XXX
|- .git
|- (project files)
YYY
|- .git
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import Foundation | |
import PlaygroundSupport | |
/// A thread-safe array. | |
public class SynchronizedArray<Element> { | |
private let queue = DispatchQueue(label: "io.zamzam.ZamzamKit.SynchronizedArray", attributes: .concurrent) | |
private var array = [Element]() | |
public init() { } | |
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@-moz-document domain('tpondemand.com') { | |
.tau-board, | |
.tau-cover-view, | |
.tau-bubble-board__inner, | |
.quick-add, | |
.tau-teams-projects-manager .tau-teams-projects-search, | |
.tau-teams-projects-manager .tau-teams-projects-search:after, | |
.tau-bubble__inner, | |
.system-info, | |
.tau-in-text, |
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struct Keycode { | |
// Layout-independent Keys | |
// eg.These key codes are always the same key on all layouts. | |
static let returnKey : UInt16 = 0x24 | |
static let enter : UInt16 = 0x4C | |
static let tab : UInt16 = 0x30 | |
static let space : UInt16 = 0x31 | |
static let delete : UInt16 = 0x33 | |
static let escape : UInt16 = 0x35 |
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import UIKit | |
protocol CommandExecuting { | |
func run(commandName: String, arguments: [String]) throws -> String | |
} | |
enum BashError: Error { | |
case commandNotFound(name: String) | |
} |
No need for homebrew or anything like that. Works with https://www.git-tower.com and the command line.
- Install https://gpgtools.org -- I'd suggest to do a customized install and deselect GPGMail.
- Create or import a key -- see below for https://keybase.io
- Run
gpg --list-secret-keys
and look forsec
, use the key ID for the next step - Configure
git
to use GPG -- replace the key with the one fromgpg --list-secret-keys
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#!/usr/bin/env python3 | |
# -*- coding: utf-8 -*- | |
''' | |
BMP Inspector: Prints BPM file information and pixel array statistics | |
Copyright (C) 2015 Jan Marjanovic <[email protected]> | |
This program is free software: you can redistribute it and/or modify | |
it under the terms of the GNU General Public License as published by |
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// Configure the Scene View | |
self.sceneView.backgroundColor = [UIColor darkGrayColor]; | |
// Create the scene | |
SCNScene *scene = [SCNScene scene]; | |
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// | |
// MARK: CGPoint op point/size/float | |
// | |
func -(l: CGPoint, r: CGPoint) -> CGPoint { return CGPoint(x: l.x - r.x, y: l.y - r.y) } | |
func +(l: CGPoint, r: CGPoint) -> CGPoint { return CGPoint(x: l.x + r.x, y: l.y + r.y) } | |
func *(l: CGPoint, r: CGPoint) -> CGPoint { return CGPoint(x: l.x * r.x, y: l.y * r.y) } | |
func /(l: CGPoint, r: CGPoint) -> CGPoint { return CGPoint(x: l.x / r.x, y: l.y / r.y) } | |
func -(l: CGPoint, r: CGSize) -> CGPoint { return CGPoint(x: l.x - r.width, y: l.y - r.height) } |