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@tylerneylon
tylerneylon / learn.lua
Last active July 25, 2024 19:50
Learn Lua quickly with this short yet comprehensive and friendly script. It's written as both an introduction and a quick reference. It's also a valid Lua script so you can verify that the code does what it says, and learn more by modifying and running this script in your Lua interpreter.
-- Two dashes start a one-line comment.
--[[
Adding two ['s and ]'s makes it a
multi-line comment.
--]]
----------------------------------------------------
-- 1. Variables and flow control.
----------------------------------------------------
@jashkenas
jashkenas / semantic-pedantic.md
Last active July 13, 2024 04:25
Why Semantic Versioning Isn't

Spurred by recent events (https://news.ycombinator.com/item?id=8244700), this is a quick set of jotted-down thoughts about the state of "Semantic" Versioning, and why we should be fighting the good fight against it.

For a long time in the history of software, version numbers indicated the relative progress and change in a given piece of software. A major release (1.x.x) was major, a minor release (x.1.x) was minor, and a patch release was just a small patch. You could evaluate a given piece of software by name + version, and get a feeling for how far away version 2.0.1 was from version 2.8.0.

But Semantic Versioning (henceforth, SemVer), as specified at http://semver.org/, changes this to prioritize a mechanistic understanding of a codebase over a human one. Any "breaking" change to the software must be accompanied with a new major version number. It's alright for robots, but bad for us.

SemVer tries to compress a huge amount of information — the nature of the change, the percentage of users that wil

@jbevain
jbevain / README.md
Last active November 16, 2023 12:11
pdb2mdb for Visual Studio 2015

The Visual Studio Tools for Unity are able to convert .NET debug symbol files (namely pdb files) to debug symbols files that are understood by Unity's scripting engine (namely .dll.mdb files) when importing both the .dll and the .pdb in the Assets folder.

If you prefer to handle the conversion yourself you need to call a tool named pdb2mdb on the .dll associated with the .pdb:

pdb2mdb MyLibrary.dll

Will produce a MyLibrary.dll.mdb usable on Unity if MyLibrary.pdb is present.

@createdbyx
createdbyx / ContinuationManager
Created November 24, 2015 09:31
Provides a simulated multithreading manager for invoking callbacks on the main unity thread.
using System;
using System.Collections.Generic;
using System.Threading;
using UnityEditor;
/// <summary>
/// Provides a simulated multithreading manager for invoking callbacks on the main unity thread.
/// </summary>
public static class ContinuationManager
@JavadocMD
JavadocMD / UniRxCharacterV3.cs
Created July 20, 2016 23:22
Developing a first person controller for Unity3D with UniRx: Part 3
using UnityEngine;
using UniRx;
using UniRx.Triggers;
namespace Assets.Scripts.v3 {
public class InputsV3 : MonoBehaviour {
// Singleton.
public static InputsV3 Instance { get; private set; }
@tony-caffe
tony-caffe / Contract Killer 3.md
Last active June 12, 2024 17:44
The latest version of Bytes Unlimited ‘Contract Killer’ for web professionals

Contract Killer

The popular open-source contract for web professionals by Stuff & Nonsense

  • Originally published: 23rd December 2008
  • Revised date: March 15th 2016
  • Revised by Bytes Unlimited : Feb 3rd 2020

@equalsraf
equalsraf / win-neovim-src-2018.md
Last active March 13, 2021 14:45
Its 2018 lets build neovim from source in windows

It's been a while since I did this, so .... lets see what happens.

For starters we have this setup

  • Windows 10 64 bit
  • using VS code (with some cmake and C++/C extensions installed)
  • installed cmake manually
  • I'm doing this off two different computers, so these notes will not have output :S

Just to establish that we have everything we need to build neovim, I'm going to take the long route using cmake

@luckman212
luckman212 / frontapp.py
Created May 10, 2019 05:15
simple python script that prints the frontmost (aka focused) app
#!/usr/bin/python
# references
# https://developer.apple.com/documentation/appkit/nsworkspace
# https://bmn.name/post/2016/05/28/current-osx-app/
# https://stackoverflow.com/questions/28815863/how-to-get-active-window-title-using-python-in-mac
# https://apple.stackexchange.com/questions/123730/is-there-a-way-to-detect-what-program-is-stealing-focus-on-my-mac/
try:
from AppKit import NSWorkspace
@lebenasa
lebenasa / nvim-wsl.py
Last active March 3, 2024 19:55
Use Neovim inside Windows Subsystem Linux in Windows
#!python3
"""
Start neovim server inside WSL then run neovim client (nvim-qt) in Windows.
Requirements:
- Windows Subsystem Linux 2
- Neovim inside WSL (install plugins, customizations, etc. in WSL-side)
- nvim-qt inside Windows (bundled with `choco install neovim`)
- Python3.6 or later inside Windows to run this script
- Correct PATH variables on Windows
@belm0
belm0 / article_sc_and_lua_1.md
Last active September 21, 2023 06:37
Structured concurrency and Lua (part 1)

Structured concurrency and Lua (part 1)

John Belmonte, 2022-Sep

I've started writing a toy structured concurrency implementation for the Lua programming language. Some motivations:

  • use it as a simple introduction to structured concurrency from the perspective of Lua (this article)
  • learn the fundamental properties of structured concurrency and how to implement them
  • share code that could become the starting point for a real Lua library and framework

So what is structured concurrency? For now, I'll just say that it's a programming paradigm that makes managing concurrency (arguably the hardest problem of computer science) an order of magnitude easier in many contexts. It achieves this in ways that seem subtle to us—clearly so, since its utility didn't reach critical mass until around 2018[^sc_birth] (just as control structures like functions, if, and while weren't introduced to languages until long after the first compu