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aniongithub / docker-create.sh
Created December 11, 2019 23:44
docker-machine create script for any machine you can ssh into
#! /bin/bash
# To invoke with named arguments, use
# https://unix.stackexchange.com/a/129394/358706
REMOTE_USER="user"
REMOTE_EMAIL="your@email.here"
REMOTE_HOSTNAME="hostname_here"
REMOTE_KEYNAME="${REMOTE_HOSTNAME}.id.rsa"
REMOTE_IPADDRESS=`dig +short $REMOTE_HOSTNAME`
@aniongithub
aniongithub / Dockerfile
Last active December 1, 2019 04:53
Files required to run Color-Names (https://github.com/airalcorn2/Color-Names) in Docker
FROM tensorflow/tensorflow:latest-py3
RUN apt-get update \
&& apt-get install -y \
wget \
gzip
WORKDIR /usr/local/src/Color-Names/
COPY . /usr/local/src/Color-Names/
@aniongithub
aniongithub / ObserveLatestOn.cs
Last active May 25, 2023 06:28
An extension method on Observable to observe the latest value of an Observable. This was based on a solution from http://www.zerobugbuild.com/?p=192, adapted to use non-materialized streams to reduce GC pressure.
using System;
using System.Reactive.Concurrency;
using System.Reactive.Disposables;
using System.Reactive.Linq;
using System.Threading;
namespace ObserveLatestOn
{
public static class ObservableExtensions
{
@aniongithub
aniongithub / Dockerfile
Created February 22, 2019 20:59
Debugging with Docker and VS Code
FROM microsoft/dotnet:sdk
COPY . /source
WORKDIR /bin
RUN dotnet build /source/dockerdebug.csproj -o /app
WORKDIR /app
CMD ["dotnet", "dockerdebug.dll"]
@aniongithub
aniongithub / CMakeLists.txt
Last active June 26, 2019 19:40
Building native Node.js modules with node-cmake, nbind and conan
cmake_minimum_required(VERSION 3.1)
project(nbind VERSION 1.0.0)
add_definitions(-DBUILDING_NODE_EXTENSION)
add_definitions(-DUSING_V8_SHARED)
add_definitions(-DUSING_UV_SHARED)
add_definitions(-DV8_DEPRECATION_WARNINGS)
include(node_modules/node-cmake/NodeJS.cmake)
@aniongithub
aniongithub / Graffiti abstract
Created September 7, 2012 13:12
Graffiti: A different approach to cross- platform game development
Game engines today are mostly about providing the maximum graphics performance and customizability, which is in trend with the hardware. Unfortunately, they are also API-like in nature, requiring initialization/calls in a particular sequence and in having to manage their state externally. Creating complex effects also often involves writing/generating a combination of shaders, code and data files – which can often get out of sync or be hard to maintain.Graffiti bucks the trend by providing a simple set of declarative-syntax based open source libraries that are set-up-and-go oriented. Almost all of the data Graffiti needs is designed to be written directly as readable, markup-like C# code (or serialized/deserialized), which makes it robust and type-safe. Core tenets of Graffiti include Quake 3 style shaders, simple key frame based animation and batched rendering. Each module of Graffiti is focused on a handful of tasks, which other pieces leverage.It is also written on top of XNA/MonoGame and its most compatib