// returns items that are not restaurants and nf_serving_weight_grams is not null
// includes usda_fields in the results so items that contain those fields will return
// fields.usda_fields
{
"fields":["item_name","brand_name","keywords","usda_fields"],
"query":"celery",| # from http://stackoverflow.com/questions/1057564/pretty-git-branch-graphs | |
| alias gitlg="git log --graph --all --format=format:'%C(bold blue)%h%C(reset) - %C(bold cyan)%aD%C(reset) %C(bold green)(%ar)%C(reset)%C(bold yellow)%d%C(reset)%n'' %C(white)%s%C(reset) %C(bold white)— %an%C(reset)' --abbrev-commit" |
(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.
I've been asked a few times over the last few months to put together a full write-up of the Git workflow we use at RichRelevance (and at Precog before), since I have referenced it in passing quite a few times in tweets and in person. The workflow is appreciably different from GitFlow and its derivatives, and thus it brings with it a different set of tradeoffs and optimizations. To that end, it would probably be helpful to go over exactly what workflow benefits I find to be beneficial or even necessary.
- Two developers working on independent features must never be blocked by each other
- No code freeze! Ever! For any reason!
- A developer must be able to base derivative work on another developer's work, without waiting for any third party
- Two developers working on inter-dependent features (or even the same feature) must be able to do so without interference from (or interfering with) any other parties
- Developers must be able to work on multiple features simultaneously, or at lea
| #!/usr/bin/env bash | |
| # | |
| # gh-dl-release! It works! | |
| # | |
| # This script downloads an asset from latest or specific Github release of a | |
| # private repo. Feel free to extract more of the variables into command line | |
| # parameters. | |
| # | |
| # PREREQUISITES | |
| # |
| // all the example arns from this page: http://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html | |
| var arns = [ | |
| 'arn:aws:elasticbeanstalk:us-east-1:123456789012:environment/My App/MyEnvironment', | |
| 'arn:aws:iam::123456789012:user/David', | |
| 'arn:aws:rds:eu-west-1:123456789012:db:mysql-db', | |
| 'arn:aws:s3:::my_corporate_bucket/exampleobject.png', | |
| 'arn:aws:artifact:::report-package/Certifications and Attestations/SOC/*', | |
| 'arn:aws:artifact:::report-package/Certifications and Attestations/ISO/*', | |
| 'arn:aws:artifact:::report-package/Certifications and Attestations/PCI/*', | |
| 'arn:aws:autoscaling:us-east-1:123456789012:scalingPolicy:c7a27f55-d35e-4153-b044-8ca9155fc467:autoScalingGroupName/my-test-asg1:policyName/my-scaleout-policy', |
| a4b.amazonaws.com | |
| access-analyzer.amazonaws.com | |
| account.amazonaws.com | |
| acm-pca.amazonaws.com | |
| acm.amazonaws.com | |
| airflow-env.amazonaws.com | |
| airflow.amazonaws.com | |
| alexa-appkit.amazon.com | |
| alexa-connectedhome.amazon.com | |
| amazonmq.amazonaws.com |
OSRM route server is an extremely useful tool for getting the driving distance/time through multiple locations. The route server requires data that has to be downloaded and processsed before it can be used to serve routes from.
Processing OSRM data for large region like North America can be a real challenge due to memory and disk size requirements. It's also really time consuming. If you cut and try from scratch, you will repeatedly run into some constraints and fail after hours of running.
The following are summary notes from trying this with eventual success.
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https:
