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@joncardasis
joncardasis / Storing-Images-On-Github.md
Last active July 3, 2026 22:28
Storing Images and Demos in your Repo

Storing Images and Demos in your Repo

In this quick walkthough you'll learn how to create a separate branch in your repo to house your screenshots and demo gifs for use in your master's readme.

How to

1. Clone a fresh copy of your repo

In order to prevent any loss of work it is best to clone the repo in a separate location to complete this task.

2. Create a new branch

Create a new branch in your repo by using git checkout --orphan assets

@dergachev
dergachev / GIF-Screencast-OSX.md
Last active June 17, 2026 19:56
OS X Screencast to animated GIF

OS X Screencast to animated GIF

This gist shows how to create a GIF screencast using only free OS X tools: QuickTime, ffmpeg, and gifsicle.

Screencapture GIF

Instructions

To capture the video (filesize: 19MB), using the free "QuickTime Player" application:

@steipete
steipete / ios-xcode-device-support.sh
Last active April 22, 2026 17:21
Using iOS 15 devices with Xcode 12.5 (instead of Xcode 13)
# The trick is to link the DeviceSupport folder from the beta to the stable version.
# sudo needed if you run the Mac App Store version. Always download the dmg instead... you'll thank me later :)
# Support iOS 15 devices (Xcode 13.0) with Xcode 12.5:
sudo ln -s /Applications/Xcode-beta.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport/15.0 /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
# Then restart Xcode and reconnect your devices. You will need to do that for every beta of future iOS versions
# (A similar approach works for older versions too, just change the version number after DeviceSupport)
@sekati
sekati / xcode-build-bump.sh
Created July 24, 2012 20:44
Xcode Auto-increment Build & Version Numbers
# xcode-build-bump.sh
# @desc Auto-increment the build number every time the project is run.
# @usage
# 1. Select: your Target in Xcode
# 2. Select: Build Phases Tab
# 3. Select: Add Build Phase -> Add Run Script
# 4. Paste code below in to new "Run Script" section
# 5. Drag the "Run Script" below "Link Binaries With Libraries"
# 6. Insure that your starting build number is set to a whole integer and not a float (e.g. 1, not 1.0)
@mattt
mattt / uiappearance-selector.md
Last active December 2, 2025 01:55
A list of methods and properties conforming to `UIAppearance` as of iOS 12 Beta 3

Generate the list yourself:

$ cd /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS*.sdk/System/Library/Frameworks/UIKit.framework/Headers
$ grep UI_APPEARANCE_SELECTOR ./*     | \
  sed 's/NS_AVAILABLE_IOS(.*)//g'     | \
  sed 's/NS_DEPRECATED_IOS(.*)//g'    | \
  sed 's/API_AVAILABLE(.*)//g'        | \
  sed 's/API_UNAVAILABLE(.*)//g'      | \
 sed 's/UI_APPEARANCE_SELECTOR//g' | \
@nicklockwood
nicklockwood / Hacking UIView Animation Blocks.md
Last active August 24, 2024 17:08
This article was originally written for objc.io issue 12, but didn't make the cut. It was intended to be read in the context of the other articles, so if you aren't familiar with concepts such as CALayer property animations and the role of actionForKey:, read the articles in that issue first.

Hacking UIView animation blocks for fun and profit

In this article, I'm going to explore a way that we can create views that implement custom Core Animation property animations in a natural way.

As we know, layers in iOS come in two flavours: Backing layers and hosted layers. The only difference between them is that the view acts as the layer delegate for its backing layer, but not for any hosted sublayers.

In order to implement the UIView transactional animation blocks, UIView disables all animations by default and then re-enables them individually as required. It does this using the actionForLayer:forKey: method.

Somewhat strangely, UIView doesn't enable animations for every property that CALayer does by default. A notable example is the layer.contents property, which is animatable by default for a hosted layer, but cannot be animated using a UIView animation block.

@alexcristea
alexcristea / install-manifest.plist
Last active January 31, 2023 11:53
Over-the-Air Ad Hoc Distribution manifest for iOS8. More about this subject you can find on http://www.informit.com/articles/article.aspx?p=1829415&seqNum=16
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<!-- array of downloads. -->
<key>items</key>
<array>
<dict>
<!-- an array of assets to download -->
@ginowu7
ginowu7 / clean_localizable_full.sh
Created August 30, 2018 14:00
Clean Localizable Script Full
#!/usr/bin/xcrun --sdk macosx swift
import Foundation
let fileManager = FileManager.default
let currentPath = fileManager.currentDirectoryPath
/// List of files in currentPath - recursive
var pathFiles: [String] = {
guard let enumerator = fileManager.enumerator(atPath: currentPath),
@funroll
funroll / Podfile-snippet
Created June 22, 2014 04:23
CocoaPods post_install step for changing Build Active Architecture Only from Yes to No.
post_install do |installer|
installer.project.targets.each do |target|
target.build_configurations.each do |configuration|
target.build_settings(configuration.name)['ONLY_ACTIVE_ARCH'] = 'NO'
end
end
end
@super-dog-human
super-dog-human / how_to_connect.md
Last active October 28, 2020 22:07
How to connect Oculus Go controller(OMVR-V190) to macOS 10.12
  1. Prepare a Mac supports BLE
  2. Download the Additional Tools for Xcode from Apple Developer
  3. Open the Bluetooth Explorer
  4. Press and hold the Oculus button and back button of controller until the controller LED blinks
  5. Select menu [Devices] -> [Low Energy Devices]
  6. Click [Start Scanning] button.
  7. Chose OMVR-V190 in Device and click [Connect] button.