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@ianbattersby
ianbattersby / gist:4641450
Created January 26, 2013 09:46
Ubuntu TeamCity agent setup
#!/bin/bash
# THESE ARE NOTES, NOT TESTED AS SCRIPT!
# We need the following to get and run teamcity agent
sudo apt-get install openjdk-7-jre-headless
sudo apt-get install unzip #For unzipping buildAgent.zip
# For compiling Simple.Web
sudo apt-get install ruby1.9.1
@tavisrudd
tavisrudd / jump_out_of_chrome_sandbox.js
Created August 26, 2011 20:40
notes on how to break out of chrome extension content script sandboxes and eval code in page context
// Chrome extension 'content scripts' run in a sandboxed 'isolated world'
// (http://code.google.com/chrome/extensions/content_scripts.html#execution-environment).
// However, there are ways to get out and execute js code in the page
// context. Google searching revealed the following ways:
////////////////////////////////////////////////////////////////////////////////
// http://blog.afterthedeadline.com/2010/05/14/how-to-jump-through-hoops-and-make-a-chrome-extension/
// it looks like jQuery must be loaded by the content-script
jQuery('body').append('<script type="text/javascript">(function(l) {
var res = document.createElement('SCRIPT');
@topliceanu
topliceanu / micro-mustache.js
Created December 30, 2011 04:22
John Resig's Micro Template with changed tags from <%=, %> into more mustache-esque {{= and }}
// Simple JavaScript Templating
// John Resig - http://ejohn.org/ - MIT Licensed
(function(){
var cache = {};
this.tmpl = function tmpl(str, data){
// Figure out if we're getting a template, or if we need to
// load the template - and be sure to cache the result.
var fn = !/\W/.test(str) ?
cache[str] = cache[str] ||
@neogeek
neogeek / OculusSDKAutomation.cs
Last active September 14, 2022 07:47
Oculus SDK Unity Setup
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
public static class OculusSDKAutomation
{
private static readonly GameObject playerControllerPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Oculus/VR/Prefabs/OVRPlayerController.prefab");
private static readonly GameObject controllerPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Oculus/VR/Prefabs/OVRControllerPrefab.prefab");
@mthadley
mthadley / .projections.json
Last active October 21, 2022 16:14
A configuration for using vim-projectionist with jest. I was looking for this but couldn't find it anywhere.
{
"**/__tests__/*.js": {
"alternate": "{}.js",
"type": "test"
},
"*.js": {
"alternate": "{dirname}/__tests__/{basename}.js",
"type": "source"
}
}
@arabold
arabold / useDataStoreQuery.tsx
Last active February 23, 2023 18:07
Simplify querying the Amplify DataStore using React hooks
import {
DataStore,
PersistentModel,
PersistentModelConstructor,
ProducerModelPredicate,
SortPredicate,
ProducerPaginationInput
} from '@aws-amplify/datastore'
import { useCallback, useEffect, useState } from 'react'
@gcanti
gcanti / type_safe_event_emitter.md
Created November 5, 2016 08:38
Type safe event emitter with Flow
// A is a phantom type that ties an event instance...
class Event<A> {}
// ...to its handler
type Handler<A> = (a: A, ...rest: Array<void>) => void;

declare class EventEmitter {
  on<A, F: Handler<A>>(event: Event<A>, handler: F): void;
  emit<A>(event: Event<A>, a: A): void;
}
@JohannesDeml
JohannesDeml / EditPrefabInScene.cs
Last active May 17, 2023 04:40 — forked from ulrikdamm/EditPrefab.cs
Unity editor script for better editing of prefabs. Put in Assets/Editor.
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
// From https://gist.github.com/JohannesDeml/5802473b569718c9c86de906b7039aec
// Original https://gist.github.com/ulrikdamm/338392c3b0900de225ec6dd10864cab4
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser).
// This opens an empty scene with your prefab where you can edit it.
// Put this script in your project as Assets/Editor/EditPrefab.cs
@swannodette
swannodette / inference.md
Last active August 7, 2023 16:13
Externs Inference

Externs Inference

Integrating third party JavaScript libraries not written with Google Closure Compiler in mind continues to both be a source of error for users when going to production, and significant vigilance and effort for the the broader community (CLJSJS libraries must provide up-to-date and accurate externs).

In truth writing externs is far simpler than most users imagine. You only need externs for the parts of the library you actually intend to use from ClojureScript. However this isn't so easy to determine from Closure's own documentation. Still in the process of writing your code it's easy to miss a case. In production you will see the much dreaded error that some mangled name does not exist. Fortunately it's possible to enable some compiler flags :pretty-print true :pseudo-names true to generate an advanced build with human readable names. However debugging missing externs means compiling your production build for each missed case. So much time wasted for such simple mistakes damages our sen

anonymous
anonymous / ASS.md
Created June 26, 2015 23:11
Acronyms Seriously Suck - Elon Musk

From time to time, Musk will send out an e-mail to the entire company to enforce a new policy or let them know about something that's bothering him. One of the more famous e-mails arrived in May 2010 with the subject line: Acronyms Seriously Suck:

There is a creeping tendency to use made up acronyms at SpaceX. Excessive use of made up acronyms is a significant impediment to communication and keeping communication good as we grow is incredibly important. Individually, a few acronyms here and there may not seem so bad, but if a thousand people are making these up, over time the result will be a huge glossary that we have to issue to new employees. No one can actually remember all these acronyms and people don't want to seem dumb in a meeting, so they just sit there in ignorance. This is particularly tough on new employees.

That needs to stop immediately or I will take drastic action - I have given enough warning over the years. Unless an acronym is approved by me, it should not enter the SpaceX glossary.