Three r71 SubdivisionModifier not included - three.js

I cant find THREE.SubdivisionModifier in r71, r60 works fine.
There are some changes or it is totaly removed?
Is there any alternative to to this?
http://client.kadrmasconcepts.com/blog_examples/html5-webgl-subdivision/

As far as I know it is not part of the build, but you can find it in the examples folder: https://github.com/mrdoob/three.js/blob/master/examples/js/modifiers/SubdivisionModifier.js
So you have to download this file, include in your project, and then you can use SubdivisionModifier again.

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Add dll´s from .nupkg to Unity Project without using nuget

I am trying to use Microsoft´s WorldLockingTools (repo see here) in my Unity Mixed Reality project. Therefore I need to add the Frozen World Engine DLL to my Unity Project. In Microsoft´s Documentation they describe to do this via nuget. I want to add the dependencies manually like described in this thread, since for me it´s not possible to use nuget (I have no network-access on that computer). I was able to extract the .dll, but if I add it to my project as described in that thread, unity still can´t find the dll. Do I need to do some further steps than just adding the dll to my Asset-Folder? If yes, can you please tell me which steps they are? I would be really thankful for that!
Best regards!
OK I figured out the reason behind this misbehavior. The problem is, that there is a c#-Script within the nuget-package additional to the dlls which has to be placed within the WorldLocking.Engine folder. After that all Exceptions disappeared and it seems to work now! I Hope I could help anybody who comes across this Question.

Using QuickGraph Library in Unity

I am trying to use this (https://www.nuget.org/packages/YC.QuickGraph/3.7.4) NuGet package for my Unity project. I have downloaded and added it, but still cannot reference it.
the package is there,but cannot do anything with it
I ll appreciate any help!Thank you!
Found it!So I 'm posting in case it is useful to someone else.I had to make a new folder in the unity assets(name it Plugins), move all the dlls there, and then reference them from my VS project. Maybe there is a better solution, but this worked...

Using a dylib in xcode

So, I'm trying to add this library in an xcode project.
http://nuclear.mutantstargoat.com/sw/libdrawtext/
I used homebrew to install the library. It's now in /usr/local/Cellar/libdrawtext/
But, even after adding the dylib that is created in /usr/local/Cellar/libdrawtext/0.1/
I checked, and there's even an alias in the usr/local/bin folder.
But for the life of me, I can't seem to be able to include "drawtext.h" in my project.
The sample code here has no indication of how to do this.
Ideas, anyone?
Fixed it. Not sure exactly how, but I followed this tutorial http://mac-dev-env.patrickbougie.com/freetype/
After adding libdrawtext(from the homebrew installation), I also added the source of the library to my project. Works like a charm, though this is a VERY dirty solution.
I'll wait 24 hours, and if there're any better answers, I'll mark them correct.

How do you create a project from scratch using Brunch.io, without using their skeletons?

I couldn't find any Brunch.io skeleton that suited my project and so I tried to start from scratch and create my own. But it wasn't before long that I was only scratching my head instead.
Could someone please explain how to start a new project in an empty folder and integrate it with Brunch, using just the terminal and a text editor?
PLEASE DO NOT USE EXISTING SKELETONS
Ideally I'm looking for a tutorial like this: https://coderwall.com/p/pijtcq, but with more detail at each step.
I suggest to take a look at dead-simple brunch, this is official skeleton which is maximally minimal.
https://github.com/brunch/dead-simple
Maybe still take it and add your own framework, lang plugins and stuff.
Or, you can re-create your own, by following the same path: add bower.json, brunch-config and package.json. That's it, I guess.
Going through the dead-simple skeleton helped me understand how Brunch works but I couldn't fire any of my custom js. But I finally, got it... add this code to the brunch-config file to execute all your js files as expected.
modules:
definition: false
wrapper: false
Not sure why this isn't the default behaviour or why it isn't explicitly mentioned anywhere. I spent ages sifting through the net to get this answer.
Have a look at this part of the documentation:
https://github.com/brunch/brunch-guide/blob/master/content/en/chapter04-starting-from-scratch.md

OBJECTIVEFLICKR: systemconfiguration.h not found

I'm implementing ObjectiveFlickr into my project and I'm very VERY new to all of this (C language and Xcode included).
I managed to fix a few compile errors and I'm down to this one that just popped up after I added some supporting files to get rid of the other errors:
systemconfiguration/systemconfiguration.h file not found
I have no idea what this means and have done much searching online before posting here, but the only resolution to another poster's issue was to re-install Xcode. I'm sort of doubting that will solve this problem as I've had no issue with Xcode up until this error.
Can anyone spare a tip or two in layman's terms to help me get past this? I've been searching for 24 hours and the only link to the Apple Developer forums isn't working, go figure.
Any help is appreciated. Thanks in advance.
XCode can be very picky about where to look at in terms of header files.
If you got yourself a .framework folder, then click in your project, choose "Build Settings", then look for one called "Header Search Paths". Put the framework's path in there, and change the box on the right from "non-recursive" to "recursive". This should get the build going, and works for almost all third-party libraries.
If, on the other hand, you're trying to compile the library with your app, double-check to see if you didn't forgot to include some file in your XCode project, or if it is not marked for compilation in the project settings (.h files do not count, but maybe the source of your problem are some extra .c or .m that shouldn't be there).
If all else fails, since XCode projects compile into a "flat" directory tree, you could try removing the folder indicator from the #include: from "systemconfiguration/systemconfiguration.h" to "systemconfiguration.h", from the files where the .h is called. This worked in some cases of mine.
There is a framework in iOS called "Systemconfiguration.framework". Add it may help a lot.
Hope this may help you.
I had blanks for some reason in my code around the header decaration
#import < SystemConfiguration/SystemConfiguration.h >
I removed them and it worked.

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