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@nikhiljha
nikhiljha / README.md
Last active July 10, 2024 12:48
Apple Silicon (M1) + MultiMC + Minecraft 1.18 + Native LWJGL

Edit (2024): You no longer need to follow this guide! Just use PrismLauncher.

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@timonus
timonus / programmatic-dynamic-images.m
Last active January 1, 2024 12:08
Programmatically create iOS 13 dynamic images
- (UIImage *)dynamicImage
{
UITraitCollection *const baseTraitCollection = /* an existing trait collection */;
UITraitCollection *const lightTraitCollection = [UITraitCollection traitCollectionWithTraitsFromCollections:@[baseTraitCollection, [UITraitCollection traitCollectionWithUserInterfaceStyle:UIUserInterfaceStyleLight]]];
UITraitCollection *const purelyDarkTraitCollection = [UITraitCollection traitCollectionWithUserInterfaceStyle:UIUserInterfaceStyleDark];
UITraitCollection *const darkTraitCollection = [UITraitCollection traitCollectionWithTraitsFromCollections:@[baseTraitCollection, purelyDarkTraitCollection]];
__block UIImage *lightImage;
[lightTraitCollection performAsCurrentTraitCollection:^{
lightImage = /* draw image */;
@douglashill
douglashill / KeyboardTableView.swift
Last active March 30, 2023 22:01
A UITableView that allows navigation and selection using a hardware keyboard.
// Douglas Hill, December 2018
// Made for https://douglashill.co/reading-app/
// Find the latest version of this file at https://github.com/douglashill/KeyboardKit
import UIKit
/// A table view that allows navigation and selection using a hardware keyboard.
/// Only supports a single section.
class KeyboardTableView: UITableView {
// These properties may be set or overridden to provide discoverability titles for key commands.
@schmich
schmich / ducky.md
Last active July 10, 2024 10:25
Programming media keys on the Ducky One 2 Skyline

Programming Media Keys on the Ducky One 2 Skyline

To use media keys on the Ducky One 2 Skyline, you must record a macro to bind the media function to a hotkey combination, i.e. Fn plus some key.

Example

Important: In the instructions below, "Press X+Y+Z" means press and hold key X, press and hold key Y, press and hold key Z in that order, and then release all three.

As an example, to bind Fn+PgUp to the play/pause media function:

@smileyborg
smileyborg / InteractiveTransitionCollectionViewDeselection.m
Last active January 15, 2023 13:03
Animate table & collection view deselection alongside interactive transition (for iOS 11 and later)
// UICollectionView Objective-C example
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
NSIndexPath *selectedIndexPath = [[self.collectionView indexPathsForSelectedItems] firstObject];
if (selectedIndexPath != nil) {
id<UIViewControllerTransitionCoordinator> coordinator = self.transitionCoordinator;
if (coordinator != nil) {
[coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> context) {
@smileyborg
smileyborg / SelfSizingTableHeaderAndTableFooterViews.swift
Last active February 9, 2024 09:53
How to manually self-size UITableView tableHeaderView/tableFooterView in iOS 11
// For the best results, your tableHeaderView/tableFooterView should be a UITableViewHeaderFooterView with your content inside the contentView.
let tableHeaderView = UITableViewHeaderFooterView()
let fittingSize = CGSize(width: tableView.bounds.width - (tableView.safeAreaInsets.left + tableView.safeAreaInsets.right), height: 0)
let size = tableHeaderView.systemLayoutSizeFitting(fittingSize, withHorizontalFittingPriority: .required, verticalFittingPriority: .fittingSizeLevel)
tableHeaderView.frame = CGRect(origin: .zero, size: size)
tableView.tableHeaderView = tableHeaderView
// When you set this view to the tableHeaderView/tableFooterView on the table view, the table view will preserve the existing size of its frame.
// If you need to change the size, remove the tableHeaderView/tableFooterView, set a new frame on it, then re-set it on the table view again.
@rauchg
rauchg / README.md
Last active January 6, 2024 07:19
require-from-twitter
@hilburn
hilburn / General topics
Last active January 6, 2016 05:20
Modding Tutorial Series
1. Setting up the environment - git, Gradle and base mod file.
2. My first things - an exploration of Items, Blocks, ItemBlocks (mebbe), and recipes
3. More interesting blocks - blocks that do things - redstone interactions, crops, maybe a simple fluid/block, things like that.
4. Witchcraft - advanced items - looking at the different ways to get items to do stuff, maybe make some tools and weapons? custom food?
5. Intro to Events - what can they do for me?
6. Configs - letting users have their way with your precious creation
7. Inventories and basic tile entities
8. Packets and preventing sync issues
9. Guis and Containers - when, how and why to use them.
10. Custom recipes (both crafting and machine) and NEI integration
//The lib can obviously be used from Java too
//Add jcenter repository (it's actually the gradle default)
//compile "uk.co.rx14.jmclaunchlib:jMCLaunchLib:0.2.3"
def instance = MCInstance.createForge(
"1.7.10", //Minecraft Version
"1.7.10-10.13.3.1408-1.7.10", //Forge version
"test/instance", //Caches directory
"test/launch", //Run directory
NullSupplier.INSTANCE //Credentials supplier (Supplier<Credential>)
@shadowfacts
shadowfacts / .gitignore
Created June 5, 2015 01:49
Java/Gradle gitignore
# gradle
/.gradle
/build
# eclipse
/eclipse
/.settings
/.metdata
/.classpath
/.project