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本博客专注于Flash平台技术的研究,包括但不限于:flash,flex,ActionScript3,Adobe AIR。2004年开始接触flash,曾开发过互联网产品,也曾开发过webgame。
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yboy's blog,笔画怎么打,实用的ios应用 笔画怎么打,作者 yboy,分类 ios swift,内容提要,无广告,不收费,您提建议,我来修改,希望这个应用可帮助您成为笔画输入法的高手,注意,是手机上的笔画输入法,不是电脑的五笔输入法哦,当然,除了查笔画,还可以查拼音等等……未来会考虑增加五笔查询,此版本的新增特性,1、实时查询,结果马上显示,2、字库增加 哦,如果觉得还不错,您可以推荐给微信好友,或者在朋友圈里推荐哦,4、优化ui和交互体验,5、增加启动页,6、修复坐标非整数导致模糊的bug
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Y.Boy's Blog » Unity,WebGame,,Flash,AIR,RIA,ActionScript,Pixel Bender | riaoo.com Reviews

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本博客专注于Flash平台技术的研究,包括但不限于:flash,flex,ActionScript3,Adobe AIR。2004年开始接触flash,曾开发过互联网产品,也曾开发过webgame。

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UMLer - 短小精悍的UML类图在线制作平台 Beta

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分享我自己 | cbm's land

http://www.cbmland.com/cats/code/shareme

在 i7-3770 上使用Flash Player 12 的测试结果. ActionScript 3.0 中文参考v2(支持AIR3.5)[CHM]. 之前分享过ActionScript 3.0 中文参考,出于一些使用者的更新要求,今天再次释出v2版,基于官方中文参考文档烹制,支持AIR 3.5 和Flash Player 11.5 的API特性,chm全文搜索起来更加方便 你懂得。 ActionScript 3.0 参考chm版(v2支持AIR3.5).zip (85.2 MiB, 650 hits)ActionScript 3.0 参考chm版(v2支持AIR3.5). 不管国内媒体如何偏见诋毁Flash Player以赚取点击率,如今Flash Player已经成为了Win8的一部分,Flash Player 的更新将同Windows Update推送更新。 目前MS的最新版还是11.3,尝试手动安装Adobe的最新Flash Player 11.5版本时却出现下面的错误提示。 ActionScript 3.0 中文参考[CHM]. Laquo; Newer Posts.

sineysoft.com sineysoft.com

ulua | Sineysoft's Blog

http://www.sineysoft.com/post/tag/ulua

发布新版, 再次超越cstolua,不想贴测试数据了, 有兴趣的自己测试吧, 免得引起对面不喜. 我准备5个测试用例,来说明不同情况效率的比较, 这5个测试用例分别是:. Local start = os.clock(). For i=1,200000 do. Local v = transform.position. Print(“test1/lua ” . (os.clock() – start) ;. Local v = transform.position. Local t = os.clock(). For i=1,200000 do. Print(“lua cost time: ” . (os.clock() – t) ;. Local t = os.clock(). For i=1,200000 do. V = Vector3.Normalize(v). Print(“lua cost time: ” . (os.clock() – t) ;. Local v = transform.position. Local t = os.clock(). For i=1,200000 do.

sineysoft.com sineysoft.com

jit | Sineysoft's Blog

http://www.sineysoft.com/post/tag/jit

By Miguel de lcaza,. 最近在看Unity3D源代码,对于mono的嵌入非常感兴趣,特翻译此文,文章没有完全按照原文翻译, 是将2篇文章合二为一,保留重要有意义的部分. 以前, 软件都是采用单一语言实现全部功能, 开发者必须在快速的低级语言和高效的高级语言之间做出选择. 高级语言非常有开发效率,但运行速度稍差,因为中间脚本层的运行效率不如native code速度快, 某些脚本也不能充分利用cpu资源. 后来开发者开始思考仅在某些对效率不敏感的代码中采用脚本,例如ui,交互等,而其他部分还是使用速度更快的低级语言开发. Mono提供一系列可选择的开发语言,比如静态的C#,VB.net,动态的Boo,IronPython,甚至函数式语言F#. 对于所有语言, 都提供了jit产生native code, 让最终软件可以告诉运行. 同时, mono非常易于嵌入,易于调用现成的native code, 这包括:. 最后,mono可以重用现成的大量.net库,不必重复开发. 通过连接libmono库, 嵌入mono的运行时, 这样你的程序就有了mono的虚拟运行环境,:. 这样将会加载默认的配置...

sineysoft.com sineysoft.com

效率评测 | Sineysoft's Blog

http://www.sineysoft.com/post/tag/效率评测

发布新版, 再次超越cstolua,不想贴测试数据了, 有兴趣的自己测试吧, 免得引起对面不喜. 我准备5个测试用例,来说明不同情况效率的比较, 这5个测试用例分别是:. Local start = os.clock(). For i=1,200000 do. Local v = transform.position. Print(“test1/lua ” . (os.clock() – start) ;. Local v = transform.position. Local t = os.clock(). For i=1,200000 do. Print(“lua cost time: ” . (os.clock() – t) ;. Local t = os.clock(). For i=1,200000 do. V = Vector3.Normalize(v). Print(“lua cost time: ” . (os.clock() – t) ;. Local v = transform.position. Local t = os.clock(). For i=1,200000 do.

sineysoft.com sineysoft.com

siney | Sineysoft's Blog

http://www.sineysoft.com/post/author/siney

2015 年 10 月 19 日. 我简单解释下, 首先放我个人结论,我认为那不是老外 ulua原作者版权,以下简称topher 的版权,topher认为我早期代码仓库里的代码是他的版权,如下. Unauthorized copying of this file, via any medium is strictly prohibited. Written by Christopher Redden, December 2013. This file is based off of MonoLuaInterface’s wrapping: https:/ github.com/stevedonovan/MonoLuaInterface. Include “lua.h”. Include “lauxlib.h”. LUA INTERFACE SUPPORT */. Typedef int ( stdcall *lua stdcallCFunction) (lua State *L);. Static int stdcall closure(lua State *L). Int r = fn(L);.

sineysoft.com sineysoft.com

未分类 | Sineysoft's Blog

http://www.sineysoft.com/post/category/uncategorized

2015 年 10 月 19 日. 我简单解释下, 首先放我个人结论,我认为那不是老外 ulua原作者版权,以下简称topher 的版权,topher认为我早期代码仓库里的代码是他的版权,如下. Unauthorized copying of this file, via any medium is strictly prohibited. Written by Christopher Redden, December 2013. This file is based off of MonoLuaInterface’s wrapping: https:/ github.com/stevedonovan/MonoLuaInterface. Include “lua.h”. Include “lauxlib.h”. LUA INTERFACE SUPPORT */. Typedef int ( stdcall *lua stdcallCFunction) (lua State *L);. Static int stdcall closure(lua State *L). Int r = fn(L);.

sineysoft.com sineysoft.com

hotfix | Sineysoft's Blog

http://www.sineysoft.com/post/tag/hotfix

使用Unity开发手游, 热更新是比较麻烦的, 在iOS下由于系统的限制, mono的jit是无法使用的, 这直接导致iOS下根本无法热更新, 但这个特性对于很多上线的游戏是必不可少的, 这符合互联网快速迭代的思路. 所以为了绕过mono的限制, 采用lua开发是一个不错的方案, 这就涉及到如何导出Unity的函数到lua中使用, 在unity store里有一个叫做ulua的插件, 他采用反射的机制, 可以直接在lua中使用unity函数, 但它最大的问题就是效率, 因为大量使用反射, 导致效率低下, 同时大量gc alloc导致频繁gc导致时不时卡顿, 在实际游戏开发中估计很难直接采用ulua开发. 针对以上问题, 我开发并开源了slua, www.slua.net. Slua遵循MIT协议, slua采用静态代码生成技术, 没有任何反射调用, 没有任何额外调用开销, 避免额外gc alloc, 所以slua非常快, 和ulua相比, 快到没朋友:). 避免额外gc alloc, 去掉性能杀手. 100% UnityEngine.UI接口导出 (4.6 版本). 2015 年 1 月 14 日.

sineysoft.com sineysoft.com

在Unity中使用slua | Sineysoft's Blog

http://www.sineysoft.com/post/155

使用Unity开发手游, 热更新是比较麻烦的, 在iOS下由于系统的限制, mono的jit是无法使用的, 这直接导致iOS下根本无法热更新, 但这个特性对于很多上线的游戏是必不可少的, 这符合互联网快速迭代的思路. 所以为了绕过mono的限制, 采用lua开发是一个不错的方案, 这就涉及到如何导出Unity的函数到lua中使用, 在unity store里有一个叫做ulua的插件, 他采用反射的机制, 可以直接在lua中使用unity函数, 但它最大的问题就是效率, 因为大量使用反射, 导致效率低下, 同时大量gc alloc导致频繁gc导致时不时卡顿, 在实际游戏开发中估计很难直接采用ulua开发. 针对以上问题, 我开发并开源了slua, www.slua.net. Slua遵循MIT协议, slua采用静态代码生成技术, 没有任何反射调用, 没有任何额外调用开销, 避免额外gc alloc, 所以slua非常快, 和ulua相比, 快到没朋友:). 避免额外gc alloc, 去掉性能杀手. 100% UnityEngine.UI接口导出 (4.6 版本). 2015 年 1 月 14 日.

sineysoft.com sineysoft.com

lua | Sineysoft's Blog

http://www.sineysoft.com/post/tag/lua

使用Unity开发手游, 热更新是比较麻烦的, 在iOS下由于系统的限制, mono的jit是无法使用的, 这直接导致iOS下根本无法热更新, 但这个特性对于很多上线的游戏是必不可少的, 这符合互联网快速迭代的思路. 所以为了绕过mono的限制, 采用lua开发是一个不错的方案, 这就涉及到如何导出Unity的函数到lua中使用, 在unity store里有一个叫做ulua的插件, 他采用反射的机制, 可以直接在lua中使用unity函数, 但它最大的问题就是效率, 因为大量使用反射, 导致效率低下, 同时大量gc alloc导致频繁gc导致时不时卡顿, 在实际游戏开发中估计很难直接采用ulua开发. 针对以上问题, 我开发并开源了slua, www.slua.net. Slua遵循MIT协议, slua采用静态代码生成技术, 没有任何反射调用, 没有任何额外调用开销, 避免额外gc alloc, 所以slua非常快, 和ulua相比, 快到没朋友:). 避免额外gc alloc, 去掉性能杀手. 100% UnityEngine.UI接口导出 (4.6 版本). 2015 年 1 月 14 日.

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