Standard escape codes are prefixed with Escape
:
- Ctrl-Key:
^[
- Octal:
\033
- Unicode:
\u001b
- Hexadecimal:
\x1B
- Decimal:
27
(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
<hash>
with your gist's hash):
# with ssh
git clone git@gist.github.com:<hash>.git mygist
# with https
git clone https://gist.github.com/.git mygist
In the olden days, HTML was prepared by the server, and JavaScript was little more than a garnish, considered by some to have a soapy taste.
After a fashion, it was decided that sometimes our HTML is best rendered by JavaScript, running in a user's browser. While some would decry this new-found intimacy, the age of interactivity had begun.
But all was not right in the world. Somewhere along the way, we had slipped. Our pages went uncrawled by Bing, time to first meaningful paint grew faster than npm, and it became clear: something must be done.
And so it was decided that the applications first forged for the browser would also run on the server. We would render our HTML using the same logic on the server and the browser, and reap the advantages of both worlds. In a confusing series of events a name for this approach was agreed upon: Server-side rendering. What could go wrong?
In dark rooms, in hushed tones, we speak of colours.
const I = x => x | |
const K = x => y => x | |
const A = f => x => f (x) | |
const T = x => f => f (x) | |
const W = f => x => f (x) (x) | |
const C = f => y => x => f (x) (y) | |
const B = f => g => x => f (g (x)) | |
const S = f => g => x => f (x) (g (x)) | |
const S_ = f => g => x => f (g (x)) (x) | |
const S2 = f => g => h => x => f (g (x)) (h (x)) |
This is inspired by A half-hour to learn Rust and Zig in 30 minutes.
Your first Go program as a classical "Hello World" is pretty simple:
First we create a workspace for our project:
psvgamesd | NoNpDrm | Vitamin/MaiDumpTool | |
---|---|---|---|
Dumps physical games | ✅ | ✅ | ✅ |
Dumps digital games, DLC, and updates | ❌ | ✅ | ✅ |
Compatible with legit DLC & updates | ✅ | ✅ | ❌ |
Saves usable on non-hacked Vitas | ✅ | ✅ | ❌ |
All original data untouched | ✅ | ❌ | ❌❌ |
No problems saving after suspend | ✅ | ✅ | ❌❌ |
Format can be converted to work with other tools | ✅ | ❌ | ❌ |
Installs physical games as bubbles | ❌ | ✅ | ✅ |
;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY | |
;by doppelganger (doppelheathen@gmail.com) | |
;This file is provided for your own use as-is. It will require the character rom data | |
;and an iNES file header to get it to work. | |
;There are so many people I have to thank for this, that taking all the credit for | |
;myself would be an unforgivable act of arrogance. Without their help this would | |
;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into | |
;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no |
license: gpl-3.0 | |
height: 600 | |
redirect: https://observablehq.com/@d3/d3-force-directed-graph |
Each of these commands will run an ad hoc http static server in your current (or specified) directory, available at http://localhost:8000. Use this power wisely.
$ python -m SimpleHTTPServer 8000