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"# fixes arrow keys | |
set nocompatible | |
"# fixes backspace/delete | |
set backspace=indent,eol,start |
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Release build get weird memory access crashes use "volatile" | |
like: | |
volatile int = 5; |
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see: http://docs.opencv.org/doc/tutorials/introduction/ios_install/ios_install.html | |
Installation in iOS | |
Required Packages | |
CMake 2.8.8 or higher | |
Xcode 4.2 or higher | |
Getting the Cutting-edge OpenCV from Git Repository | |
Launch GIT client and clone OpenCV repository from here | |
In MacOS it can be done using the following command in Terminal: |
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see: http://stackoverflow.com/questions/8523690/xcode-custom-build-configuration-causes-library-file-not-found-for-static-libr | |
In the project with the Adhoc build configuration, override the "Per-configuration Build Products Path" (CONFIGURATION_BUILD_DIR) and "Per-configuration Intermediate Build Files Path" (CONFIGURATION_TEMP_DIR) for the Adhoc build configuration to use the same folder as the release configuration. | |
Adhoc: CONFIGURATION_BUILD_DIR = $(SYMROOT)/Release$(EFFECTIVE_PLATFORM_NAME) | |
Adhoc: CONFIGURATION_TEMP_DIR = $(PROJECT_TEMP_DIR)/Release$(EFFECTIVE_PLATFORM_NAME) | |
Now when you do an Adhoc build, Xcode will put libFoo.a and Bar.app in the Release-iphoneos folder. The linker will be happy and you can use -force_load $(BUILT_PRODUCTS_DIR)/libFoo.a as usual. | |
Alternatively, you can add the Release-iphoneos folder to the library search paths for the Adhoc build configuration: |
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Use fmemopen to create a file descriptor (FILE) for data already in memory. | |
see: http://www.kernel.org/doc/man-pages/online/pages/man3/fmemopen.3.html | |
for iOS/OSX version see: https://github.com/jverkoey/fmemopen |
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#NOTE: because xxd doesn't emit a \0 null character we use sed to add that extra bit | |
#see: http://gamesfromwithin.com/quick-tip-working-with-shaders-on-ios | |
cd ${INPUT_FILE_DIR} | |
xxd -i ${INPUT_FILE_NAME} | sed s/}\;/,0x00}\;/ > ${INPUT_FILE_PATH}.h |
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# | |
# Automatically generated make config: don't edit | |
# crosstool-NG 1.17.0 Configuration | |
# Thu Jan 10 16:32:17 2013 | |
# | |
CT_CONFIGURE_has_xz=y | |
CT_CONFIGURE_has_cvs=y | |
CT_CONFIGURE_has_svn=y | |
CT_MODULES=y |
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http://forum.xda-developers.com/showthread.php?t=1424358 | |
Hello All, | |
I just bought a Galaxy Player yesterday and wanted to root. Okay, I thought, to XDA I go. It seems the general consensus here is to use SuperOneClick. | |
While the SuperOneClick method may work for most people running Windows, it's fairly annoying for those in the Linux and Mac crowd. It sometimes may work after installing the correct mono application and libraries, but that's quite a bit to download. | |
So, I thought it'd be nice to have only one thing to download, extract, and run the root all of the Galaxy Players on all platforms. |
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#!/bin/bash | |
# see: http://stackoverflow.com/questions/2578496/creating-my-own-bundle-in-xcode-for-iphone-application | |
echo "Building assets bundle." | |
if [ -d ./MyAssets.bundle ]; then | |
rm ./MyAssets.bundle/* | |
else | |
mkdir ./MyAssets.bundle | |
fi | |
find ./assets -type f -print0 | xargs -0 -J% cp % ./MyAssets.bundle |
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#!/bin/bash | |
#### see: http://stackoverflow.com/questions/10091310/heres-how-to-auto-increment-the-build-number-in-xcode | |
bN=$(/usr/libexec/PlistBuddy -c "Print CFBundleVersion" "$INFOPLIST_FILE") | |
bN=$((0x$bN)) | |
bN=$(($bN + 1)) | |
bN=$(printf "%X" $bN) | |
/usr/libexec/PlistBuddy -c "Set :CFBundleVersion $bN" "$INFOPLIST_FILE" |
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