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@cobyism
cobyism / gh-pages-deploy.md
Last active May 3, 2024 19:07
Deploy to `gh-pages` from a `dist` folder on the master branch. Useful for use with [yeoman](http://yeoman.io).

Deploying a subfolder to GitHub Pages

Sometimes you want to have a subdirectory on the master branch be the root directory of a repository’s gh-pages branch. This is useful for things like sites developed with Yeoman, or if you have a Jekyll site contained in the master branch alongside the rest of your code.

For the sake of this example, let’s pretend the subfolder containing your site is named dist.

Step 1

Remove the dist directory from the project’s .gitignore file (it’s ignored by default by Yeoman).

@staltz
staltz / introrx.md
Last active May 3, 2024 13:00
The introduction to Reactive Programming you've been missing
@asambol
asambol / effective_c++.md
Last active May 2, 2024 21:12
Effective C++ by Scott Meyers

Chapter 1. Accustoming Yourself to C++

Item 1: View C++ as a federation of languages

  • Rules for effective C++ programming vary, depending on the part of C++ you are using.

Item 2: Prefer consts, enums, and inlines to #defines

  • For simple constants, prefer const objects or enums to #defines.
  • For function-like macros, prefer inline functions to #defines.
@martin-mael
martin-mael / flexoki-tailwind-colors.ts
Created October 8, 2023 02:07
Flexoki Tailwind colors
// Tailwind colors for Flexoki theme by Steph Ango. https://stephango.com/flexoki
const colors = {
base: {
black: '#100F0F',
950: '#1C1B1A',
900: '#282726',
850: '#343331',
800: '#403E3C',
700: '#575653',
@mitchellh
mitchellh / post.md
Created August 13, 2019 04:29
Originally posted on Tumblr on Feb 25, 2011.

THIS WAS ORIGINALLY POSTED ON MY TUMBLR ON FEB 25, 2011. I forgot I had a Tumblr account. I recently logged in (in light of the acquisition by Automattic), found some old posts, and I'm republishing them exactly as they were with zero modifications.


CloudFormation: The Big Picture

Amazon announced CloudFormation to the public yesterday, and while the general opinion I could glean from various sources shows that people are excited about this new technology, many are still unsure what it is and how it fits into their current cloud workflow. I feel as though I have a firm grasp on CloudFormation and will attempt to answer some questions here.

Note: I'm definitely not a representative of Amazon in any way, and anything here is simply my educated opinion on the matter.

Aligning images

This is a guide for aligning images.

See the full Advanced Markdown doc for more tips and tricks

left alignment

@MilkyEngineer
MilkyEngineer / Minimal-5.2.uproject
Last active April 11, 2024 19:53
Minimal project descriptor that "Disables Engine Plugins by Default" for Unreal Engine
{
"FileVersion": 3,
"EngineAssociation": "5.2",
"Description": "Minimum viable plugin dependencies for a usable Unreal Engine project",
"DisableEnginePluginsByDefault": true,
"Plugins": [
{
"Name": "PluginBrowser",
"Enabled": true
},
@chillpert
chillpert / vim-unreal.md
Last active February 26, 2024 13:34
Debugging and autocompletion for Unreal Engine 4 and 5 projects in (Neo)vim

Debugging and autocompletion for Unreal Engine 4 and 5 projects in (Neo)Vim

+++ Updated for UE 5.1 (see bottom)

Autocompletion

For autocompletion there are two options:

  1. coc (Vim, Neovim)
  2. LSP (Neovim only)
# Video: http://rubyhoedown2008.confreaks.com/08-chris-wanstrath-keynote.html
Hi everyone, I'm Chris Wanstrath.
When Jeremy asked me to come talk, I said yes. Hell yes. Immediately. But
then I took a few moments and thought, Wait, why? Why me? What am I supposed
to say that's interesting? Something about Ruby, perhaps. Maybe the
future of it. The future of something, at least. That sounds
keynote-y.
@galeone
galeone / engine-coverage.patch
Created February 16, 2022 08:30
Enable code coverage support on Unreal Built Tool Linux Toolchain
--- a/Engine/Source/Programs/UnrealBuildTool/Configuration/ModuleRules.cs
+++ b/Engine/Source/Programs/UnrealBuildTool/Configuration/ModuleRules.cs
@@ -606,6 +606,10 @@ namespace UnrealBuildTool
{
get
{
+ if (bCodeCoverage) {
+ return CodeOptimization.Never;
+ }
+