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	<title>Comments for Ori Cohen</title>
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	<link>http://oricohen.com/dev</link>
	<description>Machine Learning, real time fMRI - BCI Research, App Development, Unity 3D &#38; AI blog</description>
	<lastBuildDate>Wed, 23 Nov 2011 14:39:35 +0000</lastBuildDate>
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		<title>Comment on Controlling an avatar by thought using fMRI by James Rubino</title>
		<link>http://oricohen.com/dev/2011/09/20/controlling-an-avatar-by-thought-using-fmri/#comment-194</link>
		<dc:creator>James Rubino</dc:creator>
		<pubDate>Wed, 23 Nov 2011 14:39:35 +0000</pubDate>
		<guid isPermaLink="false">http://oricohen.com/dev/?p=117#comment-194</guid>
		<description>Very interesting work.</description>
		<content:encoded><![CDATA[<p>Very interesting work.</p>
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		<title>Comment on Unity3D for research, how to compile-run-debug outside of Unity3D by using Visual C# by admin</title>
		<link>http://oricohen.com/dev/2011/04/09/unity3d-for-research-how-to-compile-run-debug-outside-of-unity3d/#comment-13</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Fri, 22 Apr 2011 13:50:14 +0000</pubDate>
		<guid isPermaLink="false">http://oricohen.com/dev/?p=32#comment-13</guid>
		<description>okay i would definitely love to see a blog post and some in depth examples.</description>
		<content:encoded><![CDATA[<p>okay i would definitely love to see a blog post and some in depth examples.</p>
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		<title>Comment on Unity3D for research, how to compile-run-debug outside of Unity3D by using Visual C# by Lior Tal</title>
		<link>http://oricohen.com/dev/2011/04/09/unity3d-for-research-how-to-compile-run-debug-outside-of-unity3d/#comment-11</link>
		<dc:creator>Lior Tal</dc:creator>
		<pubDate>Fri, 22 Apr 2011 08:27:43 +0000</pubDate>
		<guid isPermaLink="false">http://oricohen.com/dev/?p=32#comment-11</guid>
		<description>I am not working with Unity, but the problem you are solving is a more general one.
To put it shortly it is the &quot;decoupling of the actual WORK or TASK you want to achieve from the actual CONTEXT or EXECUTION ENVIRONMENT you&#039;re running it in&quot;.

I have faced the same scenario at work, and solved it by designing and structuring my code differently, perheps i will create a blog post about that alternative as well.</description>
		<content:encoded><![CDATA[<p>I am not working with Unity, but the problem you are solving is a more general one.<br />
To put it shortly it is the &#8220;decoupling of the actual WORK or TASK you want to achieve from the actual CONTEXT or EXECUTION ENVIRONMENT you&#8217;re running it in&#8221;.</p>
<p>I have faced the same scenario at work, and solved it by designing and structuring my code differently, perheps i will create a blog post about that alternative as well.</p>
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		<title>Comment on Unity3D for research, how to compile-run-debug outside of Unity3D by using Visual C# by admin</title>
		<link>http://oricohen.com/dev/2011/04/09/unity3d-for-research-how-to-compile-run-debug-outside-of-unity3d/#comment-9</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Thu, 21 Apr 2011 16:07:29 +0000</pubDate>
		<guid isPermaLink="false">http://oricohen.com/dev/?p=32#comment-9</guid>
		<description>it might, unless you have a component that interfaces with some of those things. for example an animation component that manages a character&#039;s animation. 
then it is not that messy :)</description>
		<content:encoded><![CDATA[<p>it might, unless you have a component that interfaces with some of those things. for example an animation component that manages a character&#8217;s animation.<br />
then it is not that messy <img src='http://oricohen.com/dev/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Unity3D for research, how to compile-run-debug outside of Unity3D by using Visual C# by Lior Tal</title>
		<link>http://oricohen.com/dev/2011/04/09/unity3d-for-research-how-to-compile-run-debug-outside-of-unity3d/#comment-8</link>
		<dc:creator>Lior Tal</dc:creator>
		<pubDate>Thu, 21 Apr 2011 15:29:18 +0000</pubDate>
		<guid isPermaLink="false">http://oricohen.com/dev/?p=32#comment-8</guid>
		<description>Nice post!

the only problem with preprocessor directives is it&#039;s may be fine for small things like Console.WriteLine, but it gets messy fairly quickly for more complicated things.</description>
		<content:encoded><![CDATA[<p>Nice post!</p>
<p>the only problem with preprocessor directives is it&#8217;s may be fine for small things like Console.WriteLine, but it gets messy fairly quickly for more complicated things.</p>
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