- Make sure you have a modern-ish version of Node.js installed.
- Type
npx https://gist.github.com/kfox/1280c2f0ee8324067dba15300e0f2fd3
- Connect to it from a client, e.g.
netcat
or similar:nc localhost 9000
Moved to Shopify/graphql-design-tutorial
This is a story about how I tried to use Go for scripting. In this story, I’ll discuss the need for a Go script, how we would expect it to behave and the possible implementations; During the discussion I’ll deep dive to scripts, shells, and shebangs. Finally, we’ll discuss solutions that will make Go scripts work.
While python and bash are popular scripting languages, C, C++ and Java are not used for scripts at all, and some languages are somewhere in between.
This is a proof of concept which allows you to replay system events in a random order each time to make sure your UI can tolerate variable states.
I'm not sure if this is worthy of its on open source project with additional features like changing play back time, whitelisting/blacklisting actions etc but figured I'd put this out there to see if it piques anyones interest.
See a video of this in action here: [https://www.youtube.com/watch?v=wkoukONfwmA](Video on YouTube).
'use strict'; | |
module.exports = function CustomError(message, extra) { | |
Error.captureStackTrace(this, this.constructor); | |
this.name = this.constructor.name; | |
this.message = message; | |
this.extra = extra; | |
}; | |
require('util').inherits(module.exports, Error); |
/*/../usr/bin/true | |
source="$0" | |
compiled="$0"c | |
if [[ "$source" -nt "$compiled" ]]; then | |
DEVELOPER_DIR=/Applications/Xcode.app/Contents/Developer xcrun swiftc -sdk /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.10.sdk -g "$source" -o "$compiled" || exit | |
fi | |
"$compiled" |
(by @andrestaltz)
If you prefer to watch video tutorials with live-coding, then check out this series I recorded with the same contents as in this article: Egghead.io - Introduction to Reactive Programming.
function Track(src, spriteLength, audioLead) { | |
var track = this, | |
audio = document.createElement('audio'); | |
audio.src = src; | |
audio.autobuffer = true; | |
audio.load(); | |
audio.muted = true; // makes no difference on iOS :( | |
/* This is the magic. Since we can't preload, and loading requires a user's | |
input. So we bind a touch event to the body, and fingers crossed, the |
function Y(le) { | |
return (function (f) { | |
return f(f); | |
}(function (f) { | |
return le(function (x) { | |
return f(f)(x); | |
}); | |
})); | |
} |
<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<title>Building a router</title> | |
<script> | |
// Put John's template engine code here... | |
(function () { | |
// A hash to store our routes: |