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@aaronhurt
aaronhurt / curltest.c
Last active November 26, 2023 10:29
example code using libcurl and json-c to post and parse a return from http://jsonplaceholder.typicode.com
/**
* example C code using libcurl and json-c
* to post and return a payload using
* http://jsonplaceholder.typicode.com
*
* License:
*
* This code is licensed under MIT license
* https://opensource.org/licenses/MIT
*
@paulirish
paulirish / what-forces-layout.md
Last active July 22, 2024 06:32
What forces layout/reflow. The comprehensive list.

What forces layout / reflow

All of the below properties or methods, when requested/called in JavaScript, will trigger the browser to synchronously calculate the style and layout*. This is also called reflow or layout thrashing, and is common performance bottleneck.

Generally, all APIs that synchronously provide layout metrics will trigger forced reflow / layout. Read on for additional cases and details.

Element APIs

Getting box metrics
  • elem.offsetLeft, elem.offsetTop, elem.offsetWidth, elem.offsetHeight, elem.offsetParent
@oanhnn
oanhnn / using-multiple-github-accounts-with-ssh-keys.md
Last active July 22, 2024 13:33
Using multiple github accounts with ssh keys

Problem

I have two Github accounts: oanhnn (personal) and superman (for work). I want to use both accounts on same computer (without typing password everytime, when doing git push or pull).

Solution

Use ssh keys and define host aliases in ssh config file (each alias for an account).

How to?

  1. Generate ssh key pairs for accounts and add them to GitHub accounts.
@mowings
mowings / client.go
Last active June 6, 2024 06:35
Golang Websocket JSONRPC server and client
package main
import (
"golang.org/x/net/websocket"
"log"
"net/rpc/jsonrpc"
)
// In a real project, these would be defined in a common file
type Args struct {
@MarcoWorms
MarcoWorms / mini-redux.js
Last active June 3, 2024 04:42
Redux in a nutshell
function createStore (reducers) {
var state = reducers()
const store = {
dispatch: (action) => {
state = reducers(state, action)
},
getState: () => {
return state
}
}
@joshbuchea
joshbuchea / semantic-commit-messages.md
Last active July 22, 2024 06:03
Semantic Commit Messages

Semantic Commit Messages

See how a minor change to your commit message style can make you a better programmer.

Format: <type>(<scope>): <subject>

<scope> is optional

Example

@swyxio
swyxio / final submission.md
Last active April 22, 2023 19:17
Why React is Not Reactive - React Rally CFP

This is the CFP for my React Rally talk, which was eventually accepted and given here: https://www.youtube.com/watch?v=nyFHR0dDZo0.

If you are a first time speaker, my CFP advice for new speakers is here.

Final Submission: Why React is not Reactive

Functional-reactive libraries like RxJS make it easy to understand how data changes, giving us tools to declaratively handle events and manage state. But while our render methods react to state changes, React isn’t reactive. Instead, we write imperative event-handlers, and trip up on gotchas like async setState and race conditions. Why? In this talk we build a Reactive React to show the difference between the "push" and "pull" paradigms of data flow and understand why React chooses to manage Scheduling as a core Design Principle, enabling awesome features like async rendering and Suspense!

Theme: This talk is a deep dive into React's core design principle around scheduling. Instead of abstr

@redxdev
redxdev / MonoGameTemplates.md
Last active April 1, 2023 22:54
How to get MonoGame Templates for your IDE

Visual Studio 2017

MonoGame already supports installing templates from the official installer

dotnet Command Line

This works for all IDEs that support .net core (which is pretty much anything up to date nowadays). Use this if you can't get any other methods to work.

Install the latest .net core sdk. Run the following command:

@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 21, 2024 06:51
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d

shader_type canvas_item;
uniform sampler2D spritesheet; // Should be a slice image as exported from Magica Voxel
uniform int slice_count = 1; // The number of slices
uniform vec2 camera_vec = vec2( 1., 1. ); // Recomend using (1,1) or (1,1.5)
uniform float camera_ang = 0.0; // change this to change the view angle of the object
const vec2 center = vec2( 0.5 );
bool scale_and_rotate_with_offset( inout vec2 uv, vec2 sxy, float ang, vec2 cent, vec2 offset )