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@almost
almost / async-await-lightning-talk.md
Last active September 12, 2019 09:07
Reactive 2015 Lightning Talk Proposal: Pyramids be gone!: ES7 Async Function

This is a proposal for a lightning talk at the Reactive 2015 conference.

NOTE: If you like this, star ⭐ the Gist - the amount of stars decides whether it makes the cut! You could also Retweet if you want :)

Pyramids be gone!

ES7 Async Functions

JavaScript is getting async functions (or already has them if you count Babel.JS) and with them a way to finally slay the evil pyramid. This new language feature lets you write asynchronous code that almost looks synchronous, while maintaining the same semantics as promises. This lets you shed your .then and .catch boilerplate and escape those nested callbacks in favour of clean, explicit, maintainable code.

@vladiibine
vladiibine / swap_django_auth_user.md
Last active March 9, 2020 20:59
Swap django auth.User with custom model after having applied the 0001_initial migration

Swapping the django user model during the lifecycle of a project (django 1.8 guide)

I've come to a point where I had to swap django's user model with a custom one, at a point when I already had users, and already had apps depending on the model. Therefore this guide is trying to provide the support that is not found in the django docs.

Django warns that this should only be done basically at the start of a project, so that the initial migration of an app includes the creation of the custom user model. It took a while to do, and I ran into problems created by the already existing relations between other models and auth.User.

There were good and not so good things regarding my project state, that influenced the difficulty of the job.

Things that made the swap simpler
  1. My custom user also had an id field, that's just a usual default django id
@valryon
valryon / Extruder.cs
Created November 18, 2016 13:25
Extrude a 2D sprite to a mesh from a Polygon Collider in Unity3D
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/// <summary>
///
/// </summary>
/// <remarks>Source: https://forum.unity3d.com/threads/trying-extrude-a-2d-polygon-to-create-a-mesh.102629/ </remarks>
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer), typeof(PolygonCollider2D))]
public class ExtrudeSprite : MonoBehaviour
@yagero
yagero / ScriptableObjectSingleton.cs
Last active November 14, 2017 13:54
Unity: Make your unique data accessible globally w/o having to link it, by using a 'ScriptableObjectSingleton'
using UnityEngine;
public class ScriptableObjectSingleton<T> : ScriptableObject where T : ScriptableObject
{
static T m_Instance = null;
public static T Instance
{
get
{
if (m_Instance == null)
@cortvi
cortvi / !Refractive Surface Shader.md
Last active March 31, 2022 22:55
Custom refractive liquid surface shader
We couldn’t find that file to show.
@andyrbell
andyrbell / scanner.sh
Last active March 28, 2025 17:57
Make a pdf look scanned using ImageMagick
# use ImageMagick convert
# the order is important. the density argument applies to input.pdf and resize and rotate to output.pdf
convert -density 90 input.pdf -rotate 0.5 -attenuate 0.2 +noise Multiplicative -colorspace Gray output.pdf
@phi-lira
phi-lira / UniversalPipelineTemplateShader.shader
Last active April 19, 2025 11:49
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above.
// When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME!
// However, if you want to author shaders in shading language you can use this teamplate as a base.
// Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader.
// This shader works with URP 7.1.x and above
Shader "Universal Render Pipeline/Custom/Physically Based Example"
{
Properties
{
// Specular vs Metallic workflow
[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
/***********************************************
* Copyright ? Far-Flung Creations Ltd.
* Author: Marius George
* Date: 25 October 2017
* Email: [email protected]
* DISCLAIMER: THE SOURCE CODE IN THIS FILE IS PROVIDED ?AS IS? AND ANY EXPRESS OR IMPLIED WARRANTIES,
* INCLUDING THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL FAR-FLUNG CREATIONS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
* GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) SUSTAINED BY YOU OR A THIRD
"Sampler2D" : {
"prefix": "sampl",
"body": [
"$1(\"$2\", 2D) = \"white\" {}",
"sampler2D $1;"
],
"description": "Makes a sampler2D property"
},
"Float" : {
@elringus
elringus / RenderMyCustomPass.cs
Last active September 27, 2024 03:44
Example for adding custom render passes via renderer features for lightweight render pipeline (LWRP)
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.LWRP;
// Inheriting from `ScriptableRendererFeature` will add it to the
// `Renderer Features` list of the custom LWRP renderer data asset.
public class RenderMyCustomPass : ScriptableRendererFeature
{
private class MyCustomPass : ScriptableRenderPass
{