Please see: https://github.com/kevinSuttle/html-meta-tags, thanks for the idea @dandv!
Copied from http://code.lancepollard.com/complete-list-of-html-meta-tags/
In one of my pet projects, I redirect all requests to index.php, which then decides what to do with it:
This snippet in your .htaccess will ensure that all requests for files and folders that does not exists will be redirected to index.php:
RewriteEngine on
RewriteCond %{REQUEST_FILENAME} !-d
#include <immintrin.h> | |
#include <intrin.h> | |
#include <stdio.h> | |
#include <stdlib.h> | |
#include <string.h> | |
union Mat44 { | |
float m[4][4]; | |
__m128 row[4]; | |
}; |
/** | |
* Converts an RGB color value to HSL. Conversion formula | |
* adapted from http://en.wikipedia.org/wiki/HSL_color_space. | |
* Assumes r, g, and b are contained in the set [0, 255] and | |
* returns h, s, and l in the set [0, 1]. | |
* | |
* @param Number r The red color value | |
* @param Number g The green color value | |
* @param Number b The blue color value | |
* @return Array The HSL representation |
#version 420 // Keeping you on the bleeding edge! | |
#extension GL_EXT_gpu_shader4 : enable | |
smooth in vec3 fragmentNormal; | |
// Force location to 0 to ensure its the first output | |
layout (location = 0) out vec4 o_FragColor; | |
struct Lights | |
{ |
/*============================================================================ | |
NVIDIA FXAA 3.11 by TIMOTHY LOTTES | |
------------------------------------------------------------------------------ | |
COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. | |
------------------------------------------------------------------------------ | |
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED |
def get_window_id(name): | |
import Xlib.display | |
d = Xlib.display.Display() | |
r = d.screen().root | |
window_ids = r.get_full_property( | |
d.intern_atom('_NET_CLIENT_LIST'), Xlib.X.AnyPropertyType | |
).value |
#ifndef __MATRIX_INCLUDED__ | |
#define __MATRIX_INCLUDED__ | |
#define IDENTITY_MATRIX float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1) | |
float4x4 inverse(float4x4 m) { | |
float n11 = m[0][0], n12 = m[1][0], n13 = m[2][0], n14 = m[3][0]; | |
float n21 = m[0][1], n22 = m[1][1], n23 = m[2][1], n24 = m[3][1]; | |
float n31 = m[0][2], n32 = m[1][2], n33 = m[2][2], n34 = m[3][2]; | |
float n41 = m[0][3], n42 = m[1][3], n43 = m[2][3], n44 = m[3][3]; |
Coding practices are a source of a lot of arguments among programmers. Coding standards, to some degree, help us to put certain questions to bed and resolve stylistic debates. No coding standard makes everyone happy. (And even their existence is sure to make some unhappy.) What follows are the standards we put together on the Core team, which have become the general coding standard for all programming teams on new code development. We’ve tried to balance the need for creating a common, recognizable and readable code base with not unduly burdening the programmer with minor code formatting concerns.