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nsdevaraj / main.m
Created January 29, 2013 09:19
Command Line Interface for Cocoa
$cat > main.m
#import <Foundation/Foundation.h>
int main() {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
NSArray *words = [NSArray arrayWithObjects:@"Hello,", @"world!", @"Check", @"this", @"out!", nil];
NSLog(@"%@", [words componentsJoinedByString:@" "]);
[pool release];
return 0;
@nsdevaraj
nsdevaraj / node.js
Created November 26, 2012 12:47
inspect any node js variable
sys.puts(sys.inspect(any variable));
@amontalenti
amontalenti / script-inject-http-proxy.js
Created November 21, 2012 17:16
script injecting proxy for Node.JS
var httpProxy = require('http-proxy');
var url = require('url');
httpProxy.createServer(function(req, res, proxy) {
var isHtml = false,
write = res.write,
writeHead = res.writeHead,
params = url.parse(req.url, true).query,
dest = params.dest || 'localhost',
@prime31
prime31 / Unity2Dframeworks.txt
Created August 12, 2012 19:22
Unity 2D framework comparison
Key:
"-" negative point
"+" positive point
"+-" could go either way depending on your opinion or if it functions or not
Background Info: the last project we worked on needed basic 2D functionality (sprites and animations) and SpriteKit was born to fill this need (http://www.youtube.com/watch?v=cabAr2CdLmc). It has no fancy editors and was really made to fit a specific need and as of yet it has not been extended much further than the video shows. Something a bit more full featured is required for a new prototype and instead of spending a bunch of time extending SpriteKit we went on a search for alternatives. None of the below frameworks are perfect and they all have pluses and minuses. One thing SpriteKit had that none of the others do is automatic texture selection based on screen resolution. That is one thing I would like to see incorporated in every 2D framework and it kind of surprises me that it isn't one of the first features added when making a 2D framework.
@nf
nf / hello-node.js
Created July 6, 2012 21:14
Hello world web server that scales across multiple processors
var cluster = require('cluster');
var http = require('http');
var numCPUs = require('os').cpus().length;
if (cluster.isMaster) {
// Fork workers.
for (var i = 0; i < numCPUs; i++) {
cluster.fork();
}
cluster.on('exit', function(worker, code, signal) {
@stevenh512
stevenh512 / gitconfig-git
Created June 11, 2012 10:51
URL rewriting in .gitconfig
# Use git and git+ssh instead of https
[url "git://github.com/"]
insteadOf = https://github.com/
[url "git@github.com:"]
pushInsteadOf = "git://github.com/"
[url "git@github.com:"]
pushInsteadOf = "https://github.com/"
@courtneycouch
courtneycouch / Raw results
Created May 11, 2012 03:53
AB test results - nodejs vs vert.x
Single core - ab test single concurrency 100k requests
Server Software:
Server Hostname: 127.0.0.1
Server Port: 8080
Document Path: /
Document Length: 89 bytes
Concurrency Level: 1
ar http = require('http');
var fs = require('fs');
var util = require('util');
var fileCache;
var sendFile = function(conn, file) {
conn.writeHead(200, {"Content-Type": "text/html", "Content-Length": file.length});
conn.write(file);
conn.end();
}
@darktable
darktable / SavWav.cs
Created April 6, 2012 05:01
Unity3D: script to save an AudioClip as a .wav file.
// Copyright (c) 2012 Calvin Rien
// http://the.darktable.com
//
// This software is provided 'as-is', without any express or implied warranty. In
// no event will the authors be held liable for any damages arising from the use
// of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
// Includes functions for exporting active sheet or all sheets as JSON object (also Python object syntax compatible).
// Tweak the makePrettyJSON_ function to customize what kind of JSON to export.
var FORMAT_ONELINE = 'One-line';
var FORMAT_MULTILINE = 'Multi-line';
var FORMAT_PRETTY = 'Pretty';
var LANGUAGE_JS = 'JavaScript';
var LANGUAGE_PYTHON = 'Python';