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@rgm
rgm / stamp-icon.rb
Last active September 11, 2023 12:40
Add the current version and build number on your iOS app icon
#!/usr/bin/env ruby
# Requires ImageMagick: `brew install imagemagick`
# Requires version.sh from https://gist.github.com/osteslag/1089407
#
# Set RGM_STAMP_VERSION_ON_ICONS=1 in your build settings to enable/disable
# stamping on Debug/Relase configurations.
#
# Make base unstamped versions Icon.base.png, &c. in the source tree. The
# script will make stamped versions Icon.png, &c. It relies on Xcode to copy
@arunoda
arunoda / gist:7790979
Last active September 10, 2024 08:43
Installing SSHPass

Installing SSHPASS

SSHPass is a tiny utility, which allows you to provide the ssh password without using the prompt. This will very helpful for scripting. SSHPass is not good to use in multi-user environment. If you use SSHPass on your development machine, it don't do anything evil.

Installing on Ubuntu

apt-get install sshpass

Installing on OS X

@subicura
subicura / gist:8329759
Created January 9, 2014 05:21
유명 서비스들의 API Response 분석
@r2d2rigo
r2d2rigo / ExtractZipFile.cs
Last active August 18, 2021 10:05
Using SharpZipLib to extract zip files from Unity in a coroutine-friendly way
// This sample function uses SharpZipLib (http://icsharpcode.github.io/SharpZipLib/) to extract
// a zip file without blocking Unity's main thread. Remember to call it with StartCoroutine().
// Byte data is passed so a MemoryStream object is created inside the function to prevent it
// from being reclaimed by the garbage collector.
public IEnumerator ExtractZipFile(byte[] zipFileData, string targetDirectory, int bufferSize = 256 * 1024)
{
Directory.CreateDirectory(targetDirectory);
using (MemoryStream fileStream = new MemoryStream())
@PurpleBooth
PurpleBooth / README-Template.md
Last active November 17, 2024 18:07
A template to make good README.md

Project Title

One Paragraph of project description goes here

Getting Started

These instructions will get you a copy of the project up and running on your local machine for development and testing purposes. See deployment for notes on how to deploy the project on a live system.

Prerequisites

@options
options / jugan.net
Created December 10, 2015 05:26
[주간닷넷] 혼자 알고 있기에는 너무나 아까운 글, 소스 코드, 라이브러리를 발견하셨거나 혹은 공유하고자 하는 소식이 있으시면 알려주세요
[주간닷넷]
@antirez
antirez / lmdb.tcl
Created April 28, 2017 15:40
LMDB -- First version of Redis written in Tcl
# LVDB - LLOOGG Memory DB
# Copyriht (C) 2009 Salvatore Sanfilippo <[email protected]>
# All Rights Reserved
# TODO
# - cron with cleanup of timedout clients, automatic dump
# - the dump should use array startsearch to write it line by line
# and may just use gets to read element by element and load the whole state.
# - 'help','stopserver','saveandstopserver','save','load','reset','keys' commands.
# - ttl with milliseconds resolution 'ttl a 1000'. Check ttl in dump!
@Split82
Split82 / UnityShadersCheatSheet.shader
Created April 17, 2018 10:07
Unity Shaders Cheat Sheet
Shader "Name" {
Properties {
_Name ("display name", Range (min, max)) = number
_Name ("display name", Float) = number
_Name ("display name", Int) = number
_Name ("display name", Color) = (number,number,number,number)
_Name ("display name", Vector) = (number,number,number,number)
@Curookie
Curookie / Unity 유니티 실무
Last active November 12, 2024 05:44
Unity 유니티 실무
글 로딩 이슈로 앞으로 유니티 실무2에 적겠습니다.
실무2 - https://gist.github.com/Curookie/42c979a7de7d656ec8cf6b8c01ea0457
----- 절차적 콘텐츠 생성(Procedural Content Generation, PCG) -----
랜덤 생성 알고리즘
1. Cellular Automaton
- 2D Platformer 맵 생성시 사용할 수 있음. (동굴, 던전)
2. Dungeon Room 생성 알고리즘 (BSP)
Binary Space Partitioning (BSP 알고리즘)
@LotteMakesStuff
LotteMakesStuff / AutohookAttribute.cs
Last active July 1, 2024 09:54
[Autohook] property drawer for unity - Add this [Autohook] attribute to a property to and the inspector will automagically hook up a valid reference for you if it can find a component attached to the same game object that matches the field you put it on. You can watch a demo of this in action here https://youtu.be/faVt09NGzws <3
// NOTE DONT put in an editor folder!
using UnityEngine;
public class AutohookAttribute : PropertyAttribute
{
}