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# This is a short collection of tools that are useful for managing your | |
# known_hosts file. In this case, I'm using the '-f' flag to specify the | |
# global known_hosts file because I'll be adding many deploy users on this | |
# system. Simply omit the -f flag to operate on ~/.ssh/known_hosts | |
# Add entry for host | |
ssh-keyscan -H github.com >> /etc/ssh/ssh_known_hosts | |
# Scan known hosts | |
ssh-keygen -f /etc/ssh/ssh_known_hosts -F github.com |
using UnityEngine; | |
using UnityEditor; | |
[InitializeOnLoad] | |
public class PackageInfo | |
{ | |
const string kTitle = "Notice", kMessage = "This package is the prettiest of them all.", kButton = "Ok", kPackageIdentifier = "AwesomePackage"; | |
""" | |
Requeriments: | |
$ sudo pip install boto dnspython | |
Edit ~/.boto to use your AWS credentials | |
""" | |
import time | |
import sys |
# | |
# Slightly tighter CORS config for nginx | |
# | |
# A modification of https://gist.github.com/1064640/ to include a white-list of URLs | |
# | |
# Despite the W3C guidance suggesting that a list of origins can be passed as part of | |
# Access-Control-Allow-Origin headers, several browsers (well, at least Firefox) | |
# don't seem to play nicely with this. | |
# |
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This page is not maintained anymore, please update your bookmarks.
using UnityEngine; | |
using System.Collections; | |
public class ScreenRecorder : MonoBehaviour | |
{ | |
public int framerate = 30; | |
public int superSize; | |
public bool autoRecord; | |
int frameCount; |
They say that one of the pros of NodeJS is that you use the same language on the back-end and the front-end, so it's easy to share code between them. This sounds great in theory, but in practice the synchronous dependency handling in NodeJS works completely different than any client-side frameworks (which are asynchronous).
Usually that means that you end up copy-pasting your code between your NodeJS sources and your client-side sources, or you use some tool like Browserify, which is brilliant, but they add an extra step in the build process and most likely will conflict with the dependency handling of the framework of your choice (like AnularJS DI). I couldn't look in the mirror if I would call that code sharing.
Fortunately, with a couple of lines of boilerplate code, you can write a module which works in NodeJS and AngularJS as well without any modification.
No globals in the front-end, and dependencies will work. The isNode and isAngular va
# -*- coding: utf-8 -*- | |
import os | |
import re | |
import fnmatch | |
import argparse | |
from textwrap import dedent | |
parser = argparse.ArgumentParser(description='Add/update copyright on C# files') | |
parser.add_argument('root', nargs=1, help='Path to the root of the C# project') |
using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections; | |
using UnityEngine.SceneManagement; | |
public class ScreenFader : MonoBehaviour | |
{ | |
public Image FadeImg; | |
public float fadeSpeed = 1.5f; | |
public bool sceneStarting = true; |