git clone [email protected]:YOUR-USERNAME/YOUR-FORKED-REPO.git
cd into/cloned/fork-repo
git remote add upstream git://github.com/ORIGINAL-DEV-USERNAME/REPO-YOU-FORKED-FROM.git
git fetch upstream
| # Author: Pieter Noordhuis | |
| # Description: Simple demo to showcase Redis PubSub with EventMachine | |
| # | |
| # Update 7 Oct 2010: | |
| # - This example does *not* appear to work with Chrome >=6.0. Apparently, | |
| # the WebSocket protocol implementation in the cramp gem does not work | |
| # well with Chrome's (newer) WebSocket implementation. | |
| # | |
| # Requirements: | |
| # - rubygems: eventmachine, thin, cramp, sinatra, yajl-ruby |
| // NOTE: For an actively-maintained version of this script, see https://github.com/mminer/consolation. | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| /// <summary> | |
| /// A console to display Unity's debug logs in-game. | |
| /// </summary> | |
| public class Console : MonoBehaviour | |
| { |
| import redis | |
| import logging | |
| class RedisLogHandler: | |
| """Log handler for logging logs in some redis list | |
| """ | |
| def __init__(self, host = None, port = None, db = 0, log_key = 'log_key'): | |
| self._formatter = logging.Formatter() | |
| self._redis = redis.Redis(host = host or 'localhost', port = port or 6379, db = db) | |
| self._redis_list_key = log_key |
git clone [email protected]:YOUR-USERNAME/YOUR-FORKED-REPO.git
cd into/cloned/fork-repo
git remote add upstream git://github.com/ORIGINAL-DEV-USERNAME/REPO-YOU-FORKED-FROM.git
git fetch upstream
As configured in my dotfiles.
start new:
tmux
start new with session name:
| import redis | |
| import threading | |
| class Listener(threading.Thread): | |
| def __init__(self, r, channels): | |
| threading.Thread.__init__(self) | |
| self.redis = r | |
| self.pubsub = self.redis.pubsub() | |
| self.pubsub.subscribe(channels) | |
| // Smooth Follow from Standard Assets | |
| // Converted to C# because I fucking hate UnityScript and it's inexistant C# interoperability | |
| // If you have C# code and you want to edit SmoothFollow's vars ingame, use this instead. | |
| using UnityEngine; | |
| using System.Collections; | |
| public class SmoothFollow : MonoBehaviour { | |
| // The target we are following | |
| public Transform target; |
The plan is to create a pair of executables (ngrok and ngrokd) that are connected with a self-signed SSL cert. Since the client and server executables are paired, you won't be able to use any other ngrok to connect to this ngrokd, and vice versa.
Add two DNS records: one for the base domain and one for the wildcard domain. For example, if your base domain is domain.com, you'll need a record for that and for *.domain.com.
| # Live streaming 2D monochrome image receiver | |
| # We can start this from python to view images | |
| # So we get the live image or a current image from Python, and | |
| # send it to ImageJ through this interface. Boom! | |
| from ij import IJ | |
| from ij.process import ByteProcessor, ShortProcessor, LUT | |
| import jarray |