EXAMPLE
🎉INIT: 깃모지 프로젝트
| NAME | EMOJI | PREFIX |
|---|---|---|
| 프로젝트 시작 | 🎉:tada: |
INIT |
| 패키지(컴파일된 파일) | 📦:package: |
PKG |
| 버전태그, 릴리즈 | 🔖:bookmark: |
TAG |
I’ve written a newer optimized 2026 version of this guide with a faster setup using Zinit + Starship and improved plugin loading.
This version avoids slow shell startups and works better with modern Zsh setups.
Updated guide: https://gist.github.com/n1snt/2cccc8aa5f7b645a7628d3512c70deb6
| /* if ur enviroment is Windows, import SDL2 and winapi | |
| if ur enviroment is Linux or Unix, import SDL2 and X11/Xlib.h | |
| */ | |
| #if _WIN32 || _WIN64 | |
| BOOL CALLBACK EnumWindowsProc(HWND hwnd, LPARAM lParam) { | |
| HWND p = FindWindowEx(hwnd, NULL, "SHELLDLL_DefView", NULL); | |
| HWND* ret = (HWND*)lParam; | |
| if (p) { |
Discord is now slowly rolling out the ability to send colored messages within code blocks. It uses the ANSI color codes, so if you've tried to print colored text in your terminal or console with Python or other languages then it will be easy for you.
To be able to send a colored text, you need to use the ansi language for your code block and provide a prefix of this format before writing your text:
\u001b[{format};{color}m
| import org.jetbrains.exposed.sql.Column | |
| import org.jetbrains.exposed.sql.ColumnType | |
| import org.jetbrains.exposed.sql.CustomStringFunction | |
| import org.jetbrains.exposed.sql.EqOp | |
| import org.jetbrains.exposed.sql.Expression | |
| import org.jetbrains.exposed.sql.ExpressionWithColumnType | |
| import org.jetbrains.exposed.sql.Table | |
| import org.jetbrains.exposed.sql.statements.api.PreparedStatementApi | |
| import org.jetbrains.exposed.sql.statements.jdbc.JdbcPreparedStatementImpl | |
| import org.jetbrains.exposed.sql.stringLiteral |
This gist intends on clearing up some of the misinformation surrounding signed chat/the reporting feature Mojang has added to Minecraft 1.19.1. Here you can find both technical information as well as a general explanation of how these work.
After joining a server, clients now send a profile key used for verifying a message's authenticity. This key and thus the whole signing process is optional, but by default, servers enforce secure profiles for clients to send chat messages. Whenever the player sends a chat message and has a key associated, the message will be signed using their own private key, which the server then verifies using the public key sent after join. Assuming signature, timestamp, and message contents line up, the message goes through.
On the other end, clients can also require all broadcasted player messages to be signed, disregarding the ones without sender verified signatures.
| # Script for converting a HF Diffusers saved pipeline to a Stable Diffusion checkpoint. | |
| # *Only* converts the UNet, VAE, and Text Encoder. | |
| # Does not convert optimizer state or any other thing. | |
| # Written by jachiam | |
| import argparse | |
| import os.path as osp | |
| import torch |
The Registry Modification API is a framework for adding future API which easily allows mutating or adding entries into both the built-in registries and the data-driven registries.
There are several definitions to cover first:
Built-in Registry: A registry that is unmodifiable by datapacks. They are created/loaded via static initializers
| /* EDIT MODE */ | |
| .canvas-node .HyperMD-header.HyperMD-header-1 { | |
| text-align: center; | |
| } | |
| /* PREVIEW MODE */ | |
| .canvas-node .markdown-preview-view h1 { | |
| text-align: center; |