| Shortcut | Description |
|---|---|
ranger |
Start Ranger |
Q |
Quit Ranger |
R |
Reload current directory |
? |
Ranger Manpages / Shortcuts |
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| # Perforce File Type Mapping Specifications. | |
| # | |
| # TypeMap: a list of filetype mappings; one per line. | |
| # Each line has two elements: | |
| # | |
| # Filetype: The filetype to use on 'p4 add'. | |
| # | |
| # Path: File pattern which will use this filetype. | |
| # | |
| # See 'p4 help typemap' for more information. |
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| ; | |
| ; the "monitor ROM" of an apple 1 fit in one page (256 bytes). | |
| ; | |
| ; this is my attempt to take the disassembled code, give names to the | |
| ; variables and routines, and try to document how it worked. | |
| ; | |
| ; | |
| ; an apple 1 had 8KB of RAM (more, if you hacked on the motherboard), and a | |
| ; peripheral chip that drove the keyboard and video. the video was run by a | |
| ; side processor that could treat the display as an append-only terminal that |
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| const I = x => x | |
| const K = x => y => x | |
| const A = f => x => f (x) | |
| const T = x => f => f (x) | |
| const W = f => x => f (x) (x) | |
| const C = f => y => x => f (x) (y) | |
| const B = f => g => x => f (g (x)) | |
| const S = f => g => x => f (x) (g (x)) | |
| const S_ = f => g => x => f (g (x)) (x) | |
| const S2 = f => g => h => x => f (g (x)) (h (x)) |
Examples of getting certificates from Let's Encrypt working on Apache, NGINX and Node.js servers.
I chose to use the manual method, you have to make a file available to verify you own the domain. Follow the commands from running
git clone https://github.com/letsencrypt/letsencrypt
cd letsencrypt
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| function logClass(target: any) { | |
| // save a reference to the original constructor | |
| var original = target; | |
| // a utility function to generate instances of a class | |
| function construct(constructor, args) { | |
| var c : any = function () { | |
| return constructor.apply(this, args); | |
| } |
In response to a StackOverflow question:
This is code to build a Direct3D wrapper DLL, intercepting all calls to Direct3D interface functions so that you can draw your own objects to display over the game. Just plop the DLL into the same folder as the game's executable, and it should load it as if it were the real d3d9.dll file. It still forwards all calls to the real one in system32, just allows stuff to happen in between. original stackoverflow answer
by xero updated 10.29.24
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| # Easy way to check for dependencies | |
| checkfor () { | |
| command -v $1 >/dev/null 2>&1 || { | |
| echo >&2 "$1 required"; | |
| exit 1; | |
| } | |
| } | |
| checkfor "ffmpeg" | |
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| using System; | |
| using System.Diagnostics; | |
| using System.Runtime.InteropServices; | |
| // define struct | |
| [StructLayout(LayoutKind.Sequential)] public struct IndexHeaderStruct { | |
| public uint MemoryOffset; | |
| public uint MapID; | |
| public uint TagCount; | |
| public uint VerticieCount; |
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