# Create a CentOS 6.4 x64 droplet with minimal spec | |
# SSH in to new droplet | |
# Install ATRPMS Repository | |
rpm --import http://packages.atrpms.net/RPM-GPG-KEY.atrpms | |
rpm -ivh http://dl.atrpms.net/all/atrpms-repo-6-7.el6.x86_64.rpm | |
# Install FFMPEG |
Whether you're trying to give back to the open source community or collaborating on your own projects, knowing how to properly fork and generate pull requests is essential. Unfortunately, it's quite easy to make mistakes or not know what you should do when you're initially learning the process. I know that I certainly had considerable initial trouble with it, and I found a lot of the information on GitHub and around the internet to be rather piecemeal and incomplete - part of the process described here, another there, common hangups in a different place, and so on.
In an attempt to coallate this information for myself and others, this short tutorial is what I've found to be fairly standard procedure for creating a fork, doing your work, issuing a pull request, and merging that pull request back into the original project.
Just head over to the GitHub page and click the "Fork" button. It's just that simple. Once you've done that, you can use your favorite git client to clone your repo or j
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CODE!
type below:
brew update
brew install redis
To have launchd start redis now and restart at login:
brew services start redis
#!/usr/bin/env osascript -l JavaScript | |
/** | |
* Delete silence from Final Cut Pro timeline using a script. | |
* Demo: https://imgur.com/a/Zisav | |
* | |
* This script accepts an ffmpeg silencedetect log as input. | |
* | |
* To setup, have fcp running along with your clip selected. Ensure that the | |
* timecode will start at zero before running this script. That is, if your clip |
// Perlin.swift | |
// Created by Matthew Reagan on 8/7/18. | |
// | |
// Quick implementation of the the classic Perlin noise | |
// generation function, useful for creating organic textures | |
// or terrain. Perlin noise can also be easily generated with | |
// Apple's GameplayKit framework, this code is mostly for | |
// experimentation purposes. (Disclaimer: This code is not | |
// optimized, nor particularly elegant, but it can be used as | |
// a jumping off point for writing custom noise functions.) |
ffmpeg -i audio.wav -ar 44100 -ac 1 output.m4a |
// Get the key from the "DSN" at: https://sentry.io/settings/<org>/projects/<project>/keys/ | |
// The "DSN" will be in the form: https://<SENTRY_KEY>@sentry.io/<SENTRY_PROJECT_ID> | |
// eg, https://[email protected]/123456 | |
const SENTRY_PROJECT_ID = '123456' | |
const SENTRY_KEY = '0000aaaa1111bbbb2222cccc3333dddd' | |
// Useful if you have multiple apps within a project – not necessary, only used in TAGS and SERVER_NAME below | |
const APP = 'my-app' | |
// https://docs.sentry.io/error-reporting/configuration/?platform=javascript#environment |