This gist shows how to create a GIF screencast using only free OS X tools: QuickTime, ffmpeg, and gifsicle.
To capture the video (filesize: 19MB), using the free "QuickTime Player" application:
#!/bin/sh | |
### | |
# SOME COMMANDS WILL NOT WORK ON macOS (Sierra or newer) | |
# For Sierra or newer, see https://github.com/mathiasbynens/dotfiles/blob/master/.macos | |
### | |
# Alot of these configs have been taken from the various places | |
# on the web, most from here | |
# https://github.com/mathiasbynens/dotfiles/blob/5b3c8418ed42d93af2e647dc9d122f25cc034871/.osx |
Updated for Rails 4.0.0+
Set up the bower
gem.
Follow the Bower instructions and list your dependencies in your bower.json
, e.g.
// bower.json
{
THIS GIST WAS MOVED TO TERMSTANDARD/COLORS
REPOSITORY.
PLEASE ASK YOUR QUESTIONS OR ADD ANY SUGGESTIONS AS A REPOSITORY ISSUES OR PULL REQUESTS INSTEAD!
#!/usr/bin/env bash | |
# Automatically installs swiftenv and run's swiftenv install. | |
# This script was designed for usage in CI systems. | |
git clone --depth 1 https://github.com/kylef/swiftenv.git ~/.swiftenv | |
export SWIFTENV_ROOT="$HOME/.swiftenv" | |
export PATH="$SWIFTENV_ROOT/bin:$SWIFTENV_ROOT/shims:$PATH" | |
if [ -f ".swift-version" ] || [ -n "$SWIFT_VERSION" ]; then | |
swiftenv install -s |
Following the tradition from last year, here's my complete list of all interesting features and updates I could find in Apple's OSes, SDKs and developer tools that were announced at this year's WWDC. This is based on the keynotes, the "What's New In ..." presentations and some others, Apple's release notes, and blog posts and tweets that I came across in the last few weeks.
If for some reason you haven't watched the talks yet, I really recommend watching at least the "State of the Union" and the "What's New In" intros for the platforms you're interested in. The unofficial WWDC Mac app is great way to download the videos and keep track of what you've already watched.
If you're interested, here are my WWDC 2015 notes (might be useful if you're planning to drop support for iOS 8 now and start using some iOS 9 APIs).
Where you able to produce a binary directly from the Rust build tools that you could submit to the app/play store?
Not quite, but I tried to get as close to that as was reasonably possible. Alas, things ended up a little convoluted.
For iOS, I have a nearly empty Xcode project with a build script that copies my cargo
produced executable into the .app
that Xcode generates (before Xcode signs it). The build script also uses lipo
to merge the executables for each architecture I’m targeting (e.g. armv7 and aarch64 for non-simulator devices) into a single, universal binary.
On top of that, there are various iOS-y things that need to happen before my application’s main method is called. SDL2 provides the Objective-C code that does all of that. In a C or C++ game, SDL2 renames main to SDL_main, and then [inserts its own mai