See how a minor change to your commit message style can make you a better programmer.
Format: <type>(<scope>): <subject>
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macOS Ventura supports running x86-64 binaries on Linux VMs. However, even with Rosetta installing Vivado is not a simple one-click process. This guide covers some workarounds and tricks to get Vivado up and running on ARM64 Mac.
libtinfo
. Vivado depends on them.{ | |
"version": "0.2.0", | |
"configurations": [ | |
{ | |
"name": "Next.js: debug server-side", | |
"port": 9230, | |
"request": "attach", | |
"skipFiles": [ | |
"<node_internals>/**" | |
], |
tap "homebrew/bundle" | |
# BASIC SOFTWARE --> | |
brew "mas" | |
# mas "Slack", id: 803453959 | |
mas "The Unarchiver", id: 425424353 | |
mas "Spark", id: 1176895641 | |
mas "Dropover", id: 1355679052 | |
mas "Bitwarden", id: 1352778147 | |
cask "rectangle" |
UPDATE: I have baked the ideas in this file inside a Python CLI tool called pyds-cli
. Please find it here: https://github.com/ericmjl/pyds-cli
Having done a number of data projects over the years, and having seen a number of them up on GitHub, I've come to see that there's a wide range in terms of how "readable" a project is. I'd like to share some practices that I have come to adopt in my projects, which I hope will bring some organization to your projects.
Disclaimer: I'm hoping nobody takes this to be "the definitive guide" to organizing a data project; rather, I hope you, the reader, find useful tips that you can adapt to your own projects.
Disclaimer 2: What I’m writing below is primarily geared towards Python language users. Some ideas may be transferable to other languages; others may not be so. Please feel free to remix whatever you see here!
The Linux kernel is written in C, so you should have at least a basic understanding of C before diving into kernel work. You don't need expert level C knowledge, since you can always pick some things up underway, but it certainly helps to know the language and to have written some userspace C programs already.
It will also help to be a Linux user. If you have never used Linux before, it's probably a good idea to download a distro and get comfortable with it before you start doing kernel work.
Lastly, knowing git is not actually required, but can really help you (since you can dig through changelogs and search for information you'll need). At a minimum you should probably be able to clone the git repository to a local directory.
https://stackoverflow.com/a/18003462/348146
None of these suggestions worked for me, because Android was appending a sequence number to the package name to produce the final APK file name (this may vary with the version of Android OS). The following sequence of commands is what worked for me on a non-rooted device:
Determine the package name of the app, e.g.
com.example.someapp
. Skip this step if you already know the package name.
adb shell pm list packages
Look through the list of package names and try to find a match between the app in question and the package name. This is usually easy, but note that the package name can be completely unrelated to the app name. If you can't recognize the app from the list of package names, try finding the app in Google Play using a browser. The URL for an app in Google Play contains the package name.
If you are an Oh-my-zsh user, see the Laravel 5 plugin
For the rest of us Bash users, all of the Laravel Artisan autocomplete solutions out there require installing a composer package to get a list of artisan commands. Turns out this isn't really necessary. Simply add the provided code in ~/.bash_profile ( or similarly sourced file ) and you'll get artisan command tab completes on any project on your system.
_artisan()
{
COMP_WORDBREAKS=${COMP_WORDBREAKS//:}
COMMANDS=`php artisan --raw --no-ansi list | sed "s/[[:space:]].*//g"`
COMPREPLY=(`compgen -W "$COMMANDS" -- "${COMP_WORDS[COMP_CWORD]}"`)
Just Performance | |
Adding the following to your GameUserSettings.ini under [/Script/GameSystemsPlugin.IntrepidGameUserSettings]. | |
The GameUserSettings.ini can be found under %localappdata%\AOC\Saved\Config\WindowsClient | |
async settings are the secret sauce for performance with UE5. | |
r.RayTracing.AsyncBuild=1 | |
r.TSR.AsyncCompute=3 | |
r.LumenScene.Lighting.AsyncCompute=1 |