Clean CUPS cache under MacOSX
Mac下清除打印服务器的缓存文件:$ cat clean_cups_cache #!/bin/bashcd /SystemStarter stop Printingrm -rf /var/spool/cups/c*rm -rf /var/spool/cups/tmp/*SystemStarter start Printingexit[@more@]
Clean context menu under MacOSX
Mac下重新生成右键菜单的文件类型关联列表:$ cat clean_contextmenu #!/bin/bash/System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/Support/lsregister -kill -r -domain local -domain system -domain user[@more@]
Setting file visibility under MacOSX
在Mac下隐藏或者显示文件的脚本:$ cat hideit#!/bin/bashsudo /Developer/Tools/SetFile -a V $1$ cat showit#!/bin/bashsudo /Developer/Tools/SetFile -a v $1[@more@]
Creating Applications with Mozilla >> 2. Getting Started >> 2.2. Basic XUL Concepts
You have already seen many of XUL's basic features at work. When you load the example in the previous example, the browser identifies it as a XUL file, parses the data, creates a new window and draws the button widget, and executes the function you've defined when the button is clicked.These activities are part of the basic and often transparent interaction between your application files and Mozilla. However, the format of your XUL files, their syntax and namespace, the XUL layout, and the windo
Creating Applications with Mozilla >> 2. Getting Started >> 2.1. Simple XUL Example
Chapter 2. Getting StartedTo help you start creating applications as quickly as possible, this chapter presents two "Hello World" examples that demonstrate the beginning stages of Mozilla application development.The first example is a simple XUL file that is loaded into the browser window. This example is then expanded on by adding additional features to the XUL file, such as imported stylesheets and JavaScript functions. The second "Hello World" example shows how to turn f
Framework-Kategorien
Framework Kategorien[@more@]Webframeworks Model-View-Controller (MVC) KomponentenView Komponenten LibraryRequest Parser und ValidierungFlow Konfiguration TemplatingAJAX SupportDependency Injection FrameworksUmsetzung eines Inversion of Control ContainersWireing und Konfiguration von KomponentenManagement von Transaktion, Security, etc.Business FrameworksBusiness Rule Engines für eine einfache Pflege, Verwaltung undperformante Ausführung von GeschäftsregelnBusiness Process Engines für die
Convert Nero's nrg file to iso file
Original Link: http://pank.org/blog/archives/000750.htmlmount -o loop,offset=307200 image.nrg /mnt 不适合多轨的nrg文件数据格式的 nrg 其实就是 iso 文件 + 300K 的 header转 nrg 为 iso dd bs=1k if=image.nrg of=image.iso skip=300[@more@]
MIT Press - Rules of Play: Game Design Fundamentals >> Chapter 1: What Is This Book About? >> Overvi
Chapter 1: What Is This Book About? Overview This book is about games, all kinds of games: paper-based strategy games and first person shooters, classical board games and glitzy gambling games; math puzzles and professional sports; austere text adventures and giggly teenage party games. This book links these diverse play activities within a common framework-a framework based in game design. [@more@]In The Study of Games, Brian Sutton-Smith writes, "Each person defines g
MIT Press - Rules of Play: Game Design Fundamentals >> Foreword
Foreword For hundreds of years, the field of game design has drifted along under the radar of culture, producing timeless masterpieces and masterful time-wasters without drawing much attention to itself-without, in fact, behaving like a "field" at all. Suddenly, powered by the big bang of computer technology, game design has become a very big deal and the source of some provocative questions about the future of art and entertainment. [@more@]In addressing these questions,
MIT Press - Rules of Play: Game Design Fundamentals >> TOC
Table of Contents Unit 1 - Core Concepts Unit 2 - Rules Unit 3 - Play Unit 4 - Culture[@more@]Table of Contents Rules of Play — Game Design Fundamentals Foreword Preface Chapter 1 - What Is This Book About? Chapter 2 - The Design Process Unit 1 - Core Concepts Chapter 3 - Meaningful Play Chapter 4 - Design Chapter 5 - Systems Chapter 6 - Interactivity Chapter 7 - Defining Games Chapter 8 - Defining Digital Games Chapter 9 - The Magic Circle Chapter 10 - The Primary Sche
MIT Press - Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals by Katie Salen and Eric Zimmerman ISBN:0262240459 The MIT Press © 2004 (670 pages) This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games. Also included are concepts, strategies, and methodologies for creating and understanding games.[@more@]