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jameslkingsley / File.md
Created May 31, 2018 14:42
REST API Design

Authorization

Authorizing via the "authorization" header in the request is perfect. All request definitions below do not explicitly include that header, however it should be used.

Artist

Retrieve all artists (paginated)

Definition
curl -X GET /api/artist/?page=1
@jameslkingsley
jameslkingsley / tailwind.js
Created March 14, 2018 16:53
Tailwind Build Error
{
...
plugins: [
require('./resources/assets/js/plugins/transition')({
default: 0.15,
slow: 0.25,
}),
]
}
ARC_drawOnMap = {
if (!isServer) exitWith {};
params [
["_object", objNull, [objNull]],
["_color", "ColorBlack", [""]],
["_alpha", 0.75, [0.00]]
];
private _box = boundingBoxReal _object;
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
private _uniform = selectRandom [
@jameslkingsley
jameslkingsley / .hyper.js
Last active June 29, 2017 18:59
HyperTerm Config
// Future versions of Hyper may add additional config options,
// which will not automatically be merged into this file.
// See https://hyper.is#cfg for all currently supported options.
module.exports = {
config: {
// default font size in pixels for all tabs
fontSize: 14,
// font family with optional fallbacks
fontFamily: 'Menlo, "DejaVu Sans Mono", Consolas, "Lucida Console", monospace',
// terminal cursor background color and opacity (hex, rgb, hsl, hsv, hwb or cmyk)
<template>
<transition name="slide">
<md-whiteframe class="keypad" v-if="show">
<div class="keypad-row">
<input type="text" class="keypad-input" v-model="displayValue">
</div>
<div class="keypad-row" v-for="(row, index) in keys">
<span
class="keypad-key has-ripple"
enabled = true;
removeNightVision = true;
removeMedicalItems = true;
prioritizeTracerMags = true;
uniforms[] = {
{"U_Afghan01", 0.12},
{"U_Afghan01NH", 0.12},
{"U_Afghan02", 0.12},
{"U_Afghan02NH", 0.12},
{"U_Afghan03", 0.12},
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;
switch (_typeOfUnit) do {
#include "basicdefines_A3.hpp"
#include "config_macros_glass.hpp"
#include "cfgPatches.hpp"
class CfgVehicles
{
class House;
class House_F: House
{
class DestructionEffects;
{
_pos = ["Center", true] call CBA_fnc_randPosArea;
while {surfaceIsWater _pos} do {
_pos = ["Center", true] call CBA_fnc_randPosArea;
};
_x setMarkerPos _pos;
} forEach ["marker_1", "marker_2", "marker_3","marker_4", "marker_5", "marker_6"];