You can find the first post here
- Information on CockroachDB can be found here.
- Information on Docker Compose can be found here
- Information on Minio can be found here
- Add minio service to the
docker-compose.yml
file
from sqlalchemy.pool import QueuePool | |
from sqlalchemy import create_engine | |
from contextlib import closing, contextmanager, ExitStack | |
from sqlalchemy.sql import text | |
import asyncio | |
import logging | |
import time | |
class AsyncMysqlDatabase: |
#!/bin/bash | |
# `gitea dump` doesn't currently back up LFS data as well, only git repos | |
# It primarily backs up the SQL DB, and also the config / logs | |
# We'll backup like this: | |
# * "gitea dump" to backup the DB and config etc | |
# * tar / bzip all the repos since they will be skipped | |
# * Not rotated because git data is immutable (normally) so has all data | |
# * rsync LFS data directly from /volume/docker/gitea/git/lfs | |
# * No need for rotation since all files are immutable |
module.exports = { | |
theme: { | |
extend: {}, | |
screens: { | |
xl: { max: "1279px" }, | |
// => @media (max-width: 1279px) { ... } | |
lg: { max: "1023px" }, | |
// => @media (max-width: 1023px) { ... } |
CockroachDB supports enterprise grade backup and restore using object storage targets. For local development, a userfile
scheme was introduced to allow fast prototyping without a heavy burden of spinning up costly infra. A customer requested ability to quickly validate whether they can recover from a complete tear down of a cluster without using object storage. This is my experience and current workaround to get this to work.
## For a beginner-friendly version of the following (more advanced users likely will get better use of the below, | |
## if you're just starting out...), see this new gist: | |
## https://gist.github.com/WolfgangSenff/0a9c1d800db42a9a9441b2d0288ed0fd | |
This document represents the beginning of an upgrade or migration document for GDScript 2.0 and Godot 4.0. I'm focusing on 2D | |
at the moment as I'm upgrading a 2D game, but will hopefully have more to add for 3D afterward. | |
## If you want more content like this, please help fund my cat's medical bills at https://ko-fi.com/kyleszklenski - thank you very much! On to the migration guide. |
NO ZAPIER!
Select Board
➡️ Automation
➡️ Rules
➡️ Create Rule
/** | |
* Principles: | |
* 1. Performance | |
* 2. Simplicity and debuggability. | |
* | |
* It's not trying to be: | |
* 1. Flexible. | |
* | |
* This results into the following: | |
* 1. Explicit attributes only |
/main
lets us have supporting files excluded from Caddy, Godot, etc with zero extra config!Use ideas you like, leave ideas you dislike. The intention is to be simple adaptable starting point.
During the past days, this great article by Sam Pruden has been making the rounds around the gamedev community. While the article provides an in-depth analysis, its a bit easy to miss the point and exert the wrong conclusions from it. As such, and in many cases, users unfamiliar with Godot internals have used it points such as following:
In this brief article, I will shed a bit more light about how the Godot binding system works and some detail on the Godot