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@ymirpl
ymirpl / gist:1052094
Created June 28, 2011 20:21
Python unicode e-mail sending
#coding: utf-8
from cStringIO import StringIO
from email.mime.multipart import MIMEMultipart
from email.mime.text import MIMEText
from email.header import Header
from email import Charset
from email.generator import Generator
import smtplib
# Example address data
@brianredbeard
brianredbeard / tmux.conf
Created February 12, 2014 20:10
A better starting tmux config. Live like screen, but better
# make CTRL+a the 'prefix' ala screen.
bind C-a send-prefix
set -g prefix C-a
# get rid of the tmux standard of CTRL+b
unbind C-b
set -s escape-time 1
set -g base-index 1
setw -g pane-base-index 1
# make it easy to reload the config (CTRL+r)
@andrewseidl
andrewseidl / Clang-format Comparison.md
Last active November 12, 2025 19:49
Clang-format style comparison

This is a comparison of the different formatting styles including with clang-format.

Generated via:

styles=( LLVM Google Chromium Mozilla WebKit )
for style in $styles
do
  clang-format -style=$style ChLcpIterativeAPGD.h > ChLcpIterativeAPGD.$style.h

done

@ramn
ramn / backup_all_gists_for_a_user.sh
Last active July 21, 2023 13:46
Backup all Gists
#!/bin/bash
# Depends on git, curl, jq
BAK_DIR=$(date +"%y%m%d-%H%M")
GISTS_URL="https://api.github.com/users/$USER/gists?per_page=1000&access_token=$GITHUB_ACCESS_TOKEN"
mkdir "$BAK_DIR" && cd "$BAK_DIR" && curl -s "$GISTS_URL" | jq ".[] | .git_pull_url" | xargs -n1 git clone
@ctubbsii
ctubbsii / etc_NetworkManager_conf.d_90-disable-randomization.conf
Last active May 11, 2026 18:21
NetworkManager configuration to disable WiFi MAC address randomization while scanning
# Place file in
# /etc/NetworkManager/conf.d/90-disable-randomization.conf
[device-mac-randomization]
# "yes" is the default for scanning in Fedora 25
wifi.scan-rand-mac-address=no
[connection-mac-randomization]
ethernet.cloned-mac-address=random
wifi.cloned-mac-address=random
@mort3za
mort3za / git-auto-sign-commits.sh
Last active May 1, 2026 14:38
Auto sign your git commits
# Generate a new pgp key: (better to use gpg2 instead of gpg in all below commands)
gpg --gen-key
# maybe you need some random work in your OS to generate a key. so run this command: `find ./* /home/username -type d | xargs grep some_random_string > /dev/null`
# check current keys:
gpg --list-secret-keys --keyid-format LONG
# See your gpg public key:
gpg --armor --export YOUR_KEY_ID
# YOUR_KEY_ID is the hash in front of `sec` in previous command. (for example sec 4096R/234FAA343232333 => key id is: 234FAA343232333)
@lukasnellen
lukasnellen / 00-serial-console.md
Last active May 2, 2026 22:29
kvm serial console for virtual machine

Serial console for KVM based VM and IPMI serial channel

grub and kernel console

Set in /etc/default/grub:

...
###GRUB_CMDLINE_LINUX_DEFAULT="quiet"
GRUB_CMDLINE_LINUX_DEFAULT="console=ttyS0,115200n8 console=tty1"
GRUB_CMDLINE_LINUX=""
@maptiler
maptiler / globalmaptiles.py
Created August 13, 2018 10:37
globalmaptiles.py
#!/usr/bin/env python
###############################################################################
# $Id$
#
# Project: GDAL2Tiles, Google Summer of Code 2007 & 2008
# Global Map Tiles Classes
# Purpose: Convert a raster into TMS tiles, create KML SuperOverlay EPSG:4326,
# generate a simple HTML viewers based on Google Maps and OpenLayers
# Author: Klokan Petr Pridal, klokan at klokan dot cz
# Web: http://www.klokan.cz/projects/gdal2tiles/
@JoeyBurzynski
JoeyBurzynski / 55-bytes-of-css.md
Last active May 29, 2026 14:22
58 bytes of css to look great nearly everywhere

58 bytes of CSS to look great nearly everywhere

When making this website, i wanted a simple, reasonable way to make it look good on most displays. Not counting any minimization techniques, the following 58 bytes worked well for me:

main {
  max-width: 38rem;
  padding: 2rem;
  margin: auto;
}
@NovemberDev
NovemberDev / godot_async_scene_loader.gd
Last active March 12, 2025 16:00
Asynchronously loads scenes in godot
# Loads a scene in the background using a seperate thread and a queue.
# Foreach new scene there will be an instance of ResourceInteractiveLoader
# that will raise an on_scene_loaded event once the scene has been loaded.
# Hooking the on_progress event will give you the current progress of any
# scene that is being processed in realtime. The loader also uses caching
# to avoid duplicate loading of scenes and it will prevent loading the
# same scene multiple times concurrently.
#
# Sample usage:
#