=10 |
I've had some fun ruining Python recently, but Python is what I use at work. I prefer to use other languages when I'm doing stuff for fun.
And obfuscation only really makes sense in fun and competition - given a suffeciently determined actor, your code will be reverse engineered. Unless you write it in Malboge.
For this particular experiment, I'll be using Lua 5.3. As I'll probably need to dive into some of the less portable functions to commit our atrocities, I can't guarantee it will run on other popular versions like Luajit or 5.1.
by "scientificninja" (Josh Petrie?)
To begin with, the term "engine" (specifically as it related to the game development world) has no strict definition. Therefore, in the interests of keeping everybody on the same page, I'll define the term as I intend to use it in this article. An "engine" is a collection of robust, reusable software subsystems (possibly including both code libraries and tools) designed to facilitate the development of actual games by addressing specific requirements. The requirements tend to be broadly-defined: rendering, audio, physics, et cetera. Particularly ambitious engines that address multiple broad requirement groups tend be to known as "game engines" rather than just "graphics engines" or "physics engines."
Now that that's out of the way, let's turn to the real issue: how to build engines, and more specifically, if you should even bother.
For any number of reasons, many neophyte game developers (and even some moderately experienced ones) seem to t
# xcode-build-bump.sh | |
# @desc Auto-increment the build number every time the project is run. | |
# @usage | |
# 1. Select: your Target in Xcode | |
# 2. Select: Build Phases Tab | |
# 3. Select: Add Build Phase -> Add Run Script | |
# 4. Paste code below in to new "Run Script" section | |
# 5. Drag the "Run Script" below "Link Binaries With Libraries" | |
# 6. Insure that your starting build number is set to a whole integer and not a float (e.g. 1, not 1.0) |
ACTION | |
AD_HOC_CODE_SIGNING_ALLOWED | |
ALTERNATE_GROUP | |
ALTERNATE_MODE | |
ALTERNATE_OWNER | |
ALWAYS_SEARCH_USER_PATHS | |
ALWAYS_USE_SEPARATE_HEADERMAPS | |
APPLE_INTERNAL_DEVELOPER_DIR | |
APPLE_INTERNAL_DIR | |
APPLE_INTERNAL_DOCUMENTATION_DIR |