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@Kartones
Kartones / postgres-cheatsheet.md
Last active November 20, 2024 03:39
PostgreSQL command line cheatsheet

PSQL

Magic words:

psql -U postgres

Some interesting flags (to see all, use -h or --help depending on your psql version):

  • -E: will describe the underlaying queries of the \ commands (cool for learning!)
  • -l: psql will list all databases and then exit (useful if the user you connect with doesn't has a default database, like at AWS RDS)
@phatak-dev
phatak-dev / README.md
Last active July 2, 2021 05:03
Functional Programming in C++

#Compilng You need g++ 4.9 to compile this code. Follow these steps to install g++-4.9

After installing run the following command to compile

/usr/bin/g++-4.9 -std=c++11 lambda.cpp

#Running

./a.out
// ImGui - standalone example application for Glfw + OpenGL 3, using programmable pipeline
#include <imgui.h>
#include "imgui_impl_glfw_gl3.h"
#include <stdio.h>
#include <GL/gl3w.h>
#include <GLFW/glfw3.h>
#include <math.h>
#include <string.h>
#include <vector>
@graphitemaster
graphitemaster / T0.md
Last active May 6, 2024 10:18
Vulkan Tutorial

Tutorial 0

What is Vulkan

Vulkan is a low-overhead, cross-platform 3D graphics and compute API.

Vulkan targets

Vulkan targets high-performance realtime 3D graphics applications such as games and interactive media across multiple platforms providing higher performance and lower CPU usage.

@mcxiaoke
mcxiaoke / app.swift
Created May 24, 2016 04:13 — forked from lucamarrocco/app.swift
swift osx application without nib
import Cocoa
class AppDelegate: NSObject, NSApplicationDelegate {
let app: NSApplication
let controller: NSWindowController
init(app: NSApplication) {
self.app = app
self.controller = NiblessWindowController()
@mattdesl
mattdesl / IceMaterial.js
Last active May 17, 2024 09:48
fast subsurface scattering in ThreeJS PBR material — see "TRANSLUCENCY" in the frag shader
const glslify = require('glslify');
const path = require('path');
const assign = require('object-assign');
const defined = require('defined');
// This is the original source, we will copy + paste it for our own GLSL
// const vertexShader = THREE.ShaderChunk.meshphysical_vert;
// const fragmentShader = THREE.ShaderChunk.meshphysical_frag;
// Our custom shaders
// Despite appearances to the contrary, this does proper error handling. Any error cascades into a failure of the wglGetProcAddress.
int init_opengl() {
HWND window = CreateWindowA("edit", "", WS_OVERLAPPEDWINDOW, 0, 0, 0, 0, NULL, NULL, NULL, NULL);
PIXELFORMATDESCRIPTOR format_desc = {
.nSize = sizeof(PIXELFORMATDESCRIPTOR),
.nVersion = 1,
.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL
};
@paniq
paniq / perfect_spatial_hashing.txt
Last active June 21, 2024 14:56
Perfect Spatial Hashing
# forays into
Perfect Spatial Hashing (Lefebvre & Hoppe)
http://hhoppe.com/perfecthash.pdf
how it works:
There are two parts: a slow encoding step, and a fast decoding step.
Encoding