Use at your own risk! As with any backup method, test out your backup by restoring from it before you trust it.
-
Install
qrcode
to generate the QR code:pip install qrcode
-
Export the key, piping the output to
qr
, and save this to a png file:
# Convert an animated video to gif | |
# Works best for videos with low color palettes like Dribbble shots | |
# | |
# @param $1 - video file name like `animation.mov` | |
# @param @optional $2 - resize parameter as widthxheight like `400x300` | |
# | |
# Example: vidtogif animation.mov 400x300 | |
# Requirements: ffmpeg and gifsicle. Can be downloaded via homebrew | |
# | |
# http://chrismessina.me/b/13913393/mov-to-gif |
#!/usr/bin/env ruby | |
require 'rubygems' | |
require 'optparse' | |
require 'maruku' | |
require 'wikicloth' | |
require 'tidy_ffi' | |
require 'pandoc-ruby' | |
opts = {} | |
OptionParser.new do |o| |
#! /usr/local/bin/fish | |
if test -n "$HOME" ; | |
set -xg NIX_LINK "$HOME/.nix-profile" | |
# Set the default profile. | |
if not test -L "$NIX_LINK" ; | |
echo "creating $NIX_LINK" >&2 | |
set -l _NIX_DEF_LINK /nix/var/nix/profiles/default | |
/nix/store/cdybb3hbbxf6k84c165075y7vkv24vm2-coreutils-8.23/bin/ln -s "$_NIX_DEF_LINK" "$NIX_LINK" | |
end |
//#if UNITY_EDITOR | |
//#define DEBUG | |
//#endif | |
using UnityEngine; | |
using System.Collections; | |
using System; | |
using System.IO; | |
using System.Text.RegularExpressions; | |
using UnityEngineInternal; |
This is free and unencumbered software released into the public domain. | |
Anyone is free to copy, modify, publish, use, compile, sell, or | |
distribute this software, either in source code form or as a compiled | |
binary, for any purpose, commercial or non-commercial, and by any | |
means. | |
In jurisdictions that recognize copyright laws, the author or authors | |
of this software dedicate any and all copyright interest in the | |
software to the public domain. We make this dedication for the benefit |
Where you able to produce a binary directly from the Rust build tools that you could submit to the app/play store?
Not quite, but I tried to get as close to that as was reasonably possible. Alas, things ended up a little convoluted.
For iOS, I have a nearly empty Xcode project with a build script that copies my cargo
produced executable into the .app
that Xcode generates (before Xcode signs it). The build script also uses lipo
to merge the executables for each architecture I’m targeting (e.g. armv7 and aarch64 for non-simulator devices) into a single, universal binary.
On top of that, there are various iOS-y things that need to happen before my application’s main method is called. SDL2 provides the Objective-C code that does all of that. In a C or C++ game, SDL2 renames main to SDL_main, and then [inserts its own mai
using UnityEngine; | |
using System.Collections; | |
// This is basically how the Super Metroid camera worked. Whichever direction you moved, the camera would | |
// move in the same direction a multiple of the player's speed. Once the center of the camera moved a | |
// certain distance from the player, the camera would lock on the player and move the same speed. Change | |
// movement direction, and the camera would once again move more quickly to catch up and place itself | |
// ahead of the player's movement. | |
// Super Metroid also had area limits and locked certain axes based on where you were. For instance, if |
This describes how I setup Atom for an ideal Clojure development workflow. This fixes indentation on newlines, handles parentheses, etc. The keybinding settings for enter (in keymap.cson) are important to get proper newlines with indentation at the right level. There are other helpers in init.coffee and keymap.cson that are useful for cutting, copying, pasting, deleting, and indenting Lisp expressions.
The Atom documentation is excellent. It's highly worth reading the flight manual.