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@1lann
1lann / replays.md
Last active April 24, 2023 09:06
Storing and playing back replays in League of Legends

Storing and playing back replays in League of Legends

How it works

When you spectate a game in League of Legends, you tell the client to use a HTTP server, and make HTTP requests to it to retrieve data in chunks which make up a game. But what if you could return back the exact same data at a later time, simulating the spectate but viewing it at anytime? That's the concept behind replays and that's how they work.

There is some behavior in the API which I do not fully understand yet, so there are if statements to catch these edge cases.

Current game information

Before you can even get the game's metadata, you'll need to retrieve necessary information for the game. This call is part of the official Riot Games API.

/observer-mode/rest/consumer/getSpectatorGameInfo/{platformId}/{summonerId}

@tlrobinson
tlrobinson / redux-devtools-separate-window.js
Last active August 20, 2019 23:54
Put the awesome redux-devtools in it's own window so it doesn't obscure or be obscured by your application
// give it a name so it reuses the same window
var win = window.open(null, "redux-devtools", "menubar=no,location=no,resizable=yes,scrollbars=no,status=no");
// reload in case it's reusing the same window with the old content
win.location.reload();
// wait a little bit for it to reload, then render
setTimeout(function() {
React.render(
<DebugPanel top right bottom left >
@getify
getify / gist:7ae82fdc2e86bf66bcba
Last active March 27, 2022 19:50
List of ES6 books either out or in progress...
@patio11
patio11 / annual-prepay.md
Last active February 23, 2024 11:16
Appointment Reminder Annual Pre-pay copy (2014)

Notes

This is the latest version of an email which I send periodically, offering customers the opportunity to pre-pay for SaaS in return for a discount. The benefits to the SaaS company are better cash flow and reduced churn rate. The benefits to the customer are, well, in the email. This genre of email has produced hundreds of thousands of dollars in pre-pays for some companies I work with, and it rarely requires any more work than this example.

I've put $79 is as a placeholder for the cost of the user's plan. We calculate that for each account, naturally, along with the billing contact's name.

Subject: Save $79 on Appointment Reminder (and get a tax write-off) Formatting: 100% plain text. Gmail automatically links up the central link. From: Patrick McKenzie (Appointment Reminder) patrick@appointmentreminder.org

@1wErt3r
1wErt3r / SMBDIS.ASM
Created November 9, 2012 22:27
A Comprehensive Super Mario Bros. Disassembly
;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
@jboner
jboner / latency.txt
Last active May 5, 2024 03:12
Latency Numbers Every Programmer Should Know
Latency Comparison Numbers (~2012)
----------------------------------
L1 cache reference 0.5 ns
Branch mispredict 5 ns
L2 cache reference 7 ns 14x L1 cache
Mutex lock/unlock 25 ns
Main memory reference 100 ns 20x L2 cache, 200x L1 cache
Compress 1K bytes with Zippy 3,000 ns 3 us
Send 1K bytes over 1 Gbps network 10,000 ns 10 us
Read 4K randomly from SSD* 150,000 ns 150 us ~1GB/sec SSD