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@perusio
perusio / gist:1326701
Created October 31, 2011 01:28
Mobile device detection in Nginx with just 7 lines of configuration
### Testing if the client is a mobile or a desktop.
### The selection is based on the usual UA strings for desktop browsers.
## Testing a user agent using a method that reverts the logic of the
## UA detection. Inspired by notnotmobile.appspot.com.
map $http_user_agent $is_desktop {
default 0;
~*linux.*android|windows\s+(?:ce|phone) 0; # exceptions to the rule
~*spider|crawl|slurp|bot 1; # bots
~*windows|linux|os\s+x\s*[\d\._]+|solaris|bsd 1; # OSes
@justfalter
justfalter / how_to_install_qcachegrind_on_osx.txt
Created June 16, 2011 16:04
How to install qcachegrind (kcachegrind) on OSX Snow Leopard
SUMMARY
I like to use kcachegrind for doing profiling on my ruby code. Most of my development
is done on OSX, and while you can install kcachegrind via macports, it takes forever
because it has to build KDE, as well. Much to my surprise, the fine folks who
wrote kcachegrind also made a QT version, qcachegrind. I was able to build this on
OSX without too much effort, only having to install QT and GraphViz. Yippie!
I'm running OSX 10.6.7, with Xcode 4. My default gcc/g++ version is 4.2. I'm sure
it will build just fine on earlier versions of Xcode, but I haven't tested it.
@juliocesar
juliocesar / best-localStorage-polyfill-evar.js
Created April 18, 2011 23:19
This is the best localStorage polyfill in the world
// I mean, seriously, localStorage is supported even by your mum. How about instead of
// casing the feature out, you give users in-memory (stale) storage instead?
// If they close your application, they deserve to lose data anyway.
// if (!('localStorage' in window)) {
if (!Modernizr.localstorage) {
window.localStorage = {
_data : {},
setItem : function(id, val) { return this._data[id] = String(val); },
getItem : function(id) { return this._data.hasOwnProperty(id) ? this._data[id] : undefined; },
@bebraw
bebraw / gameengines.md
Created January 6, 2011 18:07
List of JS game engines. You can find a wikified version at https://github.com/bebraw/jswiki/wiki/Game-Engines. Feel free to modify that. I sync it here every once in a while.

IMPORTANT! Remember to check out the wiki page at https://github.com/bebraw/jswiki/wiki/Game-Engines for the most up to date version. There's also a "notes" column in the table but it simply does not fit there... Check out the raw version to see it.

This table contains primarily HTML5 based game engines and frameworks. You might also want to check out the [[Feature Matrix|Game-Engine-Feature-Matrix]], [[Game Resources]] and [[Scene Graphs]].

Name Size (KB) License Type Unit Tests Docs Repository Notes
Akihabara 453 GPL2, MIT Classic Repro no API github Intended for making classic arcade-style games in JS+HTML5
AllBinary Platform Platform Dependent AllBinary 2D/2.5D/3D n
@vicalejuri
vicalejuri / django-crossdomainxhr-middleware.py
Created June 5, 2010 17:47
Middlware to allow's your django server to respond appropriately to cross domain XHR (postMessage html5 API).
import re
from django.utils.text import compress_string
from django.utils.cache import patch_vary_headers
from django import http
try:
import settings
XS_SHARING_ALLOWED_ORIGINS = settings.XS_SHARING_ALLOWED_ORIGINS